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New Racing Simulation Distances Itself From Gamers

waderoush writes "In an unusual move that could alienate a large segment of potential customers, iRacing.com, an online racing simulation company that opened its site to the public on August 26, is calling its system a 'driver development tool' that isn't designed for PC or console gamers. 'We don't think of ourselves as a game company,' says one exec. 'World of Warcraft has a real appeal...But our system is more serious, frankly. If you are serious about racing, our product is for you, because getting on a [simulated] track with a full field of other drivers and racing against them safely involves as much commitment and time investment as if you went to racing school.' In fact, to distinguish its system from MMOs, the company has come up with a new acronym to describe its simulation: MMIS, for 'massively multiparticipant Internet sport.'"

208 comments

  1. Can you say publicity stunt? by bonkeydcow · · Score: 5, Funny

    I think you can.
    Come on. Oh we are too good to be called a game, but come play it. Give me a break.

    1. Re:Can you say publicity stunt? by Opportunist · · Score: 4, Insightful

      You make fun of it, but it's a real issue.

      Have you ever been in game development? If so, what was the reaction of people outside the IT biz when you told them you're making games?

      Creating games is usually a whole lot more complicated and requires a lot more knowledge and experience than the average business application, due to quite a few reasons. You need considerable mathematic knowledge, you need(ed) good assembler skills, you need to know a lot about the APIs you're working with, your code is incredibly time critical so optimization is a core issue for you, etc. All that and more does not apply at all to business apps. I've seen people in business app development that went straight out of some sort of evening school and were put behind a project to create productive code, with little care about stability, safety or reliability. Some bozo at Q&A will do that.

      Yet when you talk with people outside the biz, the guy doing business apps will certainly get a lot more credibility than you, who're "only" making toys.

      I can see why a company does not want to be associated with "toys", that their product is a "serious" racing simulation. Whether it's a marketing stunt is debatable. It certainly is. I just doubt it's just to get some publicity. I can very well see why a company would want to put some distance between themselves and the "toys".

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:Can you say publicity stunt? by Blakey+Rat · · Score: 2, Insightful

      It's the same thing as, say, Microsoft Flight Simulator as compared to Crimson Skies. Both are "flying simulations," but Crimson Skies is obviously a game, while Flight Sim is designed to run as accurately and realistically as possible.

      I don't see why there's any confusion here at all. What they're offering is a racing simulation that isn't designed to be a video game, it's designed to be as realistic as possible. Even "realistic" racing sims on consoles aren't all that realistic if you look at how they handle collisions (for example).

    3. Re:Can you say publicity stunt? by philspear · · Score: 3, Funny

      Pubwiictstund..

      No, I can't. Damnit! There goes your funny mod.

    4. Re:Can you say publicity stunt? by Quasar1999 · · Score: 2, Insightful

      Maybe... but I truly hope it isn't a publicity stunt, but rather a simulator.

      I remember buying the original Need For Speed 'game' and enjoying the relatively realistic simulation they pulled off. Ever since then every game out there has been about arcade style play. I do think there is a market for those of us that want simulator style racing/driving games, and why not make it an online community thing.

      The new acronym they came up with to describe it, now that was just stupid. But perhaps it helped get some VC money... so I'm willing to put up with it, if they deliver a good simulator.

      --

      ---
      Programming is like sex... Make one mistake and support it the rest of your life.
    5. Re:Can you say publicity stunt? by Austerity+Empowers · · Score: 4, Insightful

      And I thought they were just trying to appeal to the elitist instinct in many gamers.

    6. Re:Can you say publicity stunt? by sumdumass · · Score: 3, Insightful

      Your probably on to something here. I'm betting they want to make this distinction early on so when the start banning people who cause crashes or drive recklessly, they can say see, I told you.

    7. Re:Can you say publicity stunt? by PinkPanther · · Score: 5, Funny

      Unlike the rest of you, I am not an elitist.

      --
      It's a simple matter of complex programming.
    8. Re:Can you say publicity stunt? by Xner · · Score: 1

      Need for speed? Realistic? You were obviously not playing the same game I was.

      --
      Pathman, Free (as in GPL) 3D Pac Man
    9. Re:Can you say publicity stunt? by Quasar1999 · · Score: 2, Insightful

      Road and Track's The Need For Speed released in 1994 was for the time, pretty realistic simulator on a 486 PC. All other NFS titles since then have been eye-candy arcade style, but if the original was certainly aiming for the simulator feel (even if it wasn't as realistic as it could have been). NFS porsche unleashed attempted to go back in the realism direction as well, but EA killed it and instead went for the stupid wannabe street racer modding crowd, with arcade physics. I just hope no stupid kid plays the game and then tries to drive his Honda Civic at 150km/h on city streets. The GT series on the Playstation 2 was about the only other game I can think of that wasn't pure arcade crap.

      --

      ---
      Programming is like sex... Make one mistake and support it the rest of your life.
    10. Re:Can you say publicity stunt? by polar+red · · Score: 5, Informative

      Creating games is usually a whole lot more complicated and requires a lot more knowledge and experience than the average business application

      I would prefer to say different rather than harder. Creating business apps also requires some skills that are not found in games, for example : disentangling the business rules, interacting with users, making sense of the 20 year old system which consists of cobol-programs, jcl, ... all written by 20 different people which aren't there anymore, and you're stuck with a database which is a melting pot of 3 older systems ...

      --
      Yes, I'm left. You have a problem with that?
    11. Re:Can you say publicity stunt? by Goldberg's+Pants · · Score: 5, Informative

      iRacing is simply the MMO business model applied to the racing genre. Sadly a bunch of my race sim buddies have fallen for Dave Kaemmer's bullshit and subscribed. However the reviews I'm hearing from folk are primitive graphics etc...

      Papyrus know how to do racing physics. Grand Prix Legends is ten years old and still holds it's own on the current crop of sims from ISI, Simbin etc... But this just screams of publicity stunt. It's basically a subscription based ranking system. It's kinda like a virtual SCCA.

      Dave Kaemmer stuck a stake through the heart of the NR2003 community when iRacing first came into being as First Racing, and threatened a bunch of folk with lawsuits, actually DID take Tim McArthur to court if I recall (ultimately settled out of court), just so they could reuse code from NR2003 for this thing. Apparently modding a now five year old video game was somehow damaging their business. They changed their name to iRacing after all the bad publicity of threatening their potential customers with legal action.

      I'll stick to sims made by DECENT companies who don't screw their users over, thanks.

    12. Re:Can you say publicity stunt? by Anonymous Coward · · Score: 1

      I bet iRacing is going to be no more of a realistic racing simulation than Forza or GT. In fact, I'll eat my own dick if is a better simulation than either of those games.

    13. Re:Can you say publicity stunt? by halcyon1234 · · Score: 1

      They're not a game, just like Marget Atwood doesn't write science fiction

    14. Re:Can you say publicity stunt? by Dave+Tucker+Online · · Score: 1

      It is just like an advertisement I saw for weight loss pills. "This is only for people who are serious about losing weight, not for people who just want to lose a few pounds."

      You make your product seem so good that it is only for some elite group - and everybody will want it.

    15. Re:Can you say publicity stunt? by cgenman · · Score: 5, Insightful

      You see this elsewhere in the gaming world. In europe, there is a huge market for historical simulations for obsessed history buffs. They could tell you how heavy a particular shell fired in WW1 was, how long it took to forge an average pike, death rates in small vs large villages in the renissance, etc. And of course there are a lot of different names to these things (historical simulations, etc) to try to differentiate these from the more casual "games" people play.

      In America, we have groups of people obsessed with flight simulators. These are both the people who take 8-hours on a saturday to fly from Boston Logan to SFO in their kitchen, and the more esoteric people who take 3 months to fly a moon mission. Sure, you could call Microsoft Flight Simulator a game, but it is more accurately described as either a Simulator, or a Borderline Creepy Obsession.

      Calling a game which requires that kind of creepy dedication a "sport" doesn't seem all that far off from a categorization standpoint, and it helps them to connect their game with people looking for that kind of thing. I can't comment on the game itself, but this positioning seems understandable.

    16. Re:Can you say publicity stunt? by Cornflake917 · · Score: 1

      Hey, not all of us play Eve-Online.

    17. Re:Can you say publicity stunt? by PC+and+Sony+Fanboy · · Score: 1

      I just hope no stupid kid plays the game and then tries to drive his Honda Civic at 150km/h on city streets.

      ... actually, you should just hope that kid removes ONLY himself from the gene pool.

      Then, we'd all get what we want... No more damn kids on my lawn!!!

    18. Re:Can you say publicity stunt? by PC+and+Sony+Fanboy · · Score: 1

      Grand Prix Legends is ten years old and still holds it's own on the current crop of sims from ISI, Simbin etc...

      ... STUNT is a good driving sim, with good physics that holds its own as well. And it runs on hardware that is 20 years old.

      Can't beat that... unless you're driving a real car, I suppose (oh, now I sound like those anti-guitar hero 'tards...)

    19. Re:Can you say publicity stunt? by Anonymous Coward · · Score: 0

      It's kinda like a virtual SCCA

      So does that mean when they tech your car (inspect it) and find out you're cheating, they look at your points, and if your near the top you can get away with cheating? I'm involed w/ SCCA racing, and it is horribly corrupt.

      If you're a 'name' in the series you can cheat anyway you wish, if you're a nobody they bust your balls over legal shit, and if you make a stink about it, they just say "it's in the judgment of the race steward". SCCA are a bunch of assholes.

    20. Re:Can you say publicity stunt? by Chris+Burke · · Score: 1

      Come on. Oh we are too good to be called a game, but come play it. Give me a break.

      Yeah, it may be a publicity stunt, but I don't know if it's a well thought-out one. Is the number of people who want something even more extreme than present racing sims really that large? How many of those are going to readily say "Why yes I -am- an elitist, thank you for marketing to me"?

      I read the headline and translated it as "New Racing Simulation Distances Itself From Money".

      --

      The enemies of Democracy are
    21. Re:Can you say publicity stunt? by 427_ci_505 · · Score: 2, Informative

      Howdy.

      Try out any title made by Simbin on the PC: GTR, GT Legends, GTR2, and RACE.

      GTR is FIA GT1 and GT2 cars, like in Lemans.
      GTR2 is more of the same.

      GT Legends is FIA GTC65, GTC76 and TC65 classes in a game.

      RACE I believe is WTCC racing.

      They are very realistic and have a pretty active community. They also support a clutch pedal and H-pattern shifter setup, if you have one.

      Disclaimer: I don't work for Simbin, I'm just an avid racing sim gamer.

    22. Re:Can you say publicity stunt? by Skuld-Chan · · Score: 1

      Have you seen some of these mmo's?

      I used to do accounting application support and some games have business rules that are as complex as the games I've played.

    23. Re:Can you say publicity stunt? by enderjsv · · Score: 1

      Try the Forza Motorsport series for the xbox and the xbox 360. It's a fairly good sim racing game.

    24. Re:Can you say publicity stunt? by 2short · · Score: 1


      "It's not a video game, it's a driving simulator."

      I can't even remember what game I heard that said about, but the guy sounded like he was sure he was imparting some deep insight. That was 1987. It was a video game; so is this.

    25. Re:Can you say publicity stunt? by arth1 · · Score: 1

      Few things are as irritating in Microsoft Flight Simulator X Accelleration as a bunch of people trying to hold an open racing game, and then some kids join who want to crash as much as possible.

      Yes, if they can keep the "gamers" away from it, they will attract more of the serious people. Who have wallets of typical 30-50 year olds, and not 10-20 year olds.

      But in order for this to succeed, they need to provide for plenty of opportunities for people to train. Not just train in a race, but train on their own, without a competitive element. By trying to force people into the actual races, where the money is, they'll also alienate a lot of potential customers. This is where I think they'll fail.

    26. Re:Can you say publicity stunt? by Shotgun · · Score: 3, Insightful

      You're on the right track, but I wouldn't use MSFS in the comparison. It is still mostly a game.

      I draw this distinction, because MSFS uses static profiles to draw the physical reactions of their models. This has the drawback of limiting the model to known configurations and conditions. They have a Cessna 182 modeled very closely, but the realism goes out the window if you try to alter the model to add a spoiler or clip a bay off the wings.

      I would have used XPlane against Crimson Skies. XPlane builds a dynamic model based on pre-generated airfoil data. Extend or move the wings around and the plane's behavior changes accordingly. XPlane began life as on guys attempt to create a simulator to save him money in pursuing an IFR certificate.

