COMPARISON OF RACING SIMULATORS


The following tables compare general and technical information for a number of racing simulators. Please see the individual products' articles for further information. This article is not all-inclusive or necessarily up-to-date.
In each table, the simulators list follow the same order; the ordering is by sim engine and evolution:

Grand Prix Legends, NASCAR 2003 (all developed with David Kaemmer)

Racer

GTR, GT Legends, GTR 2, rFactor, RACE (using evolutions of the ISI engine)

netKar Namie, netKar Pro (Using Stefano Casillo engine)

Live for Speed (by Scawen Roberts, Eric Bailey and Victor van Vlaardingen - Not to be confused with the Need For Speed series)

Richard Burns Rally, Driver's Republic (1st beta) (different engines, but both physics engines are developed by lead physics designer Eero Piitulainen)

Virtual Grand Prix 2

X Motor Racing

Contents
Physics
Tire simulation - part 1
Tire simulation - part 2
Suspensions
Drivetrain
Road surfaces and covers that affect handling
Aerodynamics
Chassis
Damage
Force Feedback
Artificial Intelligence
Multiplayer
Connection quality
Configurability options
Sound
Graphics
part 1
part 2
References
External links

Physics


Tire simulation - part 1

Tire modelBased on data from tire manufacturersDynamic wearDynamic temperatureDynamic pressure
Grand Prix Legends Milliken & Pacejka "Similarity" Model
NASCAR 2003 Milliken & Pacejka "Similarity" Model
Racer Pacejka
GTR Pacejka-like
GT Legends Pacejka-like
GTR 2 Pacejka-like
RACE Pacejka-like
rFactor Pacejka-like
netKar Namie (v0.9.9) Milliken & Pacejka "Similarity" Model 1
netKar Pro (v1.0) Pacejka 96 full model 2
Live for Speed (S2) Own System 3
Richard Burns Rally Own System 3 4
Driver's Republic (1st beta) Own System 3
Virtual Grand Prix 2 Quasi-finite elements
X Motor Racing Own system
F1 Challenge '99-'02 Pacejka-like

Note 1: with several modifications.
Note 2: "plus some integration for dynamic behaviour for the quick spinning on the Y axis of the tire (quick steer)".[1]
Note 3: similar to models like "string model", "spring model", "brush model", "slip model".
Note 4: There's one data file per manufacturer, but the files do not differ. Therefore at least one of them is not based on real data.
Tire simulation - part 2

Flat spotsDirt on tire affects gripRacing line affects gripWalls deformation
Grand Prix Legends
NASCAR 2003
Racer
GTR
GT Legends
GTR 2
RACE
rFactor
netKar Namie (v0.9.9)
netKar Pro (v1.0)
Live for Speed (S2) 3 4
Richard Burns Rally 2 1
Driver's Republic (1st beta)
Virtual Grand Prix 2
X Motor Racing 5
F1 Challenge '99-'02

Note 1: On non-tarmac stages, there's higher grip after previous cars have swept the racing line.
Note 2: On non-tarmac stages, soil accumulation on sliding tires increase their grip.
Note 3: 48 sampling points, arranged as 16 along the circumference by 3 across the width of the tire[2].
Note 4: 16 sampling points along the circumference.
Note 5: 3D wheel simulation.


Suspensions

Wishbone componentStrut bar componentAxle componentmonoshock componentTrailing armsDouble wishbonemultilinkFront MacPherson strutRear MacPherson strut (Chapman strut)
Grand Prix Legends
NASCAR 2003
Racer 1 1 1 1 1
GTR
GT Legends
GTR 2
RACE
rFactor
netKar Namie (v0.9.9)
netKar Pro (v1.0)
Live for Speed (S2) 2
Richard Burns Rally
Driver's Republic (1st beta) 3 3 3 3 3 3 3 3 3
Virtual Grand Prix 2 (v1.06)
X Motor Racing
F1 Challenge '99-'02

Note 1: Instead of dynamically modeled suspension components, Racer uses parameters that define linear camber and toe change per unit of suspension deflection. This allows a rough approximation of the camber and toe effects that a dynamically modeled suspension has. Roll centers are static, and their placement is defined by a parameter.
Note 2: Suspension geometry in LFS can move only in X-Y plane, so trailing arm is approximated by moving the wheel up and down along the Y-axis.
Note 3: As of the beta version, suspension geometry in DR is completely customizable in the number, position and characteristics of any suspension rod, spring, damper and axis.
Drivetrain

