Sim racing

Template:Mergefrom Sim (simulated) racing is the collective term for computer racing games which attempt to accurately simulate race driving, as opposed to "arcade" driving games such as the Cruis'n series or the Mario Kart series. In general, sim racing titles such as EA Sports' Formula 1 Challenge and Papyrus' NASCAR 2003 are less popular than arcade style games, mainly because much more skill and practice is required to master them. For simracers, however, the payoff comes from the thrill of feeling like one is actually schussing a Formula 1 car through the streets of Monaco or hurling a NASCAR stock car around the high banks of Daytona.

Contents

Background

Sim racing is generally acknowledged to have begun in about 1995 or 1996. It was in fact one of the first examples of networks of people brought together thanks to the Internet, as well as the quick growth of PC games. The dates 1995-96 are particularly important as this was when the Microprose game Grand Prix 2, designed by Geoff Crammond, was released and quickly gained popularity. GP2 was successful not just for its detailed and thorough simulation of the 1994 Formula 1 season, but also for its amazing customizability. A player could change everything about the game: names, drivers, teams, tracks, graphics, physics, carshapes, and more. As a result, it was quickly realized that by simply setting up common parameters, a group of people could form a league and race each other at an equal setting and truly simulate real motor racing.

The Grand Prix series was started in the early 1990s, but really took off once GP2 was released. It remained the standard-bearer for a good seven years, an extremely long life in the computer business. Eventually, after years of development, Grand Prix 3 was released, which was more modern in terms of its graphics and video engine and featured the same customizable structure of GP2. GP3 was ultimately a bit of a disappointment though, for although it was an improvement it was almost instantly outclassed by similar new racing games, which had even better performance and appearance. The Grand Prix series had and still has one huge advantage though: on account of being the most popular and influential racing series in the world, it is one of essentially just two games that can be guaranteed available in stores everywhere, and which thousands of people will own copies of. The great rival to Microprose is EA Sports, who gradually improved their F1 simulator until, with the release of F12003, they had by most accounts set the new standard. Grand Prix though remains the choice of most series and drivers, and its popularity has continued since the release of Grand Prix 4.

GP4 was really the long-awaited update to GP2 that everyone had waited for, as it did feature the graphics and performance lacking from GP3. It also featured a major redesign of the in-game menus and options, in some cases more user friendly but in others a bit more labourious and tedious. GP4 is also a much darker game than the others, using a lot of dark black and brown colours in its menus. It is the on-track performance however that really counts, and GP4 excels in 3D projection, terrain mapping, video performance and especially wet weather. Unlike GP3, GP4 did alter the file structure of the original game, so that players had to decipher a whole new path of files and folders in order to modify the game. It has also been much more difficult to customize, and after two years sim racers are still waiting to see if tracks can in fact be changed. GP4 does remain though the game of choice for most leagues in the world.

Participation

To join and participate in a sim racing series, a person must own a copy of the computer game used by that series. In many cases, that game is Microprose's Grand Prix 4 or its predecessor Grand Prix 3, or EA Sports' F1 series (F12002, F12003, etc.). Each game is very customizable, meaning that patches exist and modifications ("mod") are easy to make so that the game can be standardized to meet each series' specifications. When a driver joins a league, they download these patches and make sure that their game setup exactly matches that of the other competitors in the league. This is done through programs such as Hofxlap, which measures the codes and statistics of the game setup when a player saves a file, such as in a race or qualifying session.

Once the game is ready to go, the driver downloads the latest track and carset, which everyone will use for the next event. Each league has its own administration which coordinates the season's schedule, rules, latest downloads and updates, news, and so on. The driver installs the files necessary for the next race, and then loads the game and takes to the track. They then complete a qualifying session, which establishes the starting positions, save their file and send it in to the administrators. The file is checked — most leagues disallow any corner cutting and each game state must be identical so that the playing field is level — and whoever completes the fastest lap gains pole position. Each driver's lap time is posted, with the fastest starting at the front of the grid (pole) and the slowest at the back.

With the grid set, the drivers then load their games again and start their race. Games can be set so that a driver can easily change their starting position to match where they qualified. Once this is done, the driver is free to carry out whatever strategy they desire and complete however many laps are determined by the administrators. In most leagues, this means 100% distance: the number of laps matches that of the real life F1 race. As this routinely takes 2 or 3 hours to complete though, some series will set a rule of 50% distance — half as many laps, or any other percentage. The drivers then formulate their strategy based on this.

Once again, the drivers send their saved file into the administrators to be checked. The driver who completed the race in the fastest time is the winner, with the others following suit in behind. Often there will be drivers who finished slow enough to be one or two laps down in the final tally, or alternatively a driver may have had to cut short their race due to lack of time and may not have completed every lap.