      However, in either case, your are correct. The realism based programs don't include such things as guns or targets. It's not a game, as much as a simulator. Go to an XPlane fly-in and continously fly around where you're not supposed to and they will eventually kick you off the server. Things are tied closely to the real world. I expect that this racing simulator is similar.

      --
      Aah, change is good. -- Rafiki
      Yeah, but it ain't easy. -- Simba
    27. Re:Can you say publicity stunt? by dkf · · Score: 1

      Unlike the rest of you, I am not an elitist.

      You're totally above all that sort of thing and like to leave it to the hoi polloi, don't you?

      --
      "Little does he know, but there is no 'I' in 'Idiot'!"
    28. Re:Can you say publicity stunt? by fprintf · · Score: 1

      Maybe compare it to LFS? The racing there is quite realistic and it is damn hard to get a fast laptime. Plus you get some real adrenaline from wheel to wheel racing. I like it better than all the other PC driving games and sims.

      --
      This post brought to you by your friendly neighborhood MBA.
    29. Re:Can you say publicity stunt? by Anonymous Coward · · Score: 0

      Well now we know that the most difficult position is neither business application developer nor game developer.. It's the gamer himself who may be forced to eat his own dick on occasion.

    30. Re:Can you say publicity stunt? by zevans · · Score: 2, Funny

      I'd love to be an Elitist, but the closest I can get is an ooliteist.

      --
      "... and more and more now there are all kinds of electronic goodies available" -- Pink Floyd 1972
    31. Re:Can you say publicity stunt? by Mr.+McGibby · · Score: 1

      In business software you don't get to change the rules to suit you. In games, you do.

      --
      Mad Software: Rantings on Developing So
    32. Re:Can you say publicity stunt? by magus_melchior · · Score: 1

      Remember Atari after the first video game market crash? "Oh, no, we're not doing games anymore, we're doing simulations." This, by the way, is one of the biggest reasons why business types scoff at computer games, because the very first successful market and company failed in the most spectacular way. Never mind that the next generation came along and made a killing, never mind that the industry learned all the valuable lessons from Atari and ended up gaining back all the lost ground, and then some. Never mind that none of the guys who want to sell games call them "simulations" anymore, unless maybe he's Will Wright or Sid Meier-- and their creations would be called "simulation games", anyway.

      Even though electronic gaming is poised to overtake the film industry, some PHBs can't get their heads out of the early 1980s. That someone is 20 years late to the "simulation" stage says a lot about their marketers.

      --
      "We are Microsoft. You shall be assimilated. Competition is futile."
    33. Re:Can you say publicity stunt? by Jarik_Tentsu · · Score: 1

      Setting a goal is also important.

      A good *game* is quite often *not* realistic. Take the whole controversy over the graphics in Diablo III - it can look a lot better, and its unrealistically bright, but they chose it for gameplay. Taking racing games - why did the Need For Speed saga do so well? It aimed at casual gamers who don't care about realism...and thus it's fun to play.

      It takes a bit more seriousness to tackle a more simulator type game. I play Forza Motorsport, which aims to be a simulator. It's fucking hard. It took me months just to be able to drive around the downhill map in a relatively slow car without crashing into every corner.

      Going up again, take something like Live for Speed. That game is *hard*. You even have clutch control and all.

      I think by distancing themselves from games, they are saying directly - "We *are* going to be sacrificing 'fun, easy gameplay' for realism. Realism is gonna be teh focus". And that's fair enough really.

      Yes, it is a publicity stunt...but it's also a bit more than that.

      `Jarik

    34. Re:Can you say publicity stunt? by sumdumass · · Score: 1

      I'm sure there will be a practice pit and/or training areas. I'm thinking they won't keep the gamers away, they will just keep the ones who aren't serious away. Of course I can think of several places/games where it would be nice to not have all the fools around messing stuff up.

    35. Re:Can you say publicity stunt? by Scoth · · Score: 1

      I love taking my friends who think GT4 is so amazingly realistic and sticking them in front of GPL at something like Nuerburgring or Monaco and see if they can make a lap without spinning out. Some of them aren't even able to get to the first corners without traction control.

      (Yes, GT4 is pretty decent as far as console games go, and is probably the most realistic of the console sims, but still doesn't hold a candle to some Papyrus games. I've done some SCCA autocross in a MR car so I have some idea about how cars are supposed to handle)

    36. Re:Can you say publicity stunt? by floodo1 · · Score: 0

      yeah did you ever consider that it has to do with the fact that in GPL you're driving cars that have a fraction of the overall grip available in a modern sports car (GT4)? Papyrus does have a good physics team, but you're DEEPLY mistaken to think that Polyphony doesnt know what they are doing. I urge you to watch ANY development video of GT5 and come to the same conclusion that you posted here. Papyrus isnt some sort of magicians.

      --
      I KUT J00 M4NG!!!
    37. Re:Can you say publicity stunt? by Anonymous Coward · · Score: 0

      They do market it to drivers for training, and for a while it seemed that's the way it would stay. They are really not going after gaming fans but race driving fans, who know about and want a similar level of competition that various real series provide.
      If you tried it you would certainly agree it isn't game like at all, it's missing a lot of elements a game would need to be successful.

    38. Re:Can you say publicity stunt? by vikstar · · Score: 1

      Yeah, it's a way they can justify the ridiculously high price, you pay at least $13 a month for the subscription in addition to purchasing cars and tracks over your initial set of 2 cars and 7 tracks.

      --
      The question of whether a computer can think is no more interesting than the question of whether a submarine can swim.
    39. Re:Can you say publicity stunt? by Anonymous Coward · · Score: 0

      I am an iRacing member.

      iRacing is the MMO business model applied to the racing genre, but this doesn't mean it doesn't have some great advantages over a traditional racing sim.

      There is a amazing career formula with a system that records and keeps track of your performance and safety rating.
      When you join a race you are automaticly put on a server with racers of similar quality, that way everybody that works hard in the race has a chance to win the race or at least end up on the podium.

      There is a sanctioning body that handels compaints, there is no way to get away with calling people names in this sim, you will get warned or kicked if you did this before.

      There is a way to contact each and every driver in the sim, there are currently a lot of simracers and a few real world drivers.

      I raced Dale Earnhart Jr. in this sim on an oval, that's fun! :)

      Also the team really listens to requests and complains for the members and is developing this sim further and funther just like an MMO.

      The driving in iRacing is in a league of it's own, comparing this to simbin or other ISI based sim's is just a joke.

      Just try it for one month, get the skippy car and be amazed at the drive..

    40. Re:Can you say publicity stunt? by Opportunist · · Score: 2, Interesting

      As someone who has done both, I can vouch for business apps being heaps easier to code than even the simplest game you could imagine.

      Disentangling the rules: Yes. One person. Often, not even that. It depends on what exactly you're doing and how complicated the system is you're working with, but generally you need one person, if that, to "translate" the requirements of the business people to the requirements of the IT people. From there on, it's straight coding, and easy coding to boot.

      Interacting with users: Again, a one-person job. Usually also the task of the team or mission leader, not the average coder.

      Making sense of legacy systems: Actually one real issue not found in games (usually). You have to be compatible with some ancient software written before you were born. But rarely this is an issue. If you're not tasked with maintaining this museum piece, you're usually writing for an interface. And that's usually quite trivial.

      In general, it's usually easier. Most companies are quite happy with code that "somehow" works, no matter whether secure or fast. At least the latter is a huge issue with games. If it's online games, the first becomes an issue too. It might surprise you, but there are more people busy "hacking" game systems than business systems.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    41. Re:Can you say publicity stunt? by somersault · · Score: 2, Informative

      I think it's more likely (or at least I hope so) that their game is just very realistic and that most 'gamers' wouldn't even enjoy it anyway. I've been playing GT: Prologue over the last week on 'professional' physics mode as opposed to the default 'standard' physics. While it is still fun, it can also be highly frustrating compared to most driving games. You have to be very controlled and sensible, just as with real racing.

      In some cases (especially with the Ford GT on 'sports' class tyres rather than racing class) I think it was actually more difficult than driving the real car - if you didn't give the exact small amount of throttle required through the corners the car would just oversteer and spin out. If you gave a bit too much throttle through the corners, the car would oversteer and spin out. The traction control was no use as it just cuts out the power completely for any skid (as does the active stability management, so I just drive with all the aids switched off). I'm not sure if that's realistic as I've never driven a real Ford GT, but it seems it's pretty dangerous to cut power off altogether during a fast corner in a rear wheel drive sports car! I've now unlocked unlocked the 'S' class of races and they include the ability to tweak the suspension settings though, so I may try later to get the GT into a more drivable state where I'll be able to go more than 3 respectable laps without spinning out!

      Anyway, after the whole Ford GT fiasco I was getting frustrated and tried the 'standard' physics to see the difference - instead of spinning out at every corner I could pretty much be as crazy as I wanted to, and would only spin out when I did something extremely stupid. I hardly even needed to follow proper racing lines to win a race. I lapped a couple of seconds faster than my best, most controlled time on one track in the GT-R and didn't even have to do any slipstreaming to get that time. IMO the 'standard' physics seems to involve making the tyres a lot more sticky,. Then it doesn't matter if you mess up your braking a little, and you can carry a lot more speed round the corners. Much more fun, but not very realistic.

      So if they are wanting to leave out all the crap and just make a pure racing sim, good for them. They will be limiting their audience sure (I remember hearing complaints a few years ago about certain driving games being 'too hard'), but they will attract people that are actually interested in proper motor racing.

      If they really want to make this serious the game will require a steering wheel. In most driving games you can use a keyboard without much fuss at all. But you definitely couldn't control a real 500HP rear wheel drive race car adequately with a keyboard, which is just a bunch of on/off inputs. Perhaps if the vehicle had extremely wide and slick tyres you'd be fine starting and stopping, but it would still suck for cornering. The latest PS3 joypad has all analog buttons (even on the 4 way d-pad) and is more workable, but a steering wheel and pedals is still the easiest control method. Even with a steering wheel I can still imagine a lot of gamers trying a realistic sim and crying because they can't powerslide around every corner and still end up in 1st place, despite starting at the back of the grid. That's not an elitist attitude, just a realistic one. The point is that only those who have done a bit of learning about vehicle handling and racing technique would be able to get anywhere on a true racing simulator (unless the AI was set to be just as poor as the player). That type of thing is meant to be for enthusiasts rather than gamers. In reality there will be a bit of overlap of course, but one style of game isn't likely to suit the extreme ends of both crowds. Real race drivers want to be able to finely tune suspension setups etc. Gamers want to ram into cop cars.

      --
      which is totally what she said
    42. Re:Can you say publicity stunt? by Tim+C · · Score: 1

      you need to know a lot about the APIs you're working with

      And there I was thinking I just mashed my keyboard at random and hoped the IDE sorted it out for me...

      I've seen people in business app development that went straight out of some sort of evening school and were put behind a project to create productive code, with little care about stability, safety or reliability.

      Yes, I've seen that too - either other people on the team take up the slack, or the project fails, either technically (the product is buggy and unstable), commercially (cost and time overruns) or totally (it dies). I've also played games that felt like the same tactic had been used in their development. You get know-little morons hired by short-sighted cost-cutting managers in most lines of work.

    43. Re:Can you say publicity stunt? by Jedi+Alec · · Score: 1

      Internet spaceships is serious business, mkay?

      --

      People replying to my sig annoy me. That's why I change it all the time.
    44. Re:Can you say publicity stunt? by Anonymous Coward · · Score: 0

      Working on code written by 20 different people, who aren't there anymore, also happens in games development. I know from experience.

