Информация с форума Racesim Central, основанная на интервью с одним из разработчиков игры:
"This is very much looking to be the benchmark for rally sims. Get this:
VARIABLE, DYNAMIC WEATHER on stages, so the conditions are diffierent every time you play! Holes in the road will slowly fill with water when it begins raining.
VARIABLE TIME OF DAY on stages, depending on when it's your turn to drive the stage, and the start times are different every time you play -- sometimes a stage might be a day stage, sometimes it might be a night stage.
VARIABLE SURFACE CONDITIONS based on how many cars have run the stage ahead of you (in you're first out on gravel stage, you suffer what the real drivers must suffer).
"We've modelled some sections to be more worn than others, and if you can get your front tyre on that section, if you can hook it in, the reduced friction can actually slide the car round - it's something you see all the time in rallies, but nobody's doing anything like that in games."
And physics? You betcha!
"Rather than using a single-bodied physics system, which most other rally games do, we've gone for a multi-body physics system where we're simulating what is essentially a real car chassis, the McPherson struts, all of the stuff that you'd expect to find in a complicated car modelling piece of software. We've written a complete car simulation, similar to something that professionals would use in the car industry when testing all the initial concept ideas. So we're simulating quite a lot of the interior of the car, the engine, the way the combustion cycle works, we're modelling things like the temperature of the brake fluid and the oil and the water from the radiator, so if you get a puncture in the radiator that has a knock-on effect on your engine, as it would in real life. When you drive through big puddles in our game, water can actually enter the cooling vent on the car, which does have an effect on how the car fires up the cylinders."
Damage model? Oh yeah, and then some:
"We've got this system whereby if you crash into a tree, your car might be damaged beyond repair, but if you can carry on you can get back onto the stage. If you're near spectators they'll give you a push and push you back onto the road, or if you roll the car they'll push you back over. But it kind of creates this whole scary thing: you're doing well in the championship, you're in the lead - how hard do you push on the stage? Do you go for the win again, or do you go for the second place knowing that you'll retain your lead in the championship? You've invested so much in the race, and you don't want to screw it up; you want to be first. If you roll the car down a side of a mountain, it's helicopter rescue time - no respawning."
No support for multiplayer (but hey, it's rallying -- not fender-to-fender stuff). The AI programming sounds interesting though:
"They make mistakes; they have personalities if you like. You're driving against them and they can be good; it's a challenge to try and beat their stage times. Every time you go back and play, these guys are there and they're learning. Each team also has a manager, and he has a personality; how the money is spent on repairs and what recommendations they're making can affect your opponents' performance, which is quite interesting. V-Rally came close to doing something similar, but not in as much detail as we're going into."
Sure hope they can deliver on all this. It sounds awesome!"
И еще. Это уже только слова самих разработчиков:
"The physics engine simulates every combustion cycle of the engine, in order to replicate misfires or inefficient fuel burn. The engine sounds are based on recordings of real rally cars, but rather than simply reproduce .WAV files, the engine noise is modelled in real time, with the sounds not only based on revs, but engine load as well.
This means that you will hear the difference as you ask your motor to pull you over bumps and out of ruts. Even an engine at idle isn't constant, as the tickover varies slightly with each cycle.
This should be evident in the gameplay, as the software uses very different track generation models to the competition, with longer and more detailed tracks (the longest stage is the mammoth 16-mile Rally Hokkaido in Japan). Warthog has placed great emphasis on 3D stage design involving height such as dips, crest and hills.
Altitude also affects the engine, with the lean oxygen at mountain heights reducing the power output. Every stage will feature track surfaces that aren't one smooth surface, but littered with potholes, rocks and other debris."
Мы, конечно, языком трепать можем не хуже, тем более, что эти люди ничего серьезно-гоночного окромя Carmageddon не делали, поэтому верится в эти пестни слабо. Выйдет чуток получше CMR3 - и на том спасибо. Но будем надеяться, что я ошибасюь. А пока все бегом смотреть скрины, они действительно упечатляют. http://www.bhmotorsports.com/RBR/screenshot/2455
Дата выхода - 4-й квартал 2003 г.