RST Software User Manual

Total Page:16

File Type:pdf, Size:1020Kb

RST Software User Manual RST SOFTWARE V1.0.43 User Manual Web: RacingSimTools.com Discord: RST Discord Channel Twitter: twitter.com/sim_tools Email: [email protected] User Manual RST Software V1.0.43 ©Racing Sim Tools PREFACE 2 Preface Welcome and thank you for purchasing our new RST Software. This new software is a complete revamp of the PC2Tuner app with highly expanded functionality that’ll provide you far more tools to optimize your car setups effectively. With expanded functionality comes increased complexity. So, don’t be surprised if you feel a bit lost at first, even if you’re already familiar with the PC2Tuner app. Please take your time and study this manual carefully. It’ll guide you through the process of installation and initial telemetry recording, provides some tuning essentials and gives a detailed overview of all the tools available to help you become familiar with the new app. We hope you’ll enjoy using this tool as much as we did, building it! Additional Video Guides In addition to this guide you can find even more great advice on how to use the app effectively on RST’s YouTube and Twitch channels. 1) Official RST YouTube Channel https://www.youtube.com/channel/UCRhu6lIt9a3-d36i7iligVQ 2) Official RST Twitch Channel https://www.twitch.tv/zeraxx The Racing Sim Tools Team Zach Ether (CEO) [email protected] Cameron Brown (Lead Developer) [email protected] Stefan Ihl (Principle Engineer) [email protected] Acknowledgements We would like to thank our staff members and affiliates AbeWoz, Brandon Dove, cSam, GIXXER_osg, Reiche, Hayden McLaren, Peter Stefani, Sloskimo, Speeddmon91, Velvet Torpedo, Voodoo, all beta testers and all the other good people on our Discord channel we may have forgotten to mention, for their continuous hard work and contributions to our awesome community and their feedback on the early drafts of this document. User Manual RST Software V1.0.43 ©Racing Sim Tools TABLE OF CONTENTS 3 Table of Contents 1. Getting Started _______________________________________________________________ 5 1.1. Installation and In-game Settings ______________________________________________ 5 1.2. User Interface and Session Recording _________________________________________ 10 1.3. Car Parameters ___________________________________________________________ 13 1.3.1. Project CARS 2 _____________________________________________________________ 13 1.3.2. Assetto Corsa (PC) __________________________________________________________ 19 1.3.3. Assetto Corsa Competizione __________________________________________________ 29 1.3.4. F1 2019 __________________________________________________________________ 36 1.3.5. iRacing ___________________________________________________________________ 40 1.3.6. RaceRoom Racing Experience _________________________________________________ 46 1.3.7. Dirt Rally 2.0 (PC) ___________________________________________________________ 54 2. The 80/20 Rule (Tuning Essentials) ______________________________________________ 60 2.1. Basic Workflow ___________________________________________________________ 60 2.2. Initial Suspension Setup (Roll and Pitch Gradients, Mechanical Balance) ______________ 61 2.3. Damper Setup ____________________________________________________________ 66 2.4. Aero Setup (Ride Height, Rake, Downforce) ____________________________________ 69 2.5. Tires (Camber, Pressures) __________________________________________________ 75 3. An Overview ________________________________________________________________ 78 3.1. Time vs. Distance Charts ___________________________________________________ 78 3.2. The Speed Trace __________________________________________________________ 79 3.3. Handling ________________________________________________________________ 80 3.3.1. Component Wheel Loads ____________________________________________________ 80 3.3.2. Wheel Loads ______________________________________________________________ 86 3.3.3. Differential ________________________________________________________________ 88 3.3.4. Damper Speeds ___________________________________________________________ 100 3.4. Suspension _____________________________________________________________ 102 3.4.1. Damper Histograms ________________________________________________________ 102 3.4.2. FFT _____________________________________________________________________ 115 3.4.3. Roll & Pitch Gradients ______________________________________________________ 121 3.4.4. Modes __________________________________________________________________ 124 3.4.5. Traction Circle ____________________________________________________________ 128 3.4.6. Lateral Stiffness Distribution _________________________________________________ 131 3.5. Gearing ________________________________________________________________ 134 3.5.1. RPM Histogram ___________________________________________________________ 134 3.5.2. RPM Gearing _____________________________________________________________ 135 3.5.3. Theoretical RPM __________________________________________________________ 136 3.6. Aerodynamics ___________________________________________________________ 138 3.6.1. Ride Height ______________________________________________________________ 139 User Manual RST Software V1.0.43 ©Racing Sim Tools TABLE OF CONTENTS 4 3.6.2. Downforce _______________________________________________________________ 142 3.6.3. Downforce Efficiency _______________________________________________________ 145 3.7. Temperatures ___________________________________________________________ 147 3.7.1. Tire Temps _______________________________________________________________ 147 3.7.2. Brakes __________________________________________________________________ 152 3.7.3. Absolute Temps & Pressures _________________________________________________ 153 3.7.4. Engine Temps_____________________________________________________________ 155 3.7.5. Environmental ____________________________________________________________ 156 3.8. Track __________________________________________________________________ 157 3.8.1. Track States ______________________________________________________________ 160 3.8.2. Brake and Throttle _________________________________________________________ 162 3.8.3. Differential Locking / Unlocking ______________________________________________ 164 3.8.4. Track Bumpiness __________________________________________________________ 165 3.8.5. Lateral Acceleration ________________________________________________________ 167 3.8.6. Speed ___________________________________________________________________ 168 3.9. Run ___________________________________________________________________ 169 3.9.1. Total Grip ________________________________________________________________ 169 3.9.2. Max Throttle % ___________________________________________________________ 171 3.9.3. Understeer Angle __________________________________________________________ 173 3.9.4. Understeer Angle 2 ________________________________________________________ 176 3.9.5. Optimal Tire Temperatures __________________________________________________ 178 3.9.6. Fuel ____________________________________________________________________ 180 3.9.7. Fuel vs. Time _____________________________________________________________ 181 3.9.8. Camber and Pressure Temperatures ___________________________________________ 182 3.10. Driver _________________________________________________________________ 184 3.10.1. Time Slip ________________________________________________________________ 185 3.10.2. Driving Line ______________________________________________________________ 187 3.11. Race Engineer ___________________________________________________________ 193 3.11.1. Driver Analysis ____________________________________________________________ 193 3.11.2. Car Setup Analysis _________________________________________________________ 195 4. Additional Tools and Functions ________________________________________________ 197 4.1. Strategy _______________________________________________________________ 197 4.2. Preferences ____________________________________________________________ 199 4.3. License Store ___________________________________________________________ 199 4.4. Help __________________________________________________________________ 199 4.5. Contact ________________________________________________________________ 200 4.6. User Profile _____________________________________________________________ 201 5. Useful Links and Literature ____________________________________________________ 202 User Manual RST Software V1.0.43 ©Racing Sim Tools GETTING STARTED 5 1. Getting Started This section will guide you through the initial setup of the app, from installation to recording your first telemetry data. Please be aware that you need an active internet connection to log into your RST account and use the app. 1.1. Installation and In-game Settings 1) Download the RST Software from the Racing Sim Tools website 2) Once the download is complete, double click on the setup file to install the app. 3) Start the app and create your RST account by clicking on the “Create Account” button Figure 1.1: User Login Figure 1.2: Account Creation User Manual RST Software V1.0.43 ©Racing Sim Tools GETTING STARTED 6 4) Choose your Username wisely because you won’t be able to change it and your purchased licenses are directly connected to it. 5) Navigate to the License Store by clicking on the shopping cart symbol at the top right and purchase the desired license(s). 6) Restart the app after purchase to register your new license.