    45. Re:Can you say publicity stunt? by Anonymous Coward · · Score: 0

      You're absolutely right - I've been playing GT since the first release and I personally think it's the greatest racing game ever made BECAUSE you can't powerslide every corner. Instead you need to dedicate some time to learning the handling characteristics of your cars, finding the optimum braking points for corners, pushing that little bit quicker each lap to find the ultimate limit to grip and finding the quickest line (not usually the line the AI cars take) to get the highest speeds exiting corners. Needless to say I have been obsessive at times - even playing endurance races non-stop in real time (24 Hrs Le Mans anyone? Well how about TWO of the suckers!!!). I could have opted for the easy 'B Spec' route, but nope, I did it properly. GT does start off remarkably easy with a shallow learning curve to get your head around the early low powered cars, so it even tries to teach arcaders how to play a REAL driving game before unleashing the madness on them. GT doesn't really need a wheel. It's been designed to cater for gamers using a pad, but I should imagine if you're going to build a really really serious sim a wheel will be a requirement to allow enough sensitivity to give that maximum fine control over the cars. I can't wait to see this. I used to build and race cars (as a privateer amateur), so GT's always been the benchmark and pretty damn realistic-feeling (to a point) - if this can take it to a higher level I'll be very impressed. Word of advice about the Ford GT. Try tweaking with the Limited Slip Diff to counter the over-grippiness of driving a RWD Mid Engined car. It does like to push the back end around and you've got to find a certain 'drift' to stop it from drastically oversteering. Not the easiest of cars to master, but once you've got a grip on the handling it's a beast in it's class. Also, try to lay off the throttle a little through the corners - just aim to hit your braking point, drop to the right speed for entering the corner then back off until you're past the apex when you can feather in the throttle until you're hard on the gas at the exit. You'll find it corners much better like this (especially with those slip-sliding sports tyres). It gives you a base to start pushing from :)

    46. Re:Can you say publicity stunt? by M-RES · · Score: 1

      Pucker up then!

    47. Re:Can you say publicity stunt? by somersault · · Score: 1

      Yeah, I didn't really try the GT single player until someone pointed out that you can win cars (and sell them if you need the cash), which vastly increased the rate you could buy cars at. Unfortunately we then loaned the disc to a friend about a week after I started getting into it, and they ireparably scratched it up!

      Gran Turismo 2 I was obsessed with though - I think I had 600 cars, 60 of which I'd actually bought :p I used to do the endurance races too - not quite 24 hours, but 100 laps, that type of thing. GT3 and 4 were pretty, but I didn't really like them so much due to the lack of 'normal' vehicles. And in those days I didn't really have an idea on how to make a RWD car handle. I think it was 'Sports Car GT' or something on the PC when I got okay at that.

      Sure GT is a lot of fun even with just a joypad, and it feels pretty realistic, but try 'professional' mode and you will notice you have to be even more controlled. I thought it was way too slippy at first, but then again I've never been on a real racetrack either. I'm considering taking up go-kart racing after trying go-karts on a mini outdoor track in France, it was great fun and you really could powerslide round corners if you wanted :) Anyway, you can still control the car suitably enough with the PS3 controller's joystick and 2 main analog shoulder buttons, but the steering wheel makes it so much easier (whereas with for example rally games I find the steering wheel makes it more challenging as it's harder to flick on opposite-lock, etc). I just wish I had somewhere suitable to mount my steering wheel, at the moment I have it on a chair which is lying on it's side, so I can only use one foot for the pedals (my G25 has gated gears and a clutch pedal which I'd like to make use of)!

      I'm not sure if the 'quick tune' settings in GT5:Prologue have LSD settings but yeah I can look. I don't generally have a problem putting power down, it's just that in the game if the weight shifts to the front of the car it seems to oversteer very easily (same with the Honda NSX-R in the game, which is reportedly pretty easy to control and understeery in real life). I'll try tonight firming up the front suspension or something but I've not got much clue about that level of tweaking as yet. I can control all the cars easily in 'standard' mode though when there's plenty of grip available, and it's still a challenge to actually get 1st place - the game forces you to start at the back of the grid without a chance at qualifying, and you only have 3 or 5 laps to get to the front depending on the event!

      I'm expecting the full version of GT5 to be spectacular if it includes stuff like qualifying, and I think they're going to have the Nurburgring which will be awesome :)

      --
      which is totally what she said
    48. Re:Can you say publicity stunt? by Anonymous Coward · · Score: 0

      "Dave Kaemmer stuck a stake through the heart of the NR2003 community"

      That one statement alone tells me your thought process. It doesn't matter what David does, you won't like it. Fine...

      And most of your other info is wrong. You say you like NR2003's graphics. Well, two things you should know:

      1. The Sim was developed using code FROM NR2003 (heavily modified, of course).

      2. The tracks are laser scanned down to 1mm in accuracy, which was done at an enormous cost.

      I'm sure you don't care about the actual facts given your statement above, so that's as far as I will go. I know your type...

    49. Re:Can you say publicity stunt? by Anonymous Coward · · Score: 0

      Sigh... AC brings up astroturfing suspicions. I want to believe what you are telling me. Post with your real username.

    50. Re:Can you say publicity stunt? by Opportunist · · Score: 1

      Usually, it shows quicker in game dev whether someone can or cannot code. When you have business software written in some RAD tool, being able to click together some sort of interface and slapping some code behind its events, you can get by with being a codemonkey (VB was notorious for that).

      In gamedev, even RAD tools usually require you to know a bit about the underlying system you're working with.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    51. Re:Can you say publicity stunt? by Cederic · · Score: 1

      Disentangling the rules, one person?

      Fuck me.

      We have a virtual team of 120 people including around 2 dozen fulltime resources on business requirements gathering, analysis, definition, business rules documentation, process mapping, understanding the rules implemented in the existing systems, in new packages, etc.

      That's rather more people than we'll have writing code. It needs to be. Writing code is easy.

      This is one reason coding games is as easy as coding business applications. The code is the easy part of each.

    52. Re:Can you say publicity stunt? by Zalbik · · Score: 1

      As someone else who has done both, I can say that either you worked on much more complicated games than I did or much simpler business apps.

      Engineering simulation apps, market forecasting or resource trading systems can all be far more complicated than the average game.

      I find the big difference to be when making a game you need to know far more about the PC. When making a business app you need to know far more about the business. The difference is the info about the various API's, memory management, & language constraints are usually pretty well documented & stable. Business rules often need to be optimized or modified, and are often hard to get a clear understanding of.

      I agree with the GP. Business app code isn't necisarrily harder, just different.

    53. Re:Can you say publicity stunt? by Anonymous Coward · · Score: 0

      ... STUNT is a good driving sim, with good physics that holds its own as well. And it runs on hardware that is 20 years old.p>

      I have been playing Trackmania which has recreated the stunt experience for me.

    54. Re:Can you say publicity stunt? by Anonymous Coward · · Score: 0

      Need for Speed: Porsche Unleashed was quite realistic too. I agree 100% about the rest... they range from downright arcade-like to "not too realistic".

    55. Re:Can you say publicity stunt? by Goldberg's+Pants · · Score: 1

      Really? Fuck me, I never knew any of that! Though my exposure to the SCCA is largely just from the yearly Runoff's.

    56. Re:Can you say publicity stunt? by Goldberg's+Pants · · Score: 1

      Did you even READ my post beyond a cursory glance? Because I'll be DAMNED if I can find any mention of NR2003's graphics. I mention that folk I know who are paying and playing on iRacing say the graphics aren't fantastic. That's it. Show me where I say anything about NR2003's graphics.

      Do you actually KNOW Kaemmer? (Assuming you aren't him or one of his acolytes, since you don't have the balls to post with a real account.) Just curious, because I've spoken to several people who do, and they all say while he's very talented (no argument here), that the man is an asshole. One of these people was closely involved with him in earlier projects.

      The mere fact him and his group were threatening customers of his own sim, NR2003, with legal action makes him one step removed from the RIAA, if that.

      Happy you've drunk the Kool Aid, but if someone acts like an asshole, people who know them say they're an asshole, generally they're an asshole.

    57. Re:Can you say publicity stunt? by Nicolay77 · · Score: 1

      What about rFactor?

      It has more cars and tracks than any other racing simulator out there.

      --
      We are Turing O-Machines. The Oracle is out there.
    58. Re:Can you say publicity stunt? by Nicolay77 · · Score: 1

      They are simply trying to compete against the established players in the online racing simulation arena:

      Live For Speed, GTR and rFactor.

      Just check here.

      It's nothing NEW, really.

      And NFS sucks big time.

      --
      We are Turing O-Machines. The Oracle is out there.
    59. Re:Can you say publicity stunt? by 427_ci_505 · · Score: 1

      I haven't tried rFactor. How well are driving physics modelled?

    60. Re:Can you say publicity stunt? by Nicolay77 · · Score: 1

      I think rFactor has the more realistic drifting modelling of all racing simulations.

      The force feedback is not that good, you need to install a ff plugin to make it feel reasonably well.

      YMMV.

      --
      We are Turing O-Machines. The Oracle is out there.
    61. Re:Can you say publicity stunt? by phoenix_rizzen · · Score: 1

      Urgh, I wish games would go back to being games.

      All the sports games now are just league simulators. All the racing games are just driving sims (Gran Tourismo is the worst for this). All the flying games are just flight sims with machines guns.

      Oh, for the days when you could race without ever taking your thumb off the accelerator, when you could strategically bounce around corners, and you could drive your opponents into walls.

      Or for the days when you could play sports games where the players had super-powers, or could be knocked down from 10' away, or could steam roll through defenders like a hot knife through butter?

      Or you could fly a fighter jet without worrying about which position the ailerons were in, or whether or not the fuselage could withstand the Gs while doing nose-dives and pull-ups to get away? Or a space game where you don't have to worry about weightless drift, and firing the retro-rockets to slow down, just whip the joystick around and fire?

      Why all the demand for "realism"? Doesn't anyone have an imagination anymore? Can't people "suspend their disbelief" for a few hours?

      Give me realistic graphics, sure. But give me a GAME, damnit!

  2. Does it come with Hooked on Phonix too? by nickswitzer · · Score: 3, Funny

    'MMIS, for 'massively multiparticipant Internet sport.' That is one hell of a tongue twister.

    1. Re:Does it come with Hooked on Phonix too? by Anonymous Coward · · Score: 0

      I read it as "muh-miss"

      As in, they muh-muh-muh-missed any hope of profitability.

    2. Re:Does it come with Hooked on Phonix too? by Neil+Jansen · · Score: 1

      No but it comes with a complimentary copy of "Hooked On Monkey Fonics". If your monkey arrived in the box dead, call 1-800-555-4500 to get a new monkey. Ready? Let's begin."

    3. Re:Does it come with Hooked on Phonix too? by Anonymous Coward · · Score: 0

      Not if you call it MMPIS Massively Multi-Participant Internet Sport Simulation

  3. I like it! by rmadmin · · Score: 2, Insightful

    As an autocrosser (SCCA SOLO II), I must say, most "racing" games don't really take the edge off in the winter. Gran Turismo 4 for the PS2 did an OK job, but not a great one. I look forward to this nice little niche. =)

    1. Re:I like it! by Amouth · · Score: 1

      same here.. although looks like they are going to rape the money out of you

      --
      '...if only "Jumping to a Conclusion" was an event in the Olympics.'
    2. Re:I like it! by cjanota · · Score: 1

      Try R-Factor. It has many more cars and classes. It also has tones of tracks (both user-made and official.)

      --
      You can fix anything with duct tape and sticks.
    3. Re:I like it! by Warshadow · · Score: 1

      You should get involved in SCCA Road Rally during the winter months. It's a blast.

    4. Re:I like it! by rmadmin · · Score: 1

      I somehow don't think my poor Integra would do too well on rough terrain. :)

    5. Re:I like it! by PC+and+Sony+Fanboy · · Score: 1

      ... but that's *why* you 'play' in the winter, you get to experience the full effects of an amazing physics engine!

    6. Re:I like it! by Anonymous Coward · · Score: 0

      Gran Turismo is very arcade. The sim racing games are already here.

      Try GTR Revolution for example, but don't try it without a steering wheel and pedals!

    7. Re:I like it! by ProfBooty · · Score: 1

      too bad the local SCCA rallyx group shutsdown way to early in the VA area, while the guys further south and further north run most of the year.

      --
      Bring back the old version of slashdot.
    8. Re:I like it! by StikyPad · · Score: 1

      I did Solo II for a while too, and there's nothing like being in a car. Racing takes at least 3 senses: Sight is obviously important, but mostly to look at what's coming next. To get through the present turn, you rely on the memory of what you saw on the approach or the practice laps, feeling the g's, and listening to the engine. There's not really any time to look at the speedometer, so without those sensations (as with "sims"), you're basically making an "blind guess" as to how hard you're turning or whether your rear end is about to slip out. At least, that was my experience.. maybe a more skilled driver can rely completely on sight.

    9. Re:I like it! by DG · · Score: 1

      Oscoda CENDIV 1999, I'm coming out of the "big corner" onto the "long straight" hard on the cas when the car suddenly starts shaking and stops pulling. Puzzled, I drop my eyes to the dash and see the tach sitting at 7700.

      The shaking was the rev limiter.