4wd layoutRwd layoutFwd layoutOpen diffsLocked diffsLSD (Clutches) 4LSD (Viscous)LSD (EDL)LSD (TBD)Active diffs
Grand Prix Legends
NASCAR 2003
Racer 6
GTR 3
GT Legends 3
GTR 2 3
RACE
rFactor
netKar Namie (v0.9.9)
netKar Pro (v1.0)
Live for Speed (S2)
Richard Burns Rally 1 2 2 5
Driver's Republic (1st beta) 7 7 7
Virtual Grand Prix 2 (V1.06) 2
X Motor Racing
F1 Challenge '99-'02

Note 1: No proper RWD support; the RWD cars available for testing are made by switching the front and the back end, therefore handbrake affecting to the front wheels.
Note 2: This diff behaviour can be achieved through correct setup of the active differential mappings.
Note 3: No proper 4WD support. Cars can be set to 4WD, but power distribution is always 50%/50% (front/rear), and there are no means to adjust centre diff locking. This gives the 4WD cars a tendency to understeer.
Note 4: Limited Slip Differentials (LSD), are divided in four categories: Viscous Coupling (Syncro), Clutches, EDL and Torque Biasing Differential. The Clutches category include Passive Clutch, Progressive/Locking Clutch (Positraction or Salisbury type), Simple Hydraulic Clutch and Electronic Clutch.[3]
Note 5: Their settings cannot be changed while driving, unlike in real life WRC.
Note 6: Power distribution is customizable. Racer is hardcoded so that only one differential per car is allowed. Therefore in a 4WD car, all four wheels are driven, but only two of the wheels can have a "real" differential. Also, Racer does not implement a center differential for 4WD.
Note 7: Transmission layout, as of 1st beta version, is completely customizable in DR. Only one type of differential is provided, probably an open one, but not verifiable.


Road surfaces and covers that affect handling

Asphalt concreteConcreteTarmacUnpaved, dirt roadUnpaved, gravel roadUnpaved, iceWater (rain)SnowHailDirt (sand/soil) on non-dirt-roadsMudTire rubberOil (engine)Rubber marbles
Grand Prix Legends 3 3 3 3
NASCAR 2003 10
Racer 5 5 5 5 5 5 5 5
GTR 4 4
GT Legends 4 4
GTR 2 4 4
RACE
rFactor 4 4 8 8 8 9 4
netKar Namie (v0.9.9) 1
netKar Pro (v1.0) 1
Live for Speed (S2) 6 7
Richard Burns Rally2 4
Driver's Republic (1st beta)
Virtual Grand Prix 2 (V1.06)
X Motor Racing
F1 Challenge '99-'02

Note 1: The physics of the interaction between tire and wet asphalt is fully implemented, but in version 1.0.1 is not used yet.

Note 2: RBR initially has a total of 132 different surfaces (be it road surfaces or elements such as different types of rocks, water... even several types of bushes and poles!).

Note 3: There are 3rd party tracks featuring non-conventional surface types, such as snow, dirt (Blackwood for GPL), rain (Nurburgring in rain), and probably more. Also, there is a track surface type (surface type 8) that was supposedly going to be used as water, however it wasn't finished and doesn't work properly. It usually results in the car sinking into it, then being launched.

Note 4: In every surface type, there are parameters such as ''SoilThickness'' and ''SoilDensity'' in RBR and WetGrip/DryGrip in ISI-based sims that can be adjusted.

Note 5: Racer surface types have several parameters that can be customized on a per track basis. Specifically, these are grip, rolling resistance and viscosity.

Note 6: Ice is only used for internal testing, not present in the official tracks yet.

Note 7: Only visible, no effect on grip.

Note 8: rFactor engine can be adapted to model any kind of surface editing a terrain data file, but at the moment there is no specific support to model the interaction of different tire models with different surfaces.

Note 9:The event version of rFactor, that taken to demonstrations with BMW and Intel supports full wet weather, wet lines and rain drop particles. ISI have stated that this feature will reach the public version of rFactor at some point.

Note 10: A 3rd party track (Watkins Glen Wet) has modified grip values to resemble wet-weather racing.
Aerodynamics

Downforce simulationWingsUndertrayGround EffectCar pitch affects downforceCar yaw affects downforceSlipstreamFlexible wingsAerodynamics damageAerodynamics dependent engine performanceWind affects Handling
Grand Prix Legends 2 2
NASCAR 2003
Racer
GTR
GT Legends
GTR 2
RACE
rFactor
netKar Namie (v0.9.9)
netKar Pro (v1.0)
Live for Speed (S2) 1 1 1
Richard Burns Rally
Driver's Republic (1st beta)
Virtual Grand Prix 2 (V1.06) (really basic)
X Motor Racing
F1 Challenge '99-'02

Note 1: The undertray angle is not adjustable and the undertray angle does not vary with the pitch of the car. The ground clearance of the car does not affect undertray downforce.
Note 2: The physics engine that Grand Prix Legends shipped with did not model downforce. Downforce was added to the model with the release of the 1969 mod for GPL.