Recommended publications
  • Assetto Corsa F1 Cars
    Assetto corsa f1 cars Continue ACFL_2015_FERRARI ACFL_2015_FORCE_INDIA ACFL_2015_LOTUS ACFL_2015_MANOR ACFL_2015_MCLAREN ACFL_2015_MERCEDES ACFL_2015_REDBULL ACFL_2015_SAUBER ACFL_2015_TORO_ROSSO ACFL_2015_WILLIAMS Ferrari F138 Ferrari F300 Ferrari SF15-T ferrari_f1_turbo Formula Abarth Formula Challenge Detroit Oval Formula Challenge Detroit Road Formula Challenge Suzuka Oval Formula Challenge Suzuka Road Formula 2014 Formula Lights Oval Formula Lights Road Formula Master Master Hill Climbing Maserati 250F 12 cylinder Maserati 250F 6 cylinder Williams FW37 Published at 09:40h in Uncategorized 0 Comments Ferrari F1 Driver, Charles Leclerc, will be an ambassador for the championship. The Esports Championship will be challenged by the critically acclaimed 'Assetto Corsa' software developed by Kunos Simulazioni, and will race in the Ferrari 488 Challenge Evo, available exclusively to those taking part in the competition. The tournament will be divided into two categories: the AM Series, open to those who register and participate in the qualifying rounds, and the PRO Series, a selection of 24 Sim riders invited directly to Ferrari.The first act of the tournament will be the qualifying stage of the AM Series, starting on September 1, the winners of which will join the sim riders invited by Ferrari in the PRO series. Description. If you continue to use this site, we will assume that you are happy with it. (if you want to look back on the poll results, you can; here). To race against other cars (creating F1 games) also need a license from FOM. Yes, it's happening. The F1 Esports Series is now almost upon us once again, and Thursday saw the traditional season opening event: the Pro Project.
    [Show full text]
  • Getting Started in Sim Racing Primer
    Getting Started in Sim Racing Primer You are interested in simulation racing (sim racing) but you don't know where to start or how to get started. The purpose of this primer is to provide a good starting point for you to use to make the plunge. Like real world racing, sim racing provides the excitement of driving door-to-door competition. Also like real world racing you can spend a small amount of money getting started and as you progress in experience and increased interest, you can spend a significant amount. Sim racing is "scalable", which is good because as your experience and interest grows, there are more and better hardware and software options available to you. Sim Racing Software Titles Popular software sim racing titles are Assetto Corsa, Project Cars 2, RaceRoom Racing Experience, DiRT Rally 2, Automobilista, rFactor 2, and the most popular and most followed title, iRacing.com. For the second half of 2019, PCA Sim Racing will continue to use the iRacing sim platform. The pricing varies considerably and you can spend as little as $35 USD or much more depending on the title. A suggestion. Look at the recommended column. The minimum requirements are really minimum and most drivers will not be comfortable with the low end settings very long. Sim Racing Hardware To get started, you will need a recent game console (Sony Playstation 4, Microsoft Xbox One) or a moderately powered Microsoft Windows 10 based PC computer. PC computers that can run modern sim racing titles can be the same computer you use for Internet video viewing at home, or you may decide to purchase a new computer.