This same routine continues throughout a season, generally 16 to 19 races over the course of 8 months. Most series will match the Formula 1 calendar and hold races every two weeks, although as the number of F1 events increases it is harder to have as many sim racing events, as the deadlines are often wide apart. Each event has a qualifying and race deadline, which tells drivers the last minute that they can send their files in to the administrators. As sim racing frequently involves drivers from around the globe, these deadlines are often days apart so that drivers have enough time to practice, change their car set up, and complete their session, all the while balancing real life jobs and other commitments. As a result, a full race event can often take at least a full week to complete (whereas an F1 race takes place over just three days).

Variations

Sim racing leagues all have their own variations of realism, as some try to make as fully-fledged a simulation as possible, while others concentrate more on simply the racing and competition. As sim racing has developed though, there has been much greater recognition of the role of team managers in a series, instead of only drivers. Drivers of course need teams to race in, and while many start and manage their own teams, others are just looking to race and let someone else be in charge of the administration. As leagues have become more complex and realistic, the responsibilities of team managers have grown exponentially.

The most advanced sim racing series usually feature budgets and currency, sponsors, different engine and tyre options, contracts, driver fees, and constant costs such as for damage, wear and tear, car components and travel, as well as rewards for strong finishes and reliable participation. While these costs are all hypothetical and the currency is fictitious, it add immensely to the realism. In fact, most team managers will often talk about the skills they learn from sim racing, everything from negotiating contracts to writing press releases and managing budgets.

All of these features are controlled by the league administration, which can easily grow to a large number of people when there are so many components to keep track of, as well as ensuring that no one is bending the rules or not complying with regulations. As a result, in most cases drivers and managers will also chip in and assist with league administration, usually in specific roles such as a file checker or finance checker. While they may end up scrutineering themselves, usually there is enough of an honour system to ensure fair competition, and one notable thing about all sim racing leagues is the general spirit of community and fair play, as most drivers would agree that it is only worth winning if you race within the rules and beat your opponent fair and square.

Many series have also added media components, requiring managers to create not only press releases but to also to answer to rumours, conduct interviews and participate in press conferences. Each year, the teams in a series will generally hold a 'launch' in February where they unveil their car's livery, perhaps a new website and any other features in advance of the season to come. This again mirrors the real Formula 1 experience, right down to the winter and pre-season testing that ensures commitment throughout the year, not just the eight months of the season.

Other features

Sim racing series are constantly modernizing and adapting to the latest technology and downloads. In most cases, this involves new website features that make participation more efficient and user-friendly. The life of a sim racing league revolves around its website. This is where all the news, downloads, information and stats are located. Individual teams usually have their own websites, but the league site is where constant updates take place. There is also usually a discussion forum where the most 'live' community interaction takes place. Many drivers and managers use online chat programs as well to keep in frequent communication.

Teams design their own car liveries, complete with logos and often uniforms; such is the advancement of graphics today. They may also come up with their own carshape, or else use one of many available on the Internet. In Grand Prix 4, each team can now use their own carshape, instead of every team using the same carshape. This adds greatly to the variation and individuality within the league — yet another similarity with Formula 1 where each team designs and builds their own car.

Perhaps the greatest feature of sim racing series is their accessibility: virtually every league is free to participate in, and one can often join mid-season and get a ride with a team. In some leagues, the commitment and seriousness is such that drivers and managers are willing to spend their own money on buying a URL for their team website, or perhaps even designing a team shirt or hat with their logo. But there is rarely ever any prize money involved, which in turn negates the need for entry fees. The one and only substantial fee is often borne by one or two administrators who themselves pay for hosting the league website, but they are either more than willing to do so or can share the cost with others.

Participants

According to a 2002-2003 study of computer gaming by the University of Southern California, Simracers are made up of predominately caucasian males, with most aged from early teens to late forties. They generally earn less money than non-gamers, are more likely to be not-married or divorced, and are more likely to have a criminal record. Based on lifestyle they are also likely to have a shorter than average lifespan.

Summary

Sim racing is an excellent way to meet people from around the world. While the United Kingdom remains the home of racing, much like in F1, Iceland is the home of sim racing. Australians are particularly noted for their speed and success, as are the Dutch and Brazilians. In reality though, a driver can come from anywhere and be successful, particularly if they have a strong computer and perhaps a steering wheel to go with it. The language of most leagues is inevitably English, but drivers can easily meet people from many different cultures and backgrounds. Strangely enough, there are no English sim racers. Ultimately, everyone comes together out of their love for racing, competition, community and excitement. Sim racing is perhaps the greatest way for motor racing, and Formula 1 in particular, to really reach out to every day people at no cost, with outstanding potential for growth and popularity.