      On the next run, I shifted. The following week, I installed a sequential shift light http://farnorthracing.com/seat.html and never had the problem again.

      I found that when I was really rocking and rolling that I got auditory exclusion. A gun could go off next to me and I wouldn't notice. Most of my data while driving came through my eyes, my inner ear, and my hands and ass.

      I used GT3/GT4 and a force-feedback wheel as a training aid, and found it made a real difference in my driving. Not as good as the real thing, but close enough to practice skills more than could be done with just seat time.

      More details at http://farnorthracing.com/ and http://farnorthracing.com/autocross_secrets.html

      DG

      --
      Want to learn about race cars? Read my Book
    10. Re:I like it! by ebarker9 · · Score: 1

      Try Live for Speed. Great physics engine and tons of user-created autocross courses available online. Also, the cars align pretty well to what you'd actually drive in an autocross (ie you don't have to do it in an F1 car).

    11. Re:I like it! by jbgeek · · Score: 1

      While it's true there's no real substitute for "being there", a good Force Feedback wheel can be helpful. GPL (and I presume other games) also heightened sound feedback and added other cues, IIRC, to substitute for some of the "g-feel" feedback.

  4. First Post? by Anonymous Coward · · Score: 0

    I tell you...some day, I'd love to have a job in marketing!!! Bunch of wackos I tell ya!

  5. A better headline: by jandrese · · Score: 4, Insightful

    New MMO startup is completely full of itself, wants to sell you overpriced hardware.

    It's clear that this is a game, they're just targeting it to people who normally sneer at "gamers", and who have a lot of disposable income.

    --

    I read the internet for the articles.
    1. Re:A better headline: by martinw89 · · Score: 4, Informative

      Yeah. From the article, it's a $20 monthly or $156 annual subscription. THEN, to get anything more than absolutely shitty cars (Pontiac Solstice??) and shitty tracks you have to buy your way up.

    2. Re:A better headline: by philspear · · Score: 1

      I'm not sure they're full of themselves so much as trying a marketing gimmick they know to be a gimmick. So maybe it's that they think the public is full of themselves, which some of the racing fans probably are.

      Many games try to claim they're not part of a genre. The guys who made metroid prime 3 were trying to say it was an entirely new genre, a first-person adventure, not a first person shooter. I mean, sure, you shoot in it, but this is an adventure, not like doom or anything. Of course, this was more for elitist fans. If you liked FPS, it made no difference. If you are part of the growing "videogame hipster" culture (you play games but act like you have better tastes than average gamers, distaining popular games like Halo in favor of more obscure games) then that might make a difference to you. "I don't play FPS, those are lame and for frat boys. I do play FPAs though."

      So I think you're closer with the second part, but I kind of doubt the company itself doesn't realize it's a videogame.

    3. Re:A better headline: by bidule · · Score: 1

      New MMO startup is completely full of itself, wants to sell you overpriced hardware.

      As opposed to /. pundits so full of themselves. Well, we know the drill.

      --
      ID: the nose did not occur naturally, how would we wear glasses otherwise? (apologies to Voltaire)
    4. Re:A better headline: by hardburn · · Score: 2, Interesting

      Solstice is an oddball choice. Miata would have been a better one for that class of car. Looks like they're associated with Skip Barber Racing Schools, which leans towards using Mazdas. They're based out of Laguna Seca, which is a Mazda sponsered/owned track (not sure on the exact ownership status), and they use Miatas in their racing program. I see they also have the Formual Skip Barber 2000 in their car list.

      Tracks look like they're heavily set on American tracks. Silverstone is the only European track that sticks out to me, and I don't notice any Japaneese tracks. There's still plenty of good tracks in that list (like Laguna Seca and Road America), but I tend to think that a racing sim without Nurburgring Nordschliefe is only half finished (GT5 Prologue, I'm looking at you).

      While not perfect, the Gran Turismo series is good enough for race training, IMHO, provided you combine it with a good racing wheel. You won't learn everything you need to know, but you can learn shift points, braking points, oversteer/understeer, overtaking, track layouts, drafting, and being able to think fast enough to keep up with the speedier cars. Just keep in mind its limitations (like imperfect tire physics and lack of a damage model) and you can learn quite a lot of the fundamentals.

      --
      Not a typewriter
    5. Re:A better headline: by hurfy · · Score: 1

      Very interested...

      But i want to know more about buying the upgrades before i get wrapped up in a new game of this level. Seems to be zero info. $2, $20, $$$ at least they could say from $x to $y but it seems you have to plunk down at least $20 to even find out :(

    6. Re:A better headline: by grumbel · · Score: 1

      Many games try to claim they're not part of a genre.

      They certainly are part of a genre, but a genre which pretty much died out years ago and was never existent on consoles to begin with, we used to call those games 'simulations'. You might remember the kind of 'games' that tries to make things primary real, not making them primary fun (i.e. no leveling up, no primary focus on graphic, no unlockables, etc.). Its pretty obvious why they try to distance themselves from the rest, since most of what qualifies as 'simulations' these days is really pretty laughable when it comes to 'simulation', just look at Grand Turismo, it has all the graphic superiority money can buy, but you can still drive into a wall at 300mph and not have a scratch on your car, even Pitfall2 on the C64 was more realistic then that when it comes to crashes.

      One might of course still call the result a video game, but a simulation is still quite a different kind of genre that pretty much all other.

    7. Re:A better headline: by archen · · Score: 1

      It's clear that this is a game, they're just targeting it to people who normally sneer at "gamers", and who have a lot of disposable income.

      Very wrong. When I saw the headline I knew it would be about iRacing. These guys have dumped a LOT of money into the physics engine that runs the game. They have also spent a hell of a lot of money surveying real tracks so that they are accurate and detailed.

      My friend brought this up to me about a year ago, and I blew it off as a dotcom scheme. However they have actually persisted and I have to admit it is NOT vaporware.

      Think about this. How many racing simulators are there now? Not "arcade style" race games, but real simulators? My friend suddenly decided to drag me to best buy because he decided he wanted to find a racing game for his PC and buy a new steering wheel. I noted that he probably wouldn't even be able to buy a wheel, and sure enough they didn't have any.

      This isn't geared towards gamers, it's geared towards people who want to race - and in a visualized environment. I can't say much about overpricing, but at this point they have pretty much no competition. For those who really do race, this could be a pretty powerful tool. Not only to get a good feel for how to corner on turns if you've never been on a particular track, but possibly change settings to see how you would fare on the same track with rain for instance. Assuming the realism/physics are all they trumpet them to be. It's a risky niche to try, but they seem to think they can pull this off.

    8. Re:A better headline: by philspear · · Score: 1

      I think the lack of crashes is not a failure of simulation, it's an artifact of it being a simulation. Crashing is part of the real-life experience of racing, but then again so is driving to the track, doing days upon days of maintenence to the engine and car, time trials, getting endorsements, giving interviews, making professional connections... in other words, there's a lot that goes into real-world racing that's not racing.

      You wouldn't want that in a racing simulator because that's boring.

      Much the same, crashes are arguably not important for a racing simulation. Sure they're something you can DO while racing. And it's definitely arguable that while racing if you do go off the track and run into a wall at top speed, the race should be over to provide a more realistic experience. But that's a choice they made. If that really ruins your simulation, you have the option to quit the race.

      In gran turismo 2 I do remember that in some cases, the lack of crashes does actually work to your benefit, which is a failure of simulation. Some corners it was much much faster to skid along the wall than to actually brake and corner realistically. That did cheapen the experience. But I seem to remember that they fixed that in later games, touching a wall was not to your advantage. I didn't play them as much, so I could be off.

      Not putting realistic crashes into the game does not mean it's a failure of RACING simulation, just that it's not accurate in the non-racing parts. You want crashes, play burnout.

    9. Re:A better headline: by Luyseyal · · Score: 3, Funny

      THEN, to get anything more than absolutely shitty cars (Pontiac Solstice??) and shitty tracks you have to buy your way up.

      Well, as this is a simulation and not a game, I expect you will be able to sell advertising on your rig to make up for the extra purchasing costs.

      -l

      --
      Help cure AIDS, cancer, and more. Donate your unused computer time to worldcommunitygrid.org. Join Team Slashdot!
    10. Re:A better headline: by grumbel · · Score: 1

      Much the same, crashes are arguably not important for a racing simulation.

      Sorry, but that is quite seriously complete and utter bullshit. When you don't have crashes you have no penalty for driving into walls and other cars and when you don't have that penalty such crazy unrealistic driving becomes a valid practice to race around the track faster and to take over opponents, turning what might have been a reasonable simulation into a game of bumper cars. And no, they didn't fixed that, since I used that tactic throughout all of Grand Turismo games I have played, include 4 and it works just as well as ever.

      Take GRID for example a game that might be quite a bit more arcady then GT, but actually does feature crashes, still not very realistic ones, but realstic enough that driving your car into a wall ends your race. Switching from GT to GRID required me to rethink my driving tactics pretty much completly because all that bullshit that GT trained me no longer worked, my car would be a wreak after the first turn with my GT driving behavior.

      Not putting realistic crashes into the game does not mean it's a failure of RACING simulation, just that it's not accurate in the non-racing parts.

      Crashes are a major part of racing, I have yet to see a single Formula 1 race where all cars end up over the finish line, it simply never happens, since vehicle are fragile in reality, not indestructible pieces of video game goo.

    11. Re:A better headline: by PC+and+Sony+Fanboy · · Score: 1

      I thought they cut crashes because the car companies didn't want to license the image of a damaged vehicle - they only way they could show off a car was in perfect, pristine form. I guess they think that we'll come to believe that their cars are indestructible in real life too..

    12. Re:A better headline: by RyuuzakiTetsuya · · Score: 1

      that's the point of GT5 prologue, IT IS half finished.

      --
      Non impediti ratione cogitationus.
    13. Re:A better headline: by StikyPad · · Score: 1

      Agreed.. the Mazda is basically the best stock-handling car you can get for under $60k, let alone under $20k. The fact that its 0-60 is measured in minutes is more than surpassed by the fact that you can just drive with the pedal down the whole time. (Exaggerating.. please don't try that at home kids). Throw on a few aftermarket suspension components and you'll dust pretty much anything else in at least your price range, if not your racing class. And I say this with equal measures of contempt and admiration.

    14. Re:A better headline: by Cederic · · Score: 1

      wtf? You're really saying the Mazda is better than a Lotus Elise?

    15. Re:A better headline: by Telepathetic+Man · · Score: 1

      How about prize money? Or is that in simulated dollars too?

      --
      Just because you can, does not mean you should.
    16. Re:A better headline: by Nicolay77 · · Score: 1
      --
      We are Turing O-Machines. The Oracle is out there.
    17. Re:A better headline: by Nicolay77 · · Score: 1

      Actually, Console simulations are the only dead ones.

      In the PC arena they are very alive:

      http://en.wikipedia.org/wiki/Comparison_of_racing_simulators

      Disclaimer: I use and prefer rFactor over the others.

      --
      We are Turing O-Machines. The Oracle is out there.
  6. Guys by martinw89 · · Score: 3, Interesting

    Stop taking yourself so seriously and lighten up a little bit. Requiring a subscription and a racing wheel should be enough to weed out the mad 1337 gamers. Do you really think all the WoW people are going to suddenly poo their pants over a racing game?

    1. Re:Guys by hurfy · · Score: 1

      Might be worth a try since it seems to limit the idiots a tad. If i can ever get my wheel calibrated correctly.

      I wonder how they 'require' a wheel? Does it check? That implies only certain wheels. Mine is not really name brand and the company only does profession sims now and bailed on the retail altogether. And do i have to actually use it? lol, faster with joystick usually :)

      Funny timing, i just tried out my wheel last night after a year.

    2. Re:Guys by kabocox · · Score: 1

      Stop taking yourself so seriously and lighten up a little bit. Requiring a subscription and a racing wheel should be enough to weed out the mad 1337 gamers. Do you really think all the WoW people are going to suddenly poo their pants over a racing game?

      Um, I figure 1337 gamers would be the only ones interested in their game. Why? Quite simple. Who else already has a racing wheel? Um, only 1337 gamers. I don't even have a racing wheel, and I have a few car games.