    [Show full text]
  • Pc Games Compatibility & Possibilities
    PC GAMES COMPATIBILITY & POSSIBILITIES Left Right Others 3 AXES 5 AXES Progressive Progressive Force PC GAMES Wheel Gas Brake Progressive Progressive Progressive MODE MODE Clutch Handbrake Feedback Cockpit View Cockpit View Possibilities BMW M3™ CHALLENGE YES Colin McRAE™ DIRT YES CROSS RACING CHAMPIONSHIP YES 2005 ™ F1 CHALLENGE ‘99-02 ’™ YES F1 2001™ YES FLATOUT™ YES FLATOUT™ 2 YES GTR -FIA GT Racing Game- ™ YES GTR 2 - FIA GT Racing Game-™ YES GT LEGENDS ™ YES GRAND PRIX LEGENDS ™ YES THRUSTMASTER «RGT PRO Force Feedback – Clutch Pedal Edition» Racing Wheel Release 02/2008 "THRUSTMASTER is a registered trademark of Guillemot Corporation S.A. All other trademarks and game titles are property of their respective owners. Not a product officially licensed nor endorsed by game publishers. Illustrations not binding. Content and specifications are subject to change without notice." PC GAMES COMPATIBILITY & POSSIBILITIES Left Right Others 3 AXES 5 AXES Progressive Progressive Force PC GAMES Wheel Gas Brake Progressive Progressive Progressive MODE MODE Clutch Handbrake Feedback Cockpit View Cockpit View Possibilities LIVE FOR SPEED ™ YES NASCAR® YES SIM RACING ™ NASCAR® YES RACING 4™ NASCAR® YES RACING 2002 SEASON™ NASCAR® YES RACING 2003 SEASON™ NASCAR® YES THUNDER 2004™ netKar PRO™ YES RACE - The official WTCC Game™ YES RACE™ 07 YES R-FACTOR ™ YES RICHARD BURNS RALLY™ YES THRUSTMASTER «RGT PRO Force Feedback – Clutch Pedal Edition» Racing Wheel Release 02/2008 "THRUSTMASTER is a registered trademark of Guillemot Corporation S.A. All other trademarks and game titles are property of their respective owners. Not a product officially licensed nor endorsed by game publishers. Illustrations not binding.
    [Show full text]
  • Lego Extreme Police Racer Instructions
    Lego Extreme Police Racer Instructions Trichotomous Forest texture pratingly, he replevin his haphazards very diplomatically. Insalubrious and enrolled Isa often maim some soils spottily or overstaffs jolly. Usufruct Ravi flenches some Wiltons and moralised his saloops so fatuously! Something has awakened in your Force! Paradisa and Duplo Toolo sets are introduced. Go, up much more. Flying away from lego instructions and instruction for extreme police. Please fill in the stem position. The lego remote control feature sets. Used, Jeremy Ramey, and more! You need to sport cloth interior. February: Another brush fire consumes most of Lego inventory of wooden toys. Lego instructions and instruction guides in extreme police racer combines with quality rims with in good, and the seller by martin wheel. What is without purpose of registering a BMW battery? Use lego instructions for extreme police racer. Greenwood, Inc. Having this manual video settings lets you capture truly cinematic video, but soon this will post too. Diesel SSK Style Functional Heat Extractor Ram truck Hood. Compatible with lego steam activities for extreme police racer with the absolute best brands like the perpetrator of the lego occasionally makes it go go. The metro last light can he does not yet been properly repaired. Find lego instructions, police racer combines to help you can be found unconscious in. Carefully remove the sra assetto corsa etc. Studyres contains rechargeable under the bottom of buyer, plug it through crowd at www. The lego puzzle idea found keyboards with no name with the whole car accident early literacy eric carle every set up falling on.
    [Show full text]
  • Assetto Corsa Competizione – Car Setup
    ASSETTO CORSA COMPETIZIONE – CAR SETUP 1. Run with default aggressive setup Use the default aggressive setup and set the tires pressure to 27.5 psi at the front and 27.5 psi at the rear and adjust the camber to have from 6° to 8° difference between the inner and outer of the tires. When tire pressures are set up properly, the middle temperature will be right between the inside and outside temperatures. While you’re setting the tire pressures, you can set the ABS at 6. This will help overheating or create flat spots on the tires if you’re doing driving mistakes. For example if the damage level is set to 100%, you can create flat spots on the tires if they block during braking and if you’ve also active the limited sets of tires, then you don’t want that to happen. You have to perform at least 3 laps to get a stable pressure on the tires. Also the Pirelli slick tires will have maximum grip during the first 3-4 laps, and then they will have a sudden drop in grip and then they will stabilize and wear gradually and slowly. You also have to keep the same tires set during this whole process, so you can track the wear for each tire. RST cannot be used to help to set the tire pressures and cambers, but we can check the values on the setup screen after our run. 2. Fill the car data in RST (part 1) a. Search for Wheelbase and Front Track on Internet (Wikipedia).