External links

  • FILSCA (http://www.filsca.com/) - An motley gathering of online racing game leagues
  • Autozimzine (http://www.junkyarddog.com/) - Racing game e-zine (published monthly, free downloads
  • Forza Motorsport (http://www.xbox.com/assets/en-us/flash/games/forza/officialsite/default.htm) - Microsoft Game Studios' sim racer for X-Box
  • Enthusia Porfessional Racing (http://www.konami.com/gs/enthusia/official) - Konami's racing simulator for Playstation 2
  • Gran Turismo 4 (http://www.granturismo4.com) - Polyphony's sim racer for Playstation 2
  • Live for Speed (http://www.liveforspeed.net) - Online racing simulator for PCde:Rennsimulation
Navigation

  • Art and Cultures
    • Art (https://academickids.com/encyclopedia/index.php/Art)
    • Architecture (https://academickids.com/encyclopedia/index.php/Architecture)
    • Cultures (https://www.academickids.com/encyclopedia/index.php/Cultures)
    • Music (https://www.academickids.com/encyclopedia/index.php/Music)
    • Musical Instruments (http://academickids.com/encyclopedia/index.php/List_of_musical_instruments)
  • Biographies (http://www.academickids.com/encyclopedia/index.php/Biographies)
  • Clipart (http://www.academickids.com/encyclopedia/index.php/Clipart)
  • Geography (http://www.academickids.com/encyclopedia/index.php/Geography)
    • Countries of the World (http://www.academickids.com/encyclopedia/index.php/Countries)
    • Maps (http://www.academickids.com/encyclopedia/index.php/Maps)
    • Flags (http://www.academickids.com/encyclopedia/index.php/Flags)
    • Continents (http://www.academickids.com/encyclopedia/index.php/Continents)
  • History (http://www.academickids.com/encyclopedia/index.php/History)
    • Ancient Civilizations (http://www.academickids.com/encyclopedia/index.php/Ancient_Civilizations)
    • Industrial Revolution (http://www.academickids.com/encyclopedia/index.php/Industrial_Revolution)
    • Middle Ages (http://www.academickids.com/encyclopedia/index.php/Middle_Ages)
    • Prehistory (http://www.academickids.com/encyclopedia/index.php/Prehistory)
    • Renaissance (http://www.academickids.com/encyclopedia/index.php/Renaissance)
    • Timelines (http://www.academickids.com/encyclopedia/index.php/Timelines)
    • United States (http://www.academickids.com/encyclopedia/index.php/United_States)
    • Wars (http://www.academickids.com/encyclopedia/index.php/Wars)
    • World History (http://www.academickids.com/encyclopedia/index.php/History_of_the_world)
  • Human Body (http://www.academickids.com/encyclopedia/index.php/Human_Body)
  • Mathematics (http://www.academickids.com/encyclopedia/index.php/Mathematics)
  • Reference (http://www.academickids.com/encyclopedia/index.php/Reference)
  • Science (http://www.academickids.com/encyclopedia/index.php/Science)
    • Animals (http://www.academickids.com/encyclopedia/index.php/Animals)
    • Aviation (http://www.academickids.com/encyclopedia/index.php/Aviation)
    • Dinosaurs (http://www.academickids.com/encyclopedia/index.php/Dinosaurs)
    • Earth (http://www.academickids.com/encyclopedia/index.php/Earth)
    • Inventions (http://www.academickids.com/encyclopedia/index.php/Inventions)
    • Physical Science (http://www.academickids.com/encyclopedia/index.php/Physical_Science)
    • Plants (http://www.academickids.com/encyclopedia/index.php/Plants)
    • Scientists (http://www.academickids.com/encyclopedia/index.php/Scientists)
  • Social Studies (http://www.academickids.com/encyclopedia/index.php/Social_Studies)
    • Anthropology (http://www.academickids.com/encyclopedia/index.php/Anthropology)
    • Economics (http://www.academickids.com/encyclopedia/index.php/Economics)
    • Government (http://www.academickids.com/encyclopedia/index.php/Government)
    • Religion (http://www.academickids.com/encyclopedia/index.php/Religion)
    • Holidays (http://www.academickids.com/encyclopedia/index.php/Holidays)
  • Space and Astronomy
    • Solar System (http://www.academickids.com/encyclopedia/index.php/Solar_System)
    • Planets (http://www.academickids.com/encyclopedia/index.php/Planets)
  • Sports (http://www.academickids.com/encyclopedia/index.php/Sports)
  • Timelines (http://www.academickids.com/encyclopedia/index.php/Timelines)
  • Weather (http://www.academickids.com/encyclopedia/index.php/Weather)
  • US States (http://www.academickids.com/encyclopedia/index.php/US_States)

Information

  • Home Page (http://academickids.com/encyclopedia/index.php)
  • Contact Us (http://www.academickids.com/encyclopedia/index.php/Contactus)

  • Clip Art (http://classroomclipart.com)
Toolbox
Personal tools