      Actually, I'm curious if any racing people/fans will actually get excited over this. I find myself mixed on that one. They seem to be targeting the hard core realistic car sim crowd rather than arcade physics racing. Um, I bet there is a niche for this, but I don't know if it is large enough to support them. I'd think that the niche for arcade physics or online multiplayer mario cart would be far larger than the sim racing people. I think that the actual racing people would still be shilling out for real cars rather than virtual cars. If they try to copy the normal lets start the player/user off with something crappy and work their way up, then they might find many people that were once excited by this decide to just tinker on their own cars rather than spend the time/effort to upgrade their virtual cars.

      Virtual stuff of things that we could never actually own or play with in real life is fun. Virtual stuff of things that we do or could own and have to work at more than our real world stuff ain't nearly as fun. ;)

    3. Re:Guys by tepples · · Score: 1

      Who else already has a racing wheel? Um, only 1337 gamers.

      Nintendo has sold a lot more than 1,337 copies of Mario Kart Wii in each region, each with an adapter to convert a Wii Remote into a Bluetooth racing wheel.

    4. Re:Guys by kabocox · · Score: 1

      Nintendo has sold a lot more than 1,337 copies of Mario Kart Wii in each region, each with an adapter to convert a Wii Remote into a Bluetooth racing wheel.

      Well of course Nintendo is a smart game company. This company is turning their nose up at the entire Mario Kart audience though. I'd think that this company would want to sell it's own classy sim racing wheel and pedals though.

    5. Re:Guys by PC+and+Sony+Fanboy · · Score: 1

      1337 gamers aren't the target market.
      1337 gamers with more money than brains are the target market.

    6. Re:Guys by eln · · Score: 1

      Well sure, but the Wii Wheel isn't really the kind of wheel you'd expect someone to use if they were seriously into racing simulations. It's not terribly realistic, since it's not attached to anything and has no ability to do any sort of real force feedback. I like it fine for things like Mario Kart and Speed Racer, but I'm not a serious racing simulation fan. If I were, I'd expect I'd want something with a base that offered an experience closer to a real steering wheel with resistance and vibration and all that sort of thing.

    7. Re:Guys by Wowlapalooza · · Score: 0

      Who else already has a racing wheel? Um, only 1337 gamers.

      Nintendo has sold a lot more than 1,337 copies of Mario Kart Wii in each region, each with an adapter to convert a Wii Remote into a Bluetooth racing wheel.

      Links for the clueless: http://en.wikipedia.org/wiki/Leet

    8. Re:Guys by ProfBooty · · Score: 1

      I am a NASA member (national autosport association member) and NASA has hyped it up a bit on their own website/emails to members along with advertisments in Grassroots Motorsport.

      People who actually race at an amatuer level, or do HPDE have the cash to spend on such a sim (a track weekend runs at least 400+ when you consider at least access fees plus tyres/brakes etc).

      --
      Bring back the old version of slashdot.
    9. Re:Guys by Anonymous Coward · · Score: 0

      The implication being that if a product has sold more than 1,337 copies, especially if it has sold 4.6 million units by the beginning of August, it isn't just for the elite.

    10. Re:Guys by Scoth · · Score: 1

      LFG Heroic Nuerburgring. Must have T6 Tires and Engine, 550hp unbuffed pst

    11. Re:Guys by Anonymous Coward · · Score: 0

      ... and you've successfully taken us from "This game is pants!" to "I have to go change my pants!". Good work.

    12. Re:Guys by MrJay · · Score: 1

      Actually, I'm curious if any racing people/fans will actually get excited over this. I find myself mixed on that one. They seem to be targeting the hard core realistic car sim crowd rather than arcade physics racing. Um, I bet there is a niche for this, but I don't know if it is large enough to support them. I'd think that the niche for arcade physics or online multiplayer mario cart would be far larger than the sim racing people.

      I have been wondering about this for some time myself. I started playing Papyrus IndyCar & NASCAR Racing sims in the 90's, and later on got into EA Sports F1 '99-'02, which in my opinion is the best F1 simulation to date for the PC. It's amazing to me that since then there have not been any earth shattering racing simulations for the PC. Everyone is making more money writing console arcade-type games.

      I can understand this. On the other hand, there is an entire subculture that lives out their dreams vicariously through racing simulations. I tried joining a NASCAR 2003 league once (the tryout was 2 laps at Loudon) and didn't make it because I was not stable enough through the turns. That track is difficult to excel at, but I saw others take those turns like professionals.

      There is a driver (whose name I cannot recall) who grew up playing racing sims, and made it to NASCAR partly because all the practice in the video world translated well onto a real track. Even Dale Jr. has been known to race online; I've heard that he's put in a lot of sim time especially on the 2 road courses the league races on.

      Certainly there is a market for serious driving simulations. The question is, how profitable is it?

    13. Re:Guys by MrJay · · Score: 1

      Crap, I've replied to the wrong post. Ugh..

    14. Re:Guys by MrJay · · Score: 1

      Actually, I'm curious if any racing people/fans will actually get excited over this. I find myself mixed on that one. They seem to be targeting the hard core realistic car sim crowd rather than arcade physics racing. Um, I bet there is a niche for this, but I don't know if it is large enough to support them.

      I have been wondering about this for some time myself. I started playing Papyrus IndyCar & NASCAR Racing sims in the 90's, and later on got into EA Sports F1 '99-'02, which in my opinion is the best F1 simulation to date for the PC. It's amazing to me that since then there have not been any earth shattering racing simulations for the PC. Everyone is making more money writing console arcade-type games.

      I can understand this. On the other hand, there is an entire subculture that lives out their dreams vicariously through racing simulations. I tried joining a NASCAR 2003 league once (the tryout was 2 laps at Loudon) and didn't make it because I was not stable enough through the turns. That track is difficult to excel at, but I saw others take those turns like professionals.

      There is a driver (whose name I cannot recall) who grew up playing racing sims, and made it to NASCAR partly because all the practice in the video world translated well onto a real track. Even Dale Jr. has been known to race online; I've heard that he's put in a lot of sim time especially on the 2 road courses the league races on.

      Certainly there is a market for serious driving simulations. The question is, how profitable is it?

    15. Re:Guys by Nicolay77 · · Score: 1

      Actually, I'm curious if any racing people/fans will actually get excited over this.

      Actually not at all. We got exited about the G25 wheel, but another game that simply charges for what others do for free (rFactor doesn't charge for subscriptions or online competition) is meh.

      --
      We are Turing O-Machines. The Oracle is out there.
  7. Eh by Now.Imperfect · · Score: 1

    "have are you a member of any sort of racing organization? Have you ever even been in a Solstice?"
    "no but I play iRacing"

    ... can you even get any more cliche than adding an "i" to the beginning of your name?

    1. Re:Eh by Irish_Samurai · · Score: 1

      They coulda called it eRacing.

    2. Re:Eh by Anonymous Coward · · Score: 0

      They coulda called it eRacing.

      I will eRace you!

    3. Re:Eh by Anonymous Coward · · Score: 2, Insightful

      eWhatever is so 1990's, iWhatever is so 2000's. We need something for the 2010's....perhaps oWhatever?

    4. Re:Eh by Irish_Samurai · · Score: 2, Funny

      I think that's supposed to be Racing v2.0 or someshit.

  8. Not a game. So? by Bieeanda · · Score: 2, Insightful
    The only difference between this and a hard-core flight sim (whose players --pardon, enthusiasts-- have been known to sink multiple thousands into a simulated cockpit) that I can see, is that your tires aren't supposed to leave the ground.

    Now, that silly MMIS acronym? That's 100% publicity stunt.

    1. Re:Not a game. So? by tulmad · · Score: 1

      I was going to say something similar. Is this an attempt to be the car racing version of Xplane or MSFS, but with a multi-player element?

      --
      "In case of emergency, break glass. Scream. Bleed to death."
    2. Re:Not a game. So? by Nicolay77 · · Score: 1
      --
      We are Turing O-Machines. The Oracle is out there.
  9. A-Holes Unite! by eagee · · Score: 1

    Hey this is great! This game sounds like an A-Hole magnet! Consequently, that means less A-Holes in other games, and more fun for the rest of us!

    1. Re:A-Holes Unite! by 4D6963 · · Score: 1

      So who will I play Halo 3 against now? :-(

      --
      You just got troll'd!
    2. Re:A-Holes Unite! by Zephyn · · Score: 2, Funny

      "Hey this is great! This game sounds like an A-Hole magnet! Consequently, that means less A-Holes in other games, and more fun for the rest of us!"

      Actually this 'non-game' seems targeted at the sort that believes putting an i in front of the name magically makes it superior, along with the people who use it. Perhaps 'i-Holes' would be a more accurate expression.

    3. Re:A-Holes Unite! by eagee · · Score: 1

      LOL! Ok, I'm using that from now on. You're a genius.

  10. Virtual win = real respect? by J-1000 · · Score: 1

    Their statement is silly and can be ignored, but the idea of an online racing league leads to an interesting question:

    Supposing a lot of the winners turn out to be "gamers" (not race drivers in real life), would such an accomplishment give them any kind of head start into a real racing career?

  11. Dissenting opinion (oh no) by digitalhermit · · Score: 1

    A game is a game is a game... whether you call it a simulation or a VE or a VR...

    Or maybe not.

    I've had the opportunity to go on a track a couple times, and have also driven a couple interesting cars. My take is that the games are really a lot of fun, but don't quite give the same experience as, you know, real life. For example, accelerate hard from a stop and some cars will torque steer, some start to fishtail, some compensate electronically. When I shift gears I often go more by the sound of the engine rather than the RPM gauge because it's easier for me. Some of the games do this, but others match the sound to the speedometer rather than the tachometer.

    I'm not saying I'm anything but an average guy who has in interest in cars, but I enjoy figuring out how each car responds. That's missing in some of the games I've played. Not that that's a bad thing, just a different goal than a simulation.

  12. Sport? by Trojan35 · · Score: 4, Funny

    If driving in a hot car for 5 hours @188MPH isn't considered a sport... ...sitting in front of your computer for 5 hours DEFINITELY IS.

    1. Re:Sport? by PC+and+Sony+Fanboy · · Score: 1

      ... it is an endurance event!

  13. Simulated Racing Track by r_jensen11 · · Score: 3, Insightful

    If you are serious about racing, our product is for you, because getting on a [simulated] track with a full field of other drivers and racing against them safely involves as much commitment and time investment as if you went to racing school.

    I don't know about you, but nothing gets my adrenaline running like feeling those virtual G's I pull when taking sharp turns. I mean, seriously, that shit is more realistic than driving my sports car on the open roads.

  14. Maybe it's not a game... by Anonymous Coward · · Score: 0

    I didn't RTFA, but I'd just like to say that saying "it's a simulation, not a game" is a statement of design goals. I take it to mean, "There are people who prefer realism to gameplay, and we are targeting those people." It means that unless I value that realism, I might have more fun elsewhere. Not sure how elitist they're spinning that, but at its core it's a valuable bit of information about the software. ... that said, doesn't seem like news...

  15. Similar to my own project by dorix · · Score: 3, Funny

    I like how these guys think. I too am producing a serious online simulation project that isn't really aimed at lowly "gamers".

    My "iShitting" bowel movement simulation is an exciting new way to experience the joy of a good crap with thousands of friends from all around the world. iShitting will allow serious shitters to compete in such areas as Stench, Log Size, Color, and Composition (with bonus points awarded for visible undigested food, gum, etc). World of Warcraft has a real appeal... but seriously, folks, do you think that somebody who pretends to be an elf has what it takes to produce (and survive) the truly gargantuan masterpieces that professional shitters are famous for? Get real.

    For the sake of realism, iShitting requires a full-size USB or Bluetooth toilet controller. iShitting will not support any gamepad, keyboard and mouse, wireless wand and nunchuk, Spaceball, trackball, joystick or paddles.

    Like the good folks at iRacing, I also feel that iShitting should not be called a simple MMO. I have devised my own clever acronym that captures all that iShitting is: MMSGBMBMSOPF (Massively Multishitter Stinky Gigantic Brown Messy Bowel Movement Simulated Online Production Facility).

    1. Re:Similar to my own project by Chris+Burke · · Score: 3, Insightful

      Like the good folks at iRacing, I also feel that iShitting should not be called a simple MMO. I have devised my own clever acronym that captures all that iShitting is: MMSGBMBMSOPF (Massively Multishitter Stinky Gigantic Brown Messy Bowel Movement Simulated Online Production Facility).

      Hey, that's neat, it's an acronym and an onomatopoeia.

      --

      The enemies of Democracy are
    2. Re:Similar to my own project by lucifuge31337 · · Score: 1

      iShitting will allow serious shitters to compete in such areas as Stench, Log Size, Color, and Composition (with bonus points awarded for visible undigested food, gum, etc).