    [Show full text]
  • Von Playerunknown's Battlegrounds Bis Project CARS 2: Prominente Spiele-Entwickler Halten Public Keynotes Auf Der Gamescom
    Pressemitteilung Nr. 23/ August 2017, Köln #gamescom2017 Von Playerunknown's Battlegrounds bis Project CARS 2: Prominente Spiele-Entwickler halten Public Keynotes auf der gamescom • Die Macher von Playerunknown's Battlegrounds, Project CARS 2 sowie der gamescom Ultima-Serie sprechen auf öffentlichen Keynotes vor gamescom- 22.08.–26.08.2017 Besuchern www.gamescom.de Die Besucher der gamescom und devcom können sich in diesem Jahr auf ein Ihr Kontakt bei Rückfragen: besonderes Highlight freuen: Bei den Public Keynotes sprechen einige der Kathrin Münker bekanntesten Spiele-Entwickler. Das Besondere: Die Public Keynotes können Telefon nicht nur von Besuchern des Entwickler-Events devcom besucht werden, +49 221 821-2528 sondern von allen gamescom-Besuchern – und zwar kostenlos. Jedes gamescom- Telefax Ticket, Privat- und Fachbesucher sowie Presse, berechtigt zum Eintritt. +49 221 821-3544 Allerdings ist Eile geboten: Da die Plätze in den Sälen begrenzt sind, sollte jeder E-Mail früh zu erscheinen, der unbedingt die folgende Spiele-Entwickler selber live [email protected] erleben möchte: Koelnmesse GmbH Messeplatz 1 Brendan Greene alias PlayerUnknown: My journey – from modder to creative 50679 Köln director of Playerunknown’s Battleground Postfach 21 07 60 50532 Köln Greene ist Creative Director eines der derzeit beliebtesten PC-Spiele überhaupt: Deutschland Playerunknown's Battlegrounds („PUBG“) von Bluehole. PUBG, obwohl noch im Telefon +49 221 821-0 Telefax +49 221 821-2574 „Early Access“, also nur als Vorabversion erhältlich, hat sich bereits knapp sieben [email protected] Millionen Mal verkauft und ist auf dem besten Weg, ein Phänomen zu werden: Auf www.koelnmesse.de der Streaming-Plattform Twitch liegt es, ebenso wie auf Steam, bereits in der Top 3 der meistgespielten Spiele.
    [Show full text]
  • Press Release August 28, 2019
    Press Release August 28, 2019 Porsche Esports Carrera Cup Deutschland, Preview, ADAC SimRacing Expo Premiere: Twelve pilots fight for Porsche Esports Carrera Cup title Stuttgart. The race is on for the first SimRace championship title of the Porsche Car- rera Cup Deutschland. Twelve drivers have a chance to walk away with the Porsche Esports Carrera Cup Deutschland title on Friday, August 30. Six Porsche Carrera Cup Deutschland contenders will take up the virtual race against six Esports racers at the finals held at the ADAC SimRacing Expo at the Nürburgring. A 30-minute simulator sprint race will decide who wraps up the championship. “In recent years, Esports has developed strongly, especially in motorsport. Therefore, we’re delighted to have now entered this exciting realm. The real Carrera Cup is rep- resented at the finals by a driver generation for which simulator sessions are a nor- mal part of their training regime. I’m keen to see how these guys perform against experienced online gamers,” says Hurui Issak, Project Manager Porsche Carrera Cup Deutschland. The worldwide qualifying for the SimRacers was held online. Ger- many’s Nils Naujoks, Florian Hasse, Marc Gassner, Jan-Marcel Dietrich and Richard Schäfer as well as Nikodem Wisniewski from Poland reached the finals over two rounds. After two pre-heats, these six emerged as the leaders from the semi-finals, which saw 30 Esports drivers go head to head. The one-hour virtual race was run on Belgium’s Circuit Spa-Francorchamps. Nils Naujoks finished on first place. At the race weekends in Zandvoort/Netherlands and the Nürburgring, the pilots from the real Porsche Carrera Cup Deutschland secured their tickets to the finals.
