Fernando Alonso in Singapore Simulator – Video

A new video has surfaced on Youtube, showing two-time F1 world champion Fernando Alonso lapping Singapore in the Shell Performance simulator.

The current F1 points leader takes us around a lap of next weekend’s Singaore Grand Prix venue. Even though Alonso did not use this simulator before, he posted a 1:48 minute lap, being just one second slower than last year’s pole time.

Afterwards, the Spaniard commented on the importance of simulators in racing today:

We need to practice in the simulator, not only for driving practice but also for set up and developments on the car. So it’s an important tool these days.

Via James Allen on F1

GTOmegaRacing.com

  • http://www.facebook.com/people/Ian-Bell/714863317 Ian Bell

    He’s not sliding around all over the place. Arcade!

  • http://www.facebook.com/people/Craig-Cookson/1084484431 Craig Cookson

    There’s a difference between ‘sliding around all over the place’ and simply having the car feel realistic (behave realistically).
    .
    But I agree, he has a lot of grip available in that simulator. :-)

  • http://twitter.com/Howie47 Howard Motz

    Sarcasm, right?

  • Eric Zehnder

    Yes, yes he is.

  • Tospos

    and what is important to realize that it is good F1 driver who has control?

    I like you ian bell but now just BIG LOL

  • Henk Ensing

    Agreed, really terrible physics. The guy with the red cap drives like he’s on rails. I mean, who does he think he is; Alonso?

    Also the track… I mean, no bumps? You’re kidding right!? If this is the kind of simulator they have at Ferrari, then it’s no wonder that their drivers haven’t won any races this year.

    Oh well, back to F1GP I guess ;)

  • Tiago Lapa

    I will never buy your product.

  • nameless

    I predict this will derail into a ‘other game’ physics discussion.

  • cee cee

    After doing 800+km at Singapore in VFR2012 this is a pleasure to see one of the greats at work (Sim/arcade/whatever) Mr. Bell, take note :-)

  • http://twitter.com/WallyMasterson Wally Masterson

    Interesting to note that there is very little use of “world movement” or “camera shake”. I suppose in a learning tool, it is more important for the driver to have a clear view of his lines and upcoming apexes etc. than anything that might promote immersion.

    And look at that screen!!!!! It makes my triple monitor wish look a little pale.

  • Skytrill .

    Yep, and even there, there’s all kind of way a car can slide. I still consider GP4 to be very well done even by today’s standard and the cars literally feels like on a rail road but once you overdose it, it’s game over. So high grip can feel very good, when it’s done properly..

  • Paul Mullins

    not sliding? Are you guys looking at the steering input Alonso is using? Seems he’s applying extra input for under and over steer.

  • Paul Mullins

    Guess you’d know all about arcade Mr Bell ;)

  • http://www.facebook.com/people/Marcus-Caton/647940120 Marcus Caton

    Shhh you.

  • Anonymous

    I realise you are simply poking fun but at the same time , has anyone ever claimed that being gripy makes something by default arcade ?

    To me it always seemed more a case that games that tend to have overly gripy physics suffer from a lack of transition or lack of stability when past that initial grip.

    So the point people are really making is not about raw grip levels but more just that games that have allot of raw grip tend to lack subtle loss of grip.

    Conversely people also have an issue with games that are overly slipy in that the cars never seem to have that raw grip that real cars have.

    It would be really nice if the new physics in Pcars can combine its generally grippy feel ( which personally like) with that depth of grip loss that you find in games like NKP and I know that’s what SMS are working towards.

    In its current public build though as good as it is I think its fair to say Pcars physics have a arcade feel to them. It certainly lacks the physics depth found in the industry leading simulators.

    Having said that the physics are easily already at a level suitable for a console game with most people playing with a game pad. SMS must feel very confident with the progress the game has made in the last 12 months SMS are definitely a talented and hard working studio.

    As for the alonso video !

    In this video , He is very clearly driving within and under the limit of the tires and under the limit of the car as a whole so you would certainly expect the car to be very stable and griped in. He is also giving a commentary and changing down gears far slower than you would see if he was really pushing for a top lap time.

    So that would go to explain why there is very little lateral movement of the car regardless of the quality of the simulator in the video.

  • http://www.facebook.com/profile.php?id=720446041 Nazirull Safry Paijo

    Nice article virtualr! thanks :)

  • http://www.facebook.com/people/Chris-Considine/1530677670 Chris Considine

    Correct me if I’m wrong, but this is
    Evotek’s flavor of Asseto Corsa with the NetKar Pro Singapore track, right?