      You're the one writing that? I'm the guy in the dev forums making the "gum 'n pennies" and the "Corn! When did you have corn?" plug ins.

      --
      Do not fold, spindle or mutilate.
    3. Re:Similar to my own project by Anonymous Coward · · Score: 0

      ishitting..(rollseyes)..childish and ignorant,nice combo..i sometimes think they charge so much to keep morons like you away lol..

  16. Pedal-and-wheel only? by IAstudent · · Score: 1

    Wait a tic, isn't a pedal and wheel just a way of remapping controls, akin to plugging in a gamepad instead of using your keyboard? If that's the case, how would they know you're using "approved" controls? Developers, if you're reading this, I play Trackmania United with a keyboard just fine, thank you very much.

    1. Re:Pedal-and-wheel only? by kseise · · Score: 1

      The only buttons you need are accelerate, shift, brake, and turn left. I see this working with a number pad only. But I am sure they will have a custom steering wheel / pedal kit available.

    2. Re:Pedal-and-wheel only? by Clovis42 · · Score: 1

      Developers, if you're reading this, I play Trackmania United with a keyboard just fine, thank you very much.

      How?

      --
      Clovis
      ^ Clovis, look! It's that guy you are!
    3. Re:Pedal-and-wheel only? by Anonymous Coward · · Score: 0

      The only buttons you need are accelerate, shift, brake, and turn left.

      The controls for (at least semi-realistic) auto racing games are bit more complex than that. Acceleration, braking, and turning aren't binary. Think about driving a real car: do you slam the accelerator pedal to the floor every time you want to accelerate? Hopefully you don't, instead you probably find some level of acceleration between zero and pedal-to-the-metal that's appropriate for the situation. Same with braking. Same with steering. All these controls generally need to be on some sort of continuous controller (lever, wheel, pedal, etc) to be effectively used.

    4. Re:Pedal-and-wheel only? by grnbrg · · Score: 1

      No doubt the software can be run with any device that shows up as a game controller in Windows.

      But a wheel-and-pedals controller will likely be far easier to learn than using a joystick and keyboard combo...

      I'm currently flying helicopter sims so I don't crash a $500 RC heli, and the one sim that allows you to map controls to the keyboard was completely unflyable in that configuration. A two stick game pad was better, but still nothing like a purpose-made controller that mimics the RC controller.

      If the software is aiming for as much realism as possible, there won't be any fudging to account for people trying to use something other than the "correct" controller. And if I'm buying in to the service, I'd like to know that ahead of time. And most their target market -- hard core race {sim,game} players -- probably have 3 sets of wheel/pedal controllers already. (The first one -- it's cheap and gets me in. The second because the first one broke, or doesn't have the right features, and the third because it has to be top-end.)

      grnbrg.

    5. Re:Pedal-and-wheel only? by PC+and+Sony+Fanboy · · Score: 1

      poorly, I assume.

  17. Serious Racing?? by kseise · · Score: 1

    Does that mean anyone who wants to turn RIGHT is out?

    Will there be a virtual infield or bleachers for fans to support and enjoy your online sport?

    And of course:

    Will it run on Linux?

  18. Why so Serious? by SendBot · · Score: 3, Funny

    getting on a [simulated] track with a full field of other drivers and racing against them safely involves as much commitment and time investment as if you went to racing school.

    Oh, so it takes less time than actually playing WoW.

    1. Re:Why so Serious? by discord5 · · Score: 1

      Oh, so it takes less time than actually playing WoW.

      Do people still play that? I thought they just botted through the entire thing.

    2. Re:Why so Serious? by Anonymous Coward · · Score: 0

      You sir fail at life : /

    3. Re:Why so Serious? by SendBot · · Score: 1

      ha! after 12 months, I actually paid for glider and got banned three weeks later. It wasn't worth it for me to play without that and now I don't have to worry about wow at all. That game is too repetitive in so many ways and it's so slow running around everywhere that I think it actually discourages exploration. Plus it's a lot of work to manage all that inventory and auctioning.

  19. Think of a Beowulf cluster of these by Anonymous Coward · · Score: 0

    Ok, not a Beowulf cluster, but what if they made an arcade version of this that someone could use for $1 a pop? They could install systems at racetracks around the country where people could simulate the racing experience. It would also be a good marketing exercise. Someone could try it for a $1 and then buy the subscription version for home use.

  20. Sounds good! by fotbr · · Score: 1

    For those of us who WANT true simulations, this is a very good thing. There are few simulations out there, but a lot of games.

    Now, if only they'd come out with something similar for flight sims...

    1. Re:Sounds good! by PC+and+Sony+Fanboy · · Score: 1

      Now, if only they'd come out with something similar for flight sims...

      It'd never happen, not in america (or any of her allies) at least... too many terrorists who want to learn how to fly.

      On a completely different note, I'm glad I'm not american.

  21. I like this idea by hidannik · · Score: 1

    Maybe this will draw off all the super-hardcore sim enthusiasts who are constantly bitching about how PC and console racing sims aren't realistic enough.

    Then the rest of us can enjoy our racing games where fun is more important than that last decimal point in the suspension and tires simulation, without all the tiresome whinging. Games like GRID, for instance.

    Hans

  22. Forget their marketing by Anonymous Coward · · Score: 0

    I personally think this is great. I am always looking for good racing SIMS to brush up my skills with. That way I can stay proficient when I'm not actually on a track in my car. I will definitely be signing up to check this out.

  23. As opposed to? by g0bshiTe · · Score: 1

    If you are serious about racing, our product is for you, because getting on a [simulated] track with a full field of other drivers and racing against them safely involves as much commitment and time investment as if you went to racing school.'

    And of course spending thousands of hours behind a joystick to learn to pilot a 747 in Microsoft Flight Sims and do it properly, is not the same.

    Personally I won't play this. For my money, if I'm racing, I'd rather shoot some pedestrians, or run them down, and have the cops chase me in GTA, much more fun.

    --
    I am Bennett Haselton! I am Bennett Haselton!
    1. Re:As opposed to? by PC+and+Sony+Fanboy · · Score: 2, Interesting

      Exactly. Why pay for a simulated real life experience? I get videogames so I can do stuff that doesn't normally happen in my day to day life.

      I guess it is the same reason people rent porn. C'mon, who would rent porn that is realistic with normal/ugly people .. and the sort of thing that your mom and dad do on their anniversary?

    2. Re:As opposed to? by HTTP+Error+403+403.9 · · Score: 1

      Personally I won't play this. For my money, if I'm racing, I'd rather shoot some pedestrians, or run them down, and have the cops chase me in GTA, much more fun.

      I agree. I love GTA racing online. If you're behind a car, you shoot out his tires and then pass him real fast before he shoots out your tires!

      --
      I'm not a Troll, it's reverse psychology.
    3. Re:As opposed to? by Artuir · · Score: 1

      You pay for a simulated experience in this case because doing circuit racing in real life is very, very expensive. You're not throwing your daily driver around for any length of time unless you're a moron, so that means you not only should have a second car but also the ability to purchase new tires for it (sorry, they don't last rated mileage on track conditions!) as well as all the parts you're going to wind up braking driving like a banshee.

      Not to mention the expertise you need to have to not kill yourself or other people on a race course. You can't just show up and go "lal i'mma race" at a course. There's preparation involved. Time invested, money spent, etc.

  24. WTF? by llZENll · · Score: 4, Insightful

    "because getting on a [simulated] track with a full field of other drivers and racing against them safely involves as much commitment and time investment as if you went to racing school"

    So you truley believe that:

    buying a $50 USB steering wheel
    paying $10/month for your racing game
    racing from the comfort of your home in your underwear
    the biggest fear of dying is malnutrition

    Equates to:

    renting a $200,000 racecar or using your own car
    flying or driving to a racetrack and renting it for $50-$1000
    suiting up with flameretardant clothes, full face helmet, full body restraints
    feeling G forces, pure adrenaline, and the fear of bursting into flames at any moment

    Of course, why didn't I see it!

    1. Re:WTF? by dr_canak · · Score: 1

      He didn't say it matches the experience. He said it matches the commitment and that's an important distinction. Having spent many years racing online, and having participated in a number of online racing leagues, I don't find his comment all that out of touch with the reality of that particular gaming community. There were folks in the leagues in which I raced that would practice 30-40 hours/week, which in my not so humble opinion bordered on the pathological. And that didn't count the seat time while we raced. Many of these guys raced in 3-5 competative races per week. There were applications developed that allowed you to cut out a particular section of track, and keep racing that section over and over again until you got your segment time down. Guys would break entire tracks down that way and keep working on individual segments until they got segment times down. I was an outlier, in that I *only* spent about 20 hours per week racing online. The guys who are good at it (and make no mistake, they are good) certainly spent as many hours on this as a full time job. So, yes, I believe that there is a sim racing community out there that approaches this with the same level of commitment as a real racer takes to a real racecar. I'm not saying it's a good thing, or a healthy thing, but in my experience it's certainly a true phenomena.

      later,
      jeff

    2. Re:WTF? by Anonymous Coward · · Score: 0

      So what you're saying is:

      Videogame:
      -$50 up front. $10/month.

      Actual racing on a track:
      -$50 every time you race.

      The price doesn't seem terribly disparate.

      Of course, you meant to imply that racing on the track costs more and is more dangerous. But it looks like you pulled all the numbers completely out of your ass.

    3. Re:WTF? by Wowlapalooza · · Score: 0

      "because getting on a [simulated] track with a full field of other drivers and racing against them safely involves as much commitment and time investment as if you went to racing school"

      So you truley believe that:

      buying a $50 USB steering wheel

      paying $10/month for your racing game

      racing from the comfort of your home in your underwear

      the biggest fear of dying is malnutrition

      Hmmm... Being murdered by your crazed, estranged girlfriend/wife might rank up there in mortality risks.

    4. Re:WTF? by cowwie · · Score: 1

      I don't know where you're finding $50 track days, but sign me up!

  25. halo three by tepples · · Score: 1

    So who will I play Halo 3 against now?

    Trent Reznor.

  26. Life for Speed by MaWeiTao · · Score: 2, Informative

    There's an excellent racing simulator out there already; Live for Speed. I was impressed by it's realism, cars handle as expected. They've modeled suspensions well and the game even accounts for tire flex. There are guys out there who've set up cars specifically for drifting and that's pretty much all they do. If you've got a controller that supports it you can even play with a clutch pedal.

    It also scales up nicely to high resolutions, and it performs well. I had it running at 2560x1024 across two monitors and it ran consistently at 50-60fps on a 3ghz P4 with a Radeon 9800 Pro.

    Where the game is likely to disappoint is in the lack of cars. Most of the cars are inspired by actual models but not the real thing and the tracks aren't based on actual courses. Although they did manage to get approval to include a BMW Sauber F1 car in the game. That car is impressive.

    Contrast that with Gran Turismo which has a huge library of actual cars. Although despite the amount of work Sony supposedly has put into those games I've never been impressed by the physics and even worse, the AI.

    So I'm curious about iRacing but not yet impressed. And I can't say I'm keen about all the oval tracks and the Nascar leanings.

    1. Re:Life for Speed by Whorhay · · Score: 1

      One of my friends had a setup to play that game. He wired his computer to his projection big screen TV and mounted a fancy steering wheel and pedal set to a wooden frame. All set up so he could play comfortably from his couch. It was very impresive to me for what it was. My big complaint about all driving sims is that even with forcefeedback controls a lot of sport driving is felt through G forces and your body's sense of balance. It certainly is a lot cheaper to wreck in a simulation though.

    2. Re:Life for Speed by mdm-adph · · Score: 1

      It also scales up nicely to high resolutions, and it performs well. I had it running at 2560x1024 across two monitors and it ran consistently at 50-60fps on a 3ghz P4 with a Radeon 9800 Pro.

      Are you sure about that? You might want to check those figures -- I'm quite sure an old Radeon 9800 Pro doesn't go up that high in resolution, nor could it maintain that sort of framerate unless this game is beyond ancient. :\

      --
      It is by my will alone my thoughts acquire motion; it is by the juice of the coffee bean that the thoughts acquire speed
    3. Re:Life for Speed by Molochi · · Score: 1

      85 Hz @ 2048 x 1536. 100Hz @ 2560x1024 falls in that range for the RAMDAC. I don't remember being limited to 1024x768 on my old dual monitor r9800pro setup. I think it ran at 1880x14xx and 1600x1200.