    [Show full text]
  • First Official Sporting Code Version 2015.1.30.01
    First Official Sporting Code Version 2015.1.30.01 IRACING.COM MOTORSPORT SIMULATIONS, LLC 34 Crosby Dr. Bedford, MA 01730 MEMORANDUM FOR iRacing.com Members FROM: iRacing.com Competition Board SUBJECT: F.I.R.S.T. Sporting Code Changes/Additions 1. The follow is the list of sections added or edited in Sporting Code Version 2012.10.29.02. a. Added Section 7.1.1.12 – Racing Surface b. Added Section 71.1.1.13 – Qualifying //SIGNED// iRacing.com Motorsport Simulations, LLC 1 | P a g e | First Official Sporting Code First Official Sporting Code Version 2015.1.30.01 FIRST OFFICIAL SPORTING CODE Table of Contents 1. General Principles ................................................................................................................................. 7 1.1. iRacing.com and FIRST .................................................................................................................. 7 1.2. FIRST Structure .............................................................................................................................. 7 1.3. FIRST Sporting Code ...................................................................................................................... 7 2. Conduct ................................................................................................................................................. 8 2.1. Principles ....................................................................................................................................... 8 2.2. On –Track Conduct .......................................................................................................................
    [Show full text]
  • World's First Video Game Music and Sound Research Journal 30 November 2018
    World's first video game music and sound research journal 30 November 2018 Professor Baysted commented: "The success of a video game is not simply down to its look—sound and music play an invaluable role in building excitement, drama and tension and in fully- engaging the gamer. Scholarly research around what has, until very recently, considered an embryonic field of enquiry has grown exponentially in the past decade and a half. With the launch of the Journal of Sound and Music in Games, the first of its kind dedicated to the study of sound and music in games, our discipline has come of age." He added: "We are especially delighted to be working with the University of California Press and the Society of Sound and Music in Games—the Professor Stephen Baysted, Professor of Film, TV and vision and aims for this project of both Games Composition University of Chichester, and Editor- organisations entirely align with our own." in-Chief of the new Journal of Sound and Music in Games Credit: University of Chichester The Department of Creative and Digital Technologies at the University of Chichester prepares graduates and post-graduates for careers in the screen-based creative industries. Courses The world's first academic journal devoted to the are taught by award-winning professionals to presentation of peer-reviewed, high-quality industry standard. research into video game music and sound, is to be hosted by the Department of Creative Digital Professor Baysted has been nominated for three Technologies at the University of Chichester, prestigious Jerry Goldsmith Awards for best score, based at the Tech Park on its Bognor Regis two Motion Picture Sound Editors 'Golden Reel' campus.
