The cars in iRacing.com’s online racing simulation are widely praised for having some of the most realistic physics in the sim racing world and the company’s Corvette C6.R is no exception.
But what does it take to get the physics spot on? iRacing Vehicle Dynamic Engineer Ian Berwick has written up a very interesting article, sharing some inside information on the challenges of creating realistic physics.
Even though iRacing gets to laser-scan its cars and has direct access to plenty of data, some stuff like tire data and very detailed engine information isn’t available for the developers, making Ian Berwick’s job even harder.
Read Corvette Physics Development Article by Ian Bestwick Here






GeraArg
January 11th, 2010 at 03:51
The manufacturers do not give all the information they need?, So this have the same access to information than other game developers.
navalhawkeye
January 11th, 2010 at 03:54
They usually have information to everything they need, but some things are too secretive to give away; or the data just doesn’t exist.
ForzaBarca88
January 11th, 2010 at 04:06
Lol sounds like the poor bloke was stuck using google and number-crunching like the rest of us. Shows that proper application of maths and a solid physics engine are the key to getting something close to the real thing. Very interesting article :)
Jack B
January 11th, 2010 at 06:21
I like how much work they do to calculate masses and inertia’s for individual parts. Even engine parts. That’s a lot of detail. Aero seems to be pretty tricky. Tire model too. iRacing will release another update in their base tire model in 3 weeks. Looking forward to that for sure. :-)
hoboracer
January 11th, 2010 at 15:48
Claiming to not have tire data sounds like an excuse for not having a good tire model. I’m sure they have whatever data they need, it’s just not as simple as having data to create the model so it feels right.
Jack B
January 11th, 2010 at 21:07
Huh? Can you explain how you developed your first tire model? I’ll wait. :-)
hoboracer
January 11th, 2010 at 22:31
You can’t read. Ya man, I’m making a race game with better tires, haven’t you heard?
Having data isn’t everything. You have to convert the data into something believable on screen. You basically massage the numbers until it feels right.
Jack B
January 11th, 2010 at 23:25
Hoboracer, you crack me up. You somehow gleaned from Ian Berwick’s article, that iRacing claimed (meaning you think he lied) to not have tire model data, so that must mean that iRacing doesn’t have a good tire model??????
Great logic. Right up there with these guys. I guess in your village, that’s how you work things out. ;-)
http://www.youtube.com/watch?v=yp_l5ntikaU
Fess up. You haven’t a clue whether iRacing was given tire model data from Firestone, Goodyear, Pirelli nor anyone else. You also have never written a tire model and wouldn’t even know where to begin.
What you are good at is trolling iRacing forums and coming up with logic to rival the villagers in Monty Python’s Holy Grail movie. :-)
hoboracer
January 12th, 2010 at 15:35
lol good one jack! It’s all about the educated guesses.