      LFS is an older OGL game. It looked pretty good and played well though all things considered.

      --
      "The Adobe Updater must update itself before it can check for updates. Would you like to update the Adobe Updater now?"
    4. Re:Life for Speed by Molochi · · Score: 1

      In fact didn't the r9800pro have dual ramdacs?

      --
      "The Adobe Updater must update itself before it can check for updates. Would you like to update the Adobe Updater now?"
    5. Re:Life for Speed by Anonymous Coward · · Score: 0

      Don't forget Racer:

      http://www.racer.nl

    6. Re:Life for Speed by mdm-adph · · Score: 1

      well, damn. I stand corrected. I think I was seeing "2560x1024" (two 1280x1024 monitors) and thinking "2560x1600" (one 30-in monitor).

      --
      It is by my will alone my thoughts acquire motion; it is by the juice of the coffee bean that the thoughts acquire speed
    7. Re:Life for Speed by Anonymous Coward · · Score: 0

      Spend twenty bucks and try it for a month and like most ppl youll shelve all your other racing games..The physics are incredible..

  27. So let's review by Anonymous Coward · · Score: 4, Informative

    1) iRacing buys rights/code/everthing related to NASCAR Racing 2003, Sierra/Papyrus's final great NASCAR sim.

    2) They then chase off a lot of modders for the game (who were making custom tracks, etc), threatening legal action etc etc. (see: http://forum.tmcarthur.net/viewtopic.php?t=52) After meeting resistance, their lawyers presumably move on to more productive activities, like kicking puppies.

    3) Now, years later, they finally get around to releasing a new "racing simulation" based on what's now 6 year old code. And they want people to pay out the bum for it.

    4) rFactor is probably better anyway.

    Good luck with that, guys.

    1. Re:So let's review by Anonymous Coward · · Score: 0

      rFactor is a fragmented joke compared to iRacing.
      Please, that ISI engine can't even come close to what iRacing build.

      They only reused about 15% of the code and build a fantastic infrastructure around the sim.

      Glad to be a member...it's so easy to crack down on this but the sim is really something else.

    2. Re:So let's review by cowwie · · Score: 1

      4) rFactor is better anyway.

      There, fixed that for you.

      I decided to try iRacing, figuring $20 isn't too bad if it actually turns out to be decent. Sadly, it didn't. The tracks feel good because they're laser scanned, and they get all the bumps correct... but they don't LOOK good.

      The cars you start with... heh. The Pontiac is an understeering hog. It's supposed to be a trainer car, but in my opinion you should learn with a car that's moderately neutral handling... not one you have to wrestle into a turn 50 ft sooner than you would a well-balanced car just to get past the understeer. And the Legends cars are pretty fun, but circle track racing has never been my thing, and they're almost undrivable on real tracks.

      The controls... maybe it's just because I don't have a $300 G25, but they don't feel right. They're obviously made for a 900degree wheel, and I have to adjust it to work with my 270 degree wheel, but the connection isn't a 1:1 like the ISI and Simbin games. The brake pedal isn't a 1:1 connection either, so the line between "not slowing down" and "locked up sliding in to the wall" is minimal.

      And the business model... that may be the worst part of it all. Most MMOs are $15/month.. and that gets you all the content that goes with it. iRacing is $20/month, then $15-25 per track, and $20 per car. Yeah, I think not.

      Most of the people that I've met that are defending iRacing are either A) reviewers who have financial backing or B) "fanbois" trying hard to justify the money they're spending on the game.

      Oh well, GTR Evolution comes out Monday, and then I can get my fix of another racing sim :)

    3. Re:So let's review by Anonymous Coward · · Score: 0

      Thanks for notifying us of this company's "history" and bad business practices. You do us all a favor.

  28. Phonics Online Community by SleptThroughClass · · Score: 1

    'MMIS, for 'massively multiparticipant Internet sport.' That is one hell of a tongue twister.

    And now you've gotten Slashdotters to participate in a Massively Mutating Tongue Exercise (MMTE).

  29. Internet Sport... by robnator · · Score: 1

    looks like the definition of oxymoron im-not-so-humble-o

    I will wait for the "couch-potato weight lifting" console.

    robn8r

    --
    "If...you can't be a good example, then you'll just have to be a horrible warning" - Catherine Aird
  30. Redundency? by AP31R0N · · Score: 1

    MM seems to require O. Particularly that first M.

    Diablo 2 at your LAN party was Multiplayer, and sometimes O, but never Massive.

    Are there games that are O, but not M or MM? Eventually we could just say ORPG or OFPS and the MM will be implied.

    --
    Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    1. Re:Redundency? by Wowlapalooza · · Score: 0

      MM seems to require O. Particularly that first M.

      Diablo 2 at your LAN party was Multiplayer, and sometimes O, but never Massive.

      Are there games that are O, but not M or MM? Eventually we could just say ORPG or OFPS and the MM will be implied.

      First of all, your logic is screwy (affirming the consequent, a formal fallacy): to say that MM implies O is not to say that O implies MM. "All Cretans are liars" does not imply "all liars are Cretans"

      Secondly, you could theoretically run a massively-multiplayer game over a non-Internet network, and it technically wouldn't be "online" in that case.

      Anyone feel like repurposing some old SNA or X.25 networks for gaming?

      Nah, didn't think so...

      But, in any case, it proves that M or even MM does not necessarily imply O

      Lastly, O does not necessarily imply M (or MM) either: example, MechQuest, a single-player online RPG.

      The only combination that makes no sense whatsoever is "massively" without "multiplayer". Massively what? Massively online? Either you're online or you're not. There's no "massively" about it.

    2. Re:Redundency? by dangitman · · Score: 1

      Either you're online or you're not. There's no "massively" about it.

      I dunno, I've seen a lot of fat guys use the internet.

      --
      ... and then they built the supercollider.
  31. Dang by DanOrc451 · · Score: 1

    I take it this means I can't shoot missiles at the other cars?

    Booooooring!

    --
    Ceci n'est pas une signature.
  32. Oh, please... by jemenake · · Score: 1

    In an unusual move that could alienate a large segment of potential customers...

    You're kidding, right?

    Tell me if you've heard this before:
    "Ampheta-Slim is too powerful for the casual dieter. Only use it if you need to lose at least 40 pounds or more."
    or
    "Possible side effects of Erectrify are a boner that lasts more than four hours..."
    Yeah... those really scare customers away. So, again, we hear "Oooh. Our product is so good, it's probably too good for you... so you'd better not use it."

  33. It can't be a virtual SCCA... by DG · · Score: 1

    ...because people know about it.

    They don't call it the "Secret Car Club of America" for nothing....

    DG

    --
    Want to learn about race cars? Read my Book
  34. iracing.com quote: by Fieryphoenix · · Score: 1

    "Also, unlike game programmers, our poo doesn't stink."

  35. We be highbrow by OneIfByLan · · Score: 1

    It's not a movie, it's film.

    It's not a comic book, it's a graphic novel.

    It's not sex, it's making love.

    We're not a company, we're a group of people dedicated to pretentious bullshit.

  36. Anyone here tried Torcs? by digital_rich · · Score: 0

    http://torcs.sourceforge.net/ It runs on Linux, but no network play yet.

  37. not what it seems by dougrun · · Score: 1

    while they may cater to "real drivers", they will never take off as well as other sims no matter how good it performs because: 1. no internet = no iracing, will they refund you if your ISP goes down? I doubt it. 2. Creativity - mod teams love new game engines to play with (like mine shamefulplug idtsimulations.com). Without a community to add to it, you are stuck waiting (or paying) for them to make new content. 3. your experience is only as good as the cheapest piece of hardware in your system. They cant control that.

  38. Simulation? by Anonymous Coward · · Score: 0

    So since this is supposedly a simulator and not a 'game', how do they explain the effects of internet latency?
    Do you have a "Blood alcohol" meter that goes up as latency increases or something? Or am I supposed to ignore the fact that I turned left 100ms before the game (sorry, simulator) decided I did, which resulted in me NOT being able to make that 90 degree turn at 65mph when in reality (since this is a simulation, not a 'game')I did so quite handily?

    Oh, and since this is soooo different from driving 'games', can they explain why I still don't feel the G forces in turns?

    Sorry guys, but I ALREADY OWN A CAR and can drive it anytime I want.

  39. It's a Duck by dreamchaser · · Score: 1

    If it looks like a duck and quacks like a duck, I call it a duck. This looks like a game and sounds like a game. I call it a game. That doesn't mean it's not a faithful simulation of racing; it just means the publishers are either really full of themselves, trolling for publicity, or both.

  40. Room for improvement by vikstar · · Score: 1

    "the company takes a laser scanning rig to each racetrack it intends to simulate, documenting the tracks at millimeter resolution to produce 3-D 'bump maps' that enable the software to reproduce the behavior of cars passing over the surfaces more accurately. 'Next is the modeling of the tires and how they behave at various angles, pressures, and temperatures'"

    I've played iRacing during it's invitation period, and I have to say that although it feels amazing at speed, there are components that don't feel right. Such as, from a standing start it is impossible to spin the wheels, even when red-lining in neutral and quickly shifting to 1st. Personally, netkar pro has a more realistic physics feel to it (although I've never raced real cars).

    --
    The question of whether a computer can think is no more interesting than the question of whether a submarine can swim.
  41. Taken the wrong way? by jbgeek · · Score: 1

    I think the author of this article may have taken things the wrong way. I don't think they meant "gamers not wanted" or anything like that.

    What I think they mean is that this racing sim might not have appeal to gamers accustomed to more arcade style racers.

    I've let people try Grand Prix Legends (GPL ... a landmark in physics-realistic racing sims ... done by the same people as iRacing) on my modest game rig before, and they'd typically hop behind the wheel, mash the throttle and spin the car in the pits.

    I'd reset things, and after a bit they'd get it out onto the track where they'd typically attack the first corner at 150MPH and go straight off the track, and crash. After a few of these, and other similar incidents, many would get frustrated and say it wasn't fun, or was boring. Others, of course, would be completely hooked on sim racing and go out and buy a wheel and pedals and GPL immediately.

    Basically, sims aren't for everyone. Some people just prefer an arcade racer, or some game in which you can shoot missiles at other cars, etc.

    Learning to drive a physics realistic driving sim requires a lot of patience and practice, but is very rewarding. The sims typical emphasize physics realism over graphical realism. Sim racers don't care as much about flashy graphics and photo-realistic looking cars as much as they do about physics, accurate (physics/mechanical) models of cars, tracks, and tire physics. That is, they care that the car behaves as close to how it would in reality much more than how it looks. Don't get me wrong, we love great graphics too, and the more photo-realistic the graphics, the better, but never at the expense of good physics.

    When GPL came out, many commented on how primitive the graphics looked as compared to contemporary games. They didn't understand that sim racers cared more about the fact that GPL accurately modeled the effects of fuel sloshing around in the tank than whether the trees off of the side of the road looked realistic.

    Hardcore racing sims like iRacing aren't new. Nor is the racing sim scene (just google "race sim" or "sim racing" and you'll see lots and lots of sites devoted to it). There are lots of people even at this moment racing in things like Simbin's sims (GTR, GTR2, RACE, GTR Revolution, etc), ISI's R-factor, etc. Before that there were sims like Papyrus' Grand Prix Legends (which still has a thriving community, BTW, even though it is nearly 11 years old), and EA F1 series (made by ISI BTW), and the NASCAR games, etc. There are also leagues, championships, etc, similar to what's out there for many games.

    You can go out right now and buy GTR, R-factor, whatever, at a price much cheaper than the average shooter and go sim racing tonight (you may want to spend some time practicing against the AI cars first, though :P ).

    What's new is the subscription and "MMIS" model. We'll see if it works. I think the idea here is to actually try to have a profitable business model that will allow them to update/upgrade and support the sim into the future. It also looks like they're aiming to establish a sort of virtual racing sanctioning body similar to the SCCA, and turn it into a "sport", similar to the professional gaming scene (ESWC, etc).

    As for the driver development aspect, instructors at race driving schools like Skip Barber and Russel Racing routinely employ hard core race sims as part of their driver training. You can learn a lot of the basics in a good sim, as well as familiarize yourself with an unfamiliar car or track before hopping into/onto the real thing. They appear to have a relationship with Skip Barber, which may mean they will employ iRacing in their curriculum.

    Anyway, I don't think they set out to snub "gamers" but to differentiate themselves from the arcade racers that most gamers are familiar with, and the typical gaming business cycle/model.

