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Sim racing has got to be one of the most comprehensive genres of gaming in existence. Almost every conceivable detail from the real world is modelled in these games. From simple things such as slipstreaming, where the lessened wind resistance makes your car slightly faster; to the outright baffling black magic of tyres and how they respond to Initial D fanboys throwing a 40 year old car into a corner sideways at 120mph.
Mechanical sympathy, was a term invented by Sir Jackie Stewart, meaning to understand and care for how the machine you are driving operates, and how to get the best performance out of it. Without mechanical sympathy, your car will likely end up sounding like mine after drifting almost non stop for 20 minutes…
Now to be fair, BeamNG is not a racing simulation. It’s crash smut above all else, and it’s to be expected that this kind of detail is modelled. Similarly, racing simulations are designed to be used properly; with minimal contact between cars, and crashes are expected to be few and far between. I guess they didn’t have the foresight to predict tiktok kids playing it on their keyboard and mouse.
but when you boil sim racing down to what it’s actually used for by the average user, in most cases it’s just to have fun (which some people need to remember). And, having your wheel fall off because some jackass in your simulated pit crew didn’t tighten the lug nuts to spec; would likely just get int he way of the experience they want to have. Some might say the same about their wheel falling off after hitting a concrete wall, and I’m unable to say they’re incorrect…
There is definitely a balance to be struck between simulated racing, and simulated real life racing. Some of the newer sims are learning into leaning into this, and are starting to simulate mechanical apathy, albeit on a miniscule scale, and it’s a welcome feature in most…
Assetto Corsa Competizione simulates brake fade, rFactor 2 simulates flat spots if you get a little too trigger happy on the ole handbrake… and if you rev your engine for the entire two minutes waiting on the grid before the race in iracing, you’ll likely blow your motor mid race… buuut I don’t play those anymore so they don’t count.
Anyway, even if I did, the consequences for NOT having mechanical sympathy are too little. In a real, hardcore damage simulator such as beam, where the first achievement you unlock is literally called “senseless distructor”, every bit of mechanical apathy is brutally punished; and that is precisely why I find it so damn sexy.
It’s looking increasingly evident that BeamNG will become a viable racing simulator at some point. With laser scanned tracks stolen from assetto corsa. Realistic race cars that are off-brand ripoffs of the real things. And apps that actually start the race wooaaah It’s becoming ever easier to get a good, simulated racing experience.
This is PRECISELY what is getting me excited. As a masochist that loves racing open wheeler cars built in sheds, there’s nothing more exciting to me than your entire wheel and suspension being ripped off by the most soft of contacts. I LOVE the fact that in BeamNG, if I downshift even a second before I’m supposed to, the engine will spontaneously metamorphize into a hand grenade. And, if you think getting punted by the rookie that hasn’t learned to slow down for traffic yet is top tier gaming; wait until you see your first ever red flag after a turn 1 pileup destroys literally every single car.
Mechanical sympathy is just another level of skill that sim racing NEEDS; another facet that will certainly elevate sim racers ever closer to the level of real drivers. . Sure, it might not be for everyone, and it might be frustrating. But after all, there’s no reset button in real life; and I believe the simulated brutality of realistic crash physics could be a great thing for the hobby. It’s unlikely we’ll see it in true racing sims, so please, for the love of god, try out BeamNG sim racing.
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