Chassis

3 axis Moment of inertia
(pitch, yaw, roll)
Anti-roll barsChassis flexAxle flexEngine torque transmitted onto chassis
Grand Prix Legends
NASCAR 2003
Racer 1
GTR
GT Legends
GTR 2
RACE
rFactor
netKar Namie (v0.9.9)
netKar Pro (v1.0)
Live for Speed (S2)
Richard Burns Rally
Driver's Republic (1st beta)
Virtual Grand Prix 2
X Motor Racing
F1 Challenge '99-'02

Note 1:see Car.ini fields reference [1]


Damage

Visual car body damageSuspension damageSteering alignment damageEngine damageGearbox damageAerodynamics damageBrake wear and fadeNormal wear and tearDriver injuries
Grand Prix Legends
NASCAR 2003
Racer
GTR 4
GT Legends
GTR 2
RACE
rFactor 4
netKar Namie (v0.9.9)
netKar Pro (v1.0) 3
Live for Speed (S2) 6
Richard Burns Rally 5
Driver's Republic (1st beta)
Virtual Grand Prix 2 2
X Motor Racing
F1 Challenge '99-'02

Note 2: Only wings and suspensions.

Note 3: Front wing.

Note 4: Simple graphical representation, only large body panels fall off.

Note 5: Includes damage vulnerability based on suspension stiffness with stiffer settings on uneven/bumpy surface causing damage more easily.

Note 6: Engine damage does not result from impacts - only from over-revving the engine.



Force Feedback

Avoids predefined effectsFlat spots
Grand Prix Legends
NASCAR 2003
Racer
GTR
GT Legends
GTR 2
RACE
rFactor 1
netKar Namie (v0.9.9)
netKar Pro (v1.0) 2
Live for Speed (S2)
Richard Burns Rally
Driver's Republic (1st beta)
Virtual Grand Prix 2
X Motor Racing
F1 Challenge '99-'02

Note 1: Available using the 3rd party Real Feel plugin.

Note 2: Disabled in netKar Pro version 1.02.


Artificial Intelligence


AIPlayer blockingDynamic strategyTrack learningFaster as tires warmAI mistakes
Grand Prix Legends 1
NASCAR 2003 1 2
Racer
GTR
GT Legends
GTR 2
RACE
rFactor 4
netKar Namie (v0.9.9)
netKar Pro (v1.0) (Does not apply) (Does not apply) (Does not apply) (Does not apply) (Does not apply)
Live for Speed (S2)
Richard Burns Rally (Does not apply) (Does not apply) (Does not apply) (Does not apply)
Driver's Republic (1st beta) (Does not apply) (Does not apply) (Does not apply) (Does not apply) (Does not apply)
Virtual Grand Prix 2
X Motor Racing
F1 Challenge '99-'02

Note 1: Of a rather rudimentary sort.

Note 2: Not as shipped-most AI wrecks due to bad LP lines or errors in the .ini file, but some modding has been done in this area.

Note 4: AI Mistakes are only considered partial in rFactor because they are not convincing to anyone. As of V1.087 beta there is a
★ .PLR variable called "AI Mistakes".

Multiplayer


Connection quality

Max offline human driversMax online peersMax online human driversMax online spectatorsDynamic throttling 1Avoids join lag 2New peers' cars loaded directly
Grand Prix Legends
NASCAR 2003
Racer
GTR 5
GT Legends 7
GTR 2
RACE
rFactor 4
netKar Namie (v0.9.9)
netKar Pro (v1.0.1)
Live for Speed (S2)
Richard Burns Rally 6 3
Driver's Republic (1st beta)
Virtual Grand Prix 2 (V1.06) Unapplicable
X Motor Racing
F1 Challenge '99-'02

Note 1: More data packets are send to peers who are closer on track, network conditions permitting.

Note 2: "Yes" is good. Here, "significant" means any outright freeze of the program or a decrease or stutter of fps significant enough to impact the driving experience negatively (e.g. causing a crash or loss of control).

Note 3: Third-party plug-in needed.

Note 4: Must be enabled in .PLR settings.

Note 5: Only when cars of new joined players are loaded into garage. It is settable in multiplayer settings or .PLR file

Note 6: Hotseat mode.

