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	<title>Martin Galpin &#124; Racing Driver &#187; gtr2</title>
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		<title>A look at PC race simulators</title>
		<link>http://www.number66.net/feature-a-look-at-pc-race-simulators/</link>
		<comments>http://www.number66.net/feature-a-look-at-pc-race-simulators/#comments</comments>
		<pubDate>Thu, 25 Jan 2007 16:00:23 +0000</pubDate>
		<dc:creator>Martin</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[geoff crammond]]></category>
		<category><![CDATA[grand prix]]></category>
		<category><![CDATA[gtr]]></category>
		<category><![CDATA[gtr2]]></category>
		<category><![CDATA[lfs]]></category>
		<category><![CDATA[live for speed]]></category>
		<category><![CDATA[netkar]]></category>
		<category><![CDATA[race sims]]></category>
		<category><![CDATA[race: wtcc]]></category>
		<category><![CDATA[racing simulation]]></category>
		<category><![CDATA[rfactor]]></category>

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		<description><![CDATA[In the early days, Geoff Crammond was king. Crammond really was the first pioneer of the genre and quickly earned himself a reputation for creating realistic simulators. In 1984, Crammond and Acornsoft published REVS, a Formula Three Simulator which combined a full 3D environment and undulating track surface with sophisticated AI competitors. For it&#8217;s day, [...]

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			<content:encoded><![CDATA[<p>In the early days, <a title="Geoff Crammond" href="http://en.wikipedia.org/wiki/Geoff_Crammond">Geoff Crammond</a> was king. Crammond really was the first pioneer of the genre and quickly earned himself a reputation for creating realistic simulators. In 1984, Crammond and <a title="Acornsoft" href="http://en.wikipedia.org/wiki/Acornsoft">Acornsoft</a> published <a href="http://en.wikipedia.org/wiki/REVS_%28computer_game%29">REVS</a>, a Formula Three Simulator which combined a full 3D environment and undulating track surface with sophisticated AI competitors. For it&#8217;s day, it was pretty special.</p>
<p>Almost 10 years passed and you could argue it was spent waiting for the hardware to catch up. In Ë92, Crammond again set the benchmark when <a title="Formula One Grand Prix" href="http://en.wikipedia.org/wiki/Formula_One_Grand_Prix_%28Geoff_Crammond%29">Formula One Grand Prix</a> was released. It marked another milestone for the genre whereby 3D environments became more elaborate and for the first time, a player could change the setup of the car. The success of Crammond&#8217;s Grand Prix series saw three further sequels, appropriately published as Grand Prix 2, 3 and 4.</p>
<p>As the Grand Prix series grew, so did the genre and other publishers began to show innovation through their own titles. <a title="Papyrus Design Group" href="http://en.wikipedia.org/wiki/Papyrus_Design_Group">Papyrus</a>, already an established player with its <a title="IndyCar Racing" href="http://en.wikipedia.org/wiki/IndyCar_Racing">IndyCar Racing</a> and <a title="NASCAR Racing" href="http://en.wikipedia.org/wiki/NASCAR_Racing">NASCAR series</a> was, in 1998, to significantly raise expectations once more. <a title="Grand Prix Legends" href="http://en.wikipedia.org/wiki/Grand_Prix_Legends">Grand Prix Legends</a> (GPL) portrayed the heroic 1967 Formula One World Championship with immaculate attention to detail, far surpassing anything at the time and probably for the next few years too.</p>
<p>Aside from one of the best handling models ever written and an incredibly versatile graphics engine (variants have been used as recently as 2003) GPL introduced the world to online multiplayer racing and sparked an enthusiastic community still proficient today.</p>
<p>Crammond was not done and in 2000 published the much anticipated <a title="Grand Prix 3" href="http://en.wikipedia.org/wiki/Grand_Prix_3">Grand Prix 3</a>. However, unlike it&#8217;s predecessors, Grand Prix 3 was immediately criticized and whilst it still provided ultra-realistic car handling, its graphics and sound were dated.</p>
<p>The short-comings of <a title="Grand Prix 2" href="http://en.wikipedia.org/wiki/Grand_Prix_2_%28game%29">Grand Prix 2</a> and 3 created opportunities for others, the most important of which being <a title="ISI" href="http://www.imagespaceinc.com/">Image Space Incorporated</a> (ISI). Shortly after Grand Prix 3, <a title="EA Sports" href="http://www.easports.com/">EA Sports</a> introduced the first of its F1 Series. ISI took charge of development whilst EA Sports used their weight to ensure distribution and