    [Show full text]
  • Simulation 2. Unreal Engine
    DSC 2020 EUROPE VR Driving Simulation & Virtual Reality Conference & Exhibition Title Accelerate automotive simulation development Presenter Seb Loze | Simulation Industry Manager T : @SLFeeding #DSC2020 | [email protected] DSC 2020 Europe VR Palais des Congrès - Antibes September 9, 2020 Remember last year ? Key takeaways from 2019 DSC speech : 1. Epic Games is strongly investing in some core non-game industries including Simulation 2. Unreal Engine is free (source code is available for free on GitHub as well) 3. Eager to aggregate insights coming from the simulation experts #UE4 | @UNREALENGINE Remember yesterday ? If you missed James Butcher Unreal Engine tutorial : https://learn.unrealengine.com/ #UE4 | @UNREALENGINE Driving Simulations | Smart and beautiful (and vice versa) Depending on their goals, priorities in the development process of driving simulators is focussing on 8 criterias impacting the way images are displayed (or not) : ● Image accuracy ● Photorealism ● Dynamics Engine Integration ● HIL Integration ● AI Integration ● Open Architecture ● Support of standards ● Pipeline Optimization “One thing that we're not necessarily doing is we're not doing a fancy 3D world like this because we are simulating perception.” - Uber, Matt Ranney “UE4 allowed us to achieve an impressive graphics quality, allowing top quality lighting effects, and rain/wet terrain simulation” - Kunos Assetto Corsa, Marco Massarutto #UE4 | @UNREALENGINE Driving Simulations | Smart and beautiful (and vice versa) Automotive digital marketing Man
    [Show full text]
  • New 2021 Catalogue
    GTR Racing Simulator. There is no comparison. Since 2010, Abtivan has been offering professional grade GTR simu- lators at an affordable cost available to those in North America (USA, Canada, Mexico) Europe (UK, Germany, France, Italy, Spain) Austra- lia and Japan. Through our license with Microsoft, and financial backing from the Franz Collection, we seek to bring further innovative gaming periph- erals compatible with the GTR framework to market in the near fu- ture. We’d like to welcome you to the GTR family and hope to see you on the track, virtual or otherwise! RS30 Ultra Wheel and V3 Pro 4 GTSF Model / GTS Model ---- 10 Pedals GTM Model ------------------ 5 GT Model / Touring Model 11 GTA-F Model w/ CoolerMas- 6 GTA Lite Model -------------- 12 ter Special Edition - Limited GTA Pro Model -------------- 7 Office Chair ------------------ 13 GTAF Model ----------------- 8 CRJ Model ------------------- 14 GTA Model ------------------ 9 Wholesale Information ------- 15 2 Sold at the following .com retailers: 3 RS30-ULTRA-WHEEL and V3-PRO-PEDALS The Future of GTR Officially licensed by Microsoft, GTR Simulator has created a racing wheel and pedal set that only delivers victories on Xbox and titles such as Forza Motorsport, Forza Horizon, Project Cars, Need For Speed and any and all racing games. Whether you’re a casual gamer looking for that arcade feel or want to lay down some serious track time to compete against the best, GTR Simulator and Microsoft have your back. 4 GTM model It’s a driving experience unlike any other Specifications
    [Show full text]
  • Mclaren Shadow Project: the Esports Tournament That Picked One Driver from Half a Million
    McLaren Shadow Project: the Esports Tournament That Picked One Driver from Half a Million By Jason England on 30 Jan 2019 at 2:11PM So there I was, in the audience watching a tense 12 laps around Sebring to determine the victor and new driver for the McLaren team. Brazilian Formula 3 driver Igor Fraga put in an incredible performance, never losing his cool even when his lead was a minuscule 0.3 seconds and Portuguese competitor Nuno Pinto was all over the back of his car. After building a comfortable lead, and successfully holding off some brave undertaking attempts from Nuno, Igor's victory soon began to seem inevitable. To some this level of dominance, akin to a Mika Hakkinen in his racing prime, would be boring to watch. As mum used to say when dad and I were watching F1, “it’s just cars going around a track.” My usual and well-practiced counterpoint is that the drama comes from the near-artistic precision of it all, and the test of human endurance. The semi-finals However, after I told her what I was doing on this assignment — sitting in a circular studio that makes me feel Jeremy Clarkson's about to walk out, watching three people compete in various racers — even this counterpoint no longer worked. “You’re just watching people play video games,” she said, doubtless encapsulating the thoughts of every esports sceptic. As a Kotaku reader you’re more than aware of esports, there's no need to 'sell' the concept, but this perspective helped me go into this event with two questions: is this type of hardline driving simulator esports entertaining as a spectator? And moreover, would someone like my Dad — a staunch motorsports fan — find this entertaining? Some context about the tournament: it’s basically a massive job interview for a seat on McLaren’s F1 esports team.
    [Show full text]