  42. As a member of iRacing.com by Anonymous Coward · · Score: 0

    I can say that iRacing does distance itself from gamers just to make sure gamers don't expect a game when joining.

    It's nothing like a racing game expect that it is also about racing.
    When you start out as a rookie in iRacing you are expected to show that you can drive safely on the track with others.
    Show respect, don't mash into cars and the last few % of speed is of little importance.
    When you get a D class license you are shown your iRating (a relative speed index) and from this point speed and position on the finish does become an issue..you will want to be fast and start pushing the car to your limit.

    When 60-80 people sign in for a race (very common) the server will select people of the same skill level and put them together, this way everybody has a chance for a good finish.

    The skill and safety system is really complex and extremely well put together.

    I would advice all simracers that don't have a huge problem with the price (that won't change) to give it a shot, get the skippy car and race VIR...there is NOTHING like it on the market today and I have raced them all..GTR series, all big rFactor mods, Netkar Pro, LFS..you name it I raced it.

  43. These guys are the real deal by Trip6 · · Score: 1

    I recently had a business meeting with these guys and saw what they are doing. Their goal is to give real drivers more "track time" without the hassle or expense. They capture actual tracks using survey grade laser measurement equipment that is accurate to the millimeter. They analyze the road surface and build cracks, bumps and other surface anomolies into the siumulation. They have captured every tree and other environmental feature and render them in position - this was feedback they got from drivers who needed to see the trees in position to feel as if they were on the actual racetrack. I "drove" Laguna Seca in a stock car and it is not anything like a "video game." Their goal is to have you actually learn the track and be ready to race when you get there. While the simulation lacked the tactile feel, sounds, etc. of actual driving, I was pretty sure I was getting all the feedback I needed to familiarize myself to a specific track and car for when I arrive at the track for a race. My guess is early adopters were expecting a flashier experience and they needed to clearly state their mission to set the right expectations.

    --
    I hate being bipolar; it's awesome!
    1. Re:These guys are the real deal by cowwie · · Score: 1

      So if their goal is to give real track time without the hassle, are they going to go back and redo Lime Rock? They just finished repaving Lime Rock shortly before the ALMS race this year, and the old version is still in the game. When they did that, they fixed the heinously bumpy front straight, paved over the inlaid concrete in the first few corners, fixed the grip in the west bend, and introduced new (horrible) chicanes.

    2. Re:These guys are the real deal by Trip6 · · Score: 1

      I would assume so. They are local to Boston so a lot of their early adopters wqould race there I would suspect. They need to close the track for about a day to acpture their survey data.

      --
      I hate being bipolar; it's awesome!
  44. What a rip off of LFS.. by Lightjumper · · Score: 1

    I've played Life for speed and it looks like lfs is a much better game! (http://www.lfs.net/) and its cheaper. I paid one time for a license and can play all I want online..

  45. VATSIM by tonsofpcs · · Score: 1

    So it's like VATSIM with race cars instead of planes?

  46. The cost of subscription services? by Waccoon · · Score: 1

    I might be missing something, but I don't see a demo. Can I try before I buy?

    Maybe that's what makes it so hardcore. Real men don't need a parachute -- they just jump.

  47. thoughts from a subscriber by jason+moyer · · Score: 1

    Not to break up the typical uninformed speculation and narcissistic jacking off going on in the comments so far (I've been a slashdot reader long enough to be familiar with the status quo here), I figured a few people might find it interesting to have some actual information on the sim and its quality. I was fortunate to be given an opportunity to subscribe to the service several months prior to release, in May to be precise, so hopefully my opinions may be useful to someone.

    In terms of what the product actually is, I'd say it's an online racing service first and foremost, which just happens to come bundled with the best proprietary simulation software available. The $20/month or $156/year is similar to the costs of participating in most of the top-level simracing leagues that have been around for years, so for many of the people who will be interested in this the cost really isn't going to be a big deal. Inevitably people are going to constantly compare iRacing to WOW or EverQuest or whichever MMO their ADD-addled brains are currently obsessed with, but really the way the service operates is closer to a virtual sanctioning system...SCCA, NASA, USAC, whatever.

    The cars and tracks, which range from $10-25 a piece (aside from the 2 cars and 7 tracks you start with) seem a bit pricey, but the justification for the cost is down to the development expenses. Each asset in the sim is laser-scanned down to millimeter accuracy. The cars are modelled using real engineering data provided by iRacing's partners, each component is measured and weighed, the tire model is highly detailed (modelling things like sidewall flex, multiple contact patches, etc - stuff that most sims which use a simple Pacejka slip-based approach don't take into account), the force feedback is based purely around the forces being transmitted to the steering column via the car's tires and suspension (i.e. exactly what you'd feel in a car that isn't fly-by-wire), and the tracks, being modelled to millimeter accuracy, feature the most detailed bump-mapping that has ever been achieved in a consumer-grade simulation.

    The sanctioning body (which is called FIRST), is run in a manner that is similar to real racing with a full rulebook, protest system, and so forth. Progression in the sim requires you to drive safely, as there is an automated system which keeps track of your incident points (things like hitting other cars or stationary objects, spinning, or leaving the track surface) and calculates a safety rating based on your performance, heavily weighted towards your most recent performance. There is also something known as an iRating (among the tons of stats the system automatically tracks for you) which rewards you for finishing well in races and is used to match you with drivers of similar ability in races.

    Blah blah blah, so what's the point, right? Well, the simulator, which is constantly evolving, is easily the best thing you're going to find without visiting a top Formula One team. It's not perfect, and it's constantly in development, but the pure driving experience and the skills required to be successful in the sim are closer to real driving and racing as you're going to find anywhere else. The safety rating system, which may seem weird to people who haven't experienced it, essentially replaces the "fear" and/or "maybe I shouldn't do something stupid here and destroy my car" aspects that are missing from simulated racing, which means that a vast majority of the time your races will be clean and courteous. Once you've gotten some experience under your belt, you're able to drive more powerful cars against more skilled drivers on more difficult circuits.

    The overall feel of the sim/service is like SCCA-style club racing. The service is very professional, the simulator is of the highest quality, and the community is...well...it's a nice mix of the best and most helpful simracers in the world, a bunch of really nice people who enjoy racing their nuts off against people who quickly become familiar faces,

    1. Re:thoughts from a subscriber by Devir · · Score: 1

      This is the best post on this topic i've seen. Most other posts have been uninformed speculation on how to "classify" this as a game or a sim. Simulators, while using game graphics are not games, they're sims designed for a specific training purpose (leaving aside mechwarrior and other Game Sim franchises). Try telling a person going to flight school putting 8 hours a day into the simulator that they're just playing a "game" and they'll clock you into seeing stars.

      Racing is a sport taken very seriously, and also has the benefit that it can be accurately simulated on a well powered PC. Allowing people to use this at home and compete in professional leagues is a dream come true for many people. To further hit hom on how truely awesome this concept is I've dropped almost $20,000 into may car just LAST YEAR to get it up to professional snuff to compete in SCCA pro leagues. To further the pain my car isn't even done. I need another $5,000-10,000 plus a mechanic to compete on a regular basis.

      To Illustrate how awesome this is:
      Real Life: $20,000 on top of the $15,000 used car purchase price, $100+ per event, $100/year SCCA membership, $600 or more a year for racing grade tires, and about $3,000 for random parts that break and maintenance. We're talking a major ouch.

      IRacing: $200 high quality steering wheel, a $1,500-$2,000 computer I already have and use for many other things, and a $156/year subscription plus the optional track and car purchase here and there and we're talking a savings of over $40,000. It hurts the wallet a lot less.

      Also when winter hits up north, racing clubs close and you're left isolated for the 6-8 months of off season. IRacing to the rescue again.

      Thank you for your honest thoughts. It really makes me want to consider selling my car and subscribing to IRacing. Ah hell who am I kidding, I love having 600 horsies pulling me around town.

  48. My experience with iRacing by TKat13 · · Score: 1

    I've been racing at iRacing for some time now, I can tell you the graphics are great and the physics are even better. But most of all, the racing is 2nd to none online. Hard racing every lap, and of course there are wrecks, spins, etc. but I rarely see anyone intentionally wrecking someone. Call it what you want, but I have a blast running it and yes I am heavily invested in Sim Racing so the cost of iRacing is very little compared to the cost that I put into the hardware I use. At the end of the day, I can't afford to quit my day job to race in real like as I have other commitments so iRacing is the next best thing. Besides, too old to be a young gun. :)

  49. go NADS* by airdrummer · · Score: 1

    NADS gives u real Gs;-)

    http://www.nhtsa.dot.gov/portal/site/nhtsa/menuitem.ec22fb0a0adebfd24ec86e10dba046a0/

    * a friend from nhtsa told me the NADS chief had a big banner in his office reading "go NADS"

  50. I know... by ernstjason · · Score: 0

    Everyone should sign up for an account and drive backwards to piss off the "serious racers"

    --
    My Blog - http://www.jasonernst.com/ Academic Website - http://www.uoguelph.ca/~jernst
  51. Too Hard?? by gpronger · · Score: 1

    For SIM style games, there tends to be two crowds - one looking for a lot of action and a quick reset if you go flying off the track, get shot down, or in some other way "die". The other group is looking for a system that most closely models reality (i.e., if you crash or die, you're out of luck). The main difference is that as you get closer to "reality" it becomes dramatically harder. What comes to mind as a good example are the Dynamix series "Red Baron", "Aces over Europe", "Aces Over the Pacific" and "RB II". The games tried pretty hard to simulate both aerial combat as well as the flight model. My impression was that part of why they were not particularly successful was simply that they were considered "too hard". In the campaign mode, if you died it was "Game Over". You could reset from an earlier spot, but you did not get multiple lives etc (a couple of the versions went so far as a closing shot of your tombstone with as I recall taps being played). I think that will be the greatest challenge, simply whether there is enough of a audience for a true "SIM" (assuming it's as described) versus a watered-down reality to make it easier for the masses.

  52. only millimeter accuracy? by airdrummer · · Score: 1

    hmmph: NADS models the thickness of road-marking paint...and the response-time needed from the hardware is an order of magnitude higher than that of a flight-sim...

  53. Save your money and use a FOSS sim by GameboyRMH · · Score: 1

    http://racer.nl/

    The graphics aren't great and the crash physics suck, but you won't get much better realism than that, and it runs on Windows, Linux or MacOS. Lots of addon cars and tracks are available. All cars are fully tuneable and all tracks are fully editable! There's even an AutoX track available for download. Online play basically isn't going to happen though. There are only a few servers (which you have to search for manually) and the chance of you being on a working one the same time as someone else is basically zero.

    --
    "When information is power, privacy is freedom" - Jah-Wren Ryel
  54. Sounds fair by GameboyRMH · · Score: 1

    The guys who made metroid prime 3 were trying to say it was an entirely new genre, a first-person adventure, not a first person shooter. I mean, sure, you shoot in it, but this is an adventure, not like doom or anything. Of course, this was more for elitist fans. If you liked FPS, it made no difference.

    If it's anything like Metroid Prime: Hunters on the DS I'd say that's a fair description. Shooting was a fairly small part of the (single-player) game. People who are into FPSes, like my dad, get bored with those games. Doom 3 has more shooting than MPH but it's similar. He generally enjoyed the game but was often fed up with the reading, exploring, and puzzle solving. He wanted to run around dropping masses of vicious demons and generally blowing shit up like the previous Doom games.

    Games like Doom 1 and 2, RTCW, Pariah are traditional FPSes which are very different to games like Doom 3, the Half-Life series, MPH, or as an extreme example of how far from a FPS games that involve shooting from a first person perspective can be, Trespasser.

    Get the opinion of someone who's into traditional FPSes and not the newer adventure/shooter type and they'll explain the differences.

    --
    "When information is power, privacy is freedom" - Jah-Wren Ryel
  55. SIGN ME UP by christ,+jesus+H · · Score: 1

    Anyone that has really driven a race car in anger knows the difference between the FEEL of Grand Prix Legends and FEEL of even FORZA2. Personally, I CANT WAIT TO GET HOME AND GET THIS!

    --
    Ohh spiteful one tell me who to smote and he shall be smolten!
  56. nope by xandroid · · Score: 1

    "I'm just an avid racing sim gamer."

    No, pay attention. Now you're an avid racing sim Internet sport participant.

    --
    $ echo "ceci n'est pas une pipe" | sed -Ee 's/(eci n|pas )//g'