Note 7: "Every time there are more than 27 racers on the track, the excess players are unable to race properly due to all kinds of strange errors."



Configurability options

Configurable sessions (e.g. practice, quali, warmup, race)Track can be changed w/o stopping server or disconnecting peersAllowed cars can be changed w/o stopping server or disconnecting peersAutomatic download of personal car textures (aka skins)System keeps track of contact or crash ratioResults consider multi-class racing (e.g. 3rd overall, 1st in class)Statistics can be accessed onlineSetup changingDriver Changes
Grand Prix Legends 1
NASCAR 2003 1 2
Racer
GTR
GT Legends
GTR 2
RACE
rFactor 3
netKar Namie (v0.9.9)
netKar Pro (v1.0.1)
Live for Speed (S2)
Richard Burns Rally
Driver's Republic (1st beta) (P2P)
Virtual Grand Prix 2 (V1.06)
X Motor Racing
F1 Challenge '99-'02

Note 1: Possible by server uploading results to a third-party website.

Note 2: Possible by killing the program then the next driver connecting with the same name.

Note 3: Results (XML) log contacts and incidents and these stats can be viewed, for example, when uploading XML results file for viewing with rFactor Report (one example).



Sound


Synthesized vehicle engine sound system1Recorded vehicle engine sound system1Echo3D
Grand Prix Legends
NASCAR 2003
Racer
GTR
GT Legends
GTR 2
RACE
rFactor
netKar Namie (v0.9.9)
netKar Pro (v1.0) 2 2
Live for Speed (S2)
Richard Burns Rally
Driver's Republic (1st beta)
Virtual Grand Prix 2 (V1.06)
X Motor Racing
F1 Challenge '99-'02

Note 1: "Recorded" if long microphone-recorded sound samples (>=0.3 secs) were used for the vehicle engine main sound; "Synthesized" otherwise.

Note 2: The user can choose any of the two systems.



Graphics


part 1

Newest graphics API usedNormal mappingSpecular mappingDisplacement mappingDynamic lighting (changes with daytime while on track)Dynamic environment reflectionsSoft shadowsVisual tire deformationsVisual tire wearVisual dirt on tireVisual 3D suspension travel
Grand Prix Legends DirectX 7 & OpenGL(beta only)
NASCAR 2003 DirectX 8.1 & OpenGL
Racer OpenGL
GTR DirectX 8.1
GT Legends DirectX 9
GTR 2 DirectX 9
RACE DirectX 9
rFactor DirectX 9
netKar Namie (v0.9.9)
netKar Pro (v1.0.1) DirectX 9
Live for Speed (S2 U) DirectX 8.1[4] 1
Richard Burns Rally DirectX 9
Driver's Republic (1st beta)
Virtual Grand Prix 2 (V1.06) OpenGL
X Motor Racing DirectX 9
F1 Challenge '99-'02 DirectX 8.1

Note 1: Suspension travel is only visible in open wheeler cars (LX4, LX6, MRT, FOX, FO8, BF1). Real-time two-dimensional overlay schematic available for all cars.


part 2

RainAnimated 3D Box crewView changeable to Topview
Grand Prix Legends 1 2
NASCAR 2003
Racer
GTR
GT Legends
GTR 2
RACE
rFactor 3
netKar Namie (v0.9.9)
netKar Pro (v1.0.1)
Live for Speed (S2 U)
Richard Burns Rally
Driver's Republic (1st beta)
Virtual Grand Prix 2 (V1.06)
X Motor Racing
F1 Challenge '99-'02

Note 1: Rain is available for some tracks as a third-party add-on. It does not affect physics.

Note 2: A configuration file hack allows players to change the driving view to the rollbar (top) view.

Note 3: Currently implemented in the demonstration build taken with BMW and Intel to demos based on the current 1.250 build, to be implemented in the public version at a later date.


References


1. Post by Stefano "kunos" Casillo on DrivingItalia.net forum, accessed May 07, 2006.
2. LFS website, News item of Jun. 25th, 2005, 20:00
3. http://www.houseofthud.com/differentials.htm
4. LFS S2, Patch U, readme



External links



★ Differentials descriptions: [2], [3], [4]

★ Race Sim Central: The world's largest simracing forum

★ RBR: differentials

★ Live for Speed: LFS Forum, LFS Manual Wiki

★ Racer: Wiki, AWD problems, 3 differentials, Some tire data

★ The Pits: oldest sim racing site, files & forums

★ Race Simulations: downloads and lots of stuff for most of the driving simulators

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