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- way ahead of you, leaving you in the pixie dust
The "simulation models" are usually easy, 1st or 2nd year college kids can easily do this. You can keep adding irrelevant minutia, like driver weight loss through sweat and evaporation, and the weight transfer of fuel slosh, and corner balancing properly, but the most important thing are the data tables/curves that these run on.Honestly though, I am curious to know if the Michelin partnership involved sharing technical data and simulation models. I'm sure they also have extensive suspension models...
I'd love to know how Polyphony developers implemented any shared tech like that as well.
Sure, there are bugs, but switching to more superior and accurate models is not an easy process to do on a game with this much development, and physics model iterations spanning decades...
But, the data for these tables from real world testing is the golden goose, immensely expensive and insanely time consuming to acquire. Now the real world data also includes massive amounts of terrible bad tires and many that they go through during tire testing exercises on tracks, and on real roads and sand dunes, and on and on. But the data Michelin gets back form all the tires across all the teams across all the seasons across all the decades of 24 hour of LeMans or Nurburgring and on and on is worth billions if not trillions. And for them to work with Polyphony digital to come up with a generalized data set and for them to share the characteristics of cars and how they affect that contact patch and how it behaves is literally the most important thing in any simulator.
All the rest is riding on it, literally.
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