    I’ve personally experienced Asseto’s ability to go from arcade to sim physics with the flick of a switch depending on what the driver wants. I also speak from experience when I say most event simulators (what this is) are run with the easiest physics settings possible to enable people to get in/out faster and make everyone feel like a F1 driver. That’s the idea with experiencial marketing.

  • Tiago Lapa

    I will never buy your product.

  • Tiago Lapa

    How was the bully who deleted my comment? Whats the problem saying I will never buy the product? I write it again.

  • Kendra Jacobs

    The evotek physics look different, ive seen 5 or 6 videos of it.

    I would almost be willing to put money on this being RFactor Pro.

    The sound engine really really reminds me of something RFacotr based.

  • Kendra Jacobs

    Well I think they also get some camera shake effect naturally from that seat bumping, plus he knows what its like to have your head flying around because he does it for a living.
    We dont, so to help get that effect we need a bit of head shake I believe, in order to get the overal experience and feel for real life.

  • http://twitter.com/Ghoults myName

    Maybe it it because cockpit shaking is not realistic?

  • http://twitter.com/TheRoggan Roger

    Looks great and very well driven by mr Alonso!

    Sim looks solid and responding realistically, Kunos powered?

  • Big Ron

    You realised that it was sarcasm, right?

  • TerryW

    The camera shake effect is fine for simulating the view from a video camera (like what you may see on TV from in-car shots), but when you are driving your brain compensates for most of the shaking no matter how much your head appears to rattle around in the cockpit (barring a major hit). All you need to test that for yourself is to take a fast ride through the forest on an ATV, the rougher trail the better.

  • sargentjack86

    Ah, the authority on arcade physics.
    Or maybe pCARS will actually fit a new genre????
    Arcade Simulator. A game which accurately simulates arcade physics.
    Good job so far Ian. Great job.

  • Eric Zehnder

    Trollolololol

  • Vaite Foder

    Ian Bell is arcade expert?

  • Vaite Foder

    Hey troll. I know you are pCars arcade developer. Lame stuff from you.

  • http://twitter.com/Howie47 Howard Motz

    Debated Physics for over 10 yrs. on Sim..forums. Doesn’t make me an expert on physics. Does make me an expert on the debate. LOL It never changes. The same arguments. Yet the physics have changed drastically. Improved across the board. So now the most arcade is above the level of the best Sim of back then. Human nature, got to love it, becuase it ain’t going to change soon.

  • Anonymous

    your posts are always so monolithic, i want to read them but end up skipping when i see how long it is :(

  • Kendra Jacobs

    Your brain compensates only for the exact point you are focusing on, and even that is not completely compensated for, your eyes stay locked to the object unlike in the game yes, but the object will still be blurry/distorted, plus your ENTIRE preferal vision is still getting bounced the hell around, and moving everywhere and going haywire.

    So having headshake even without the “eye to object lock on” that you get in real life, still provides a far more realistic overall experience.

    Heres a simple experiment. Stare at an object and quickly bounce and move your head around quickly. Or, try reading this while bouncing and shaking your head in all random directions. Your preferall vision is going all over the place just like in a game with lots of head shake. The object you are looking at is definetely not going to look like how does when you are still, no way, I could barley even make out any words on screen while I was doing it.

    The only difference is in real life you can lock onto the object, therefore it doesnt move around like the rest of your entire vision and prefferal vision.

  • http://racingrenders.com/ F1Racer

    Some people like to live dangerously.

    Hey wait a minute…. this site is supposed to be controlled by SMS… so why are those comments still there ?? Hmmm

    Little reminder here for everyone….

    “5: Remain respectful of other MEMBERS, moderators and administrators at all times.

    Whilst you have every right to disagree with the opinion of a fellow
    member, if you are going to express that opinion, then do so in a
    courteous manner and explain your perspective.

    You are not free to attack, degrade, insult or otherwise belittle others or the quality of this blog. Phrases such as “shut up idiot” are the sort of posts that are not acceptable and should be reported via the flagging system. “

  • C4

    “To me it always seemed more a case that games that tend to have overly
    gripy physics suffer from a lack of transition or lack of stability when
    past that initial grip.”

    True. It also makes things feel numb on the front end if there’s too much grip. No big issue in arcade racing games ;)

    I think there’s just one grip level that’s realistic – if it’s realistic. It’s easier to say then getting it right in every condition though!

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