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Join Date: Jul 2007
Location: Greensboro, NC
Posts: 820
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I fully agree. Just like MSFS, there are ways of breaking down the settings between "arcade" mode all the way to advance. An example: select a ready built PMR or Gary Jennings '92 Camaro (would include features those guys would normally offer at a certain given time), and a Mike Keown or maybe an RWR ZQ3 350 (if that's a competitive hp combo), weight and select a class (guessing GT/HA). Or the user can get into the build details such as rear end housing choice, dimensions, 4 link style, shocks frame style, body panel weight, mild steel or chrome moly tubing, thickness, engine mounting hardware, mounting points, etc.). Engine build would be just as simple or as detailed too...head casting #, port and chamber shapes, volume...the engine shaping could import AutoCad compatible files, cam specs, etc.. Another feature could be closed source component data, allowing engine builder proprietary details to be entered, or engine parts created from without giving away shape and spec data.All graphic design work that goes into modern games and simulators are generated from AutoDesk compatible files or similar programs used in commercial CNC process. Sound files are just as advanced, using actual recordings from matching combos. It's taken iRacing several years to end up where they are today. Can't see any reason why drag racing program couldn't end up just as advanced.
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Gary Smith "another broke racer spectating" Last edited by Gary Smith; 03-24-2020 at 06:04 PM. |
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#2 | |
Senior Member
Join Date: Jul 2007
Location: Greensboro, NC
Posts: 820
Likes: 9
Liked 132 Times in 30 Posts
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Gary Smith "another broke racer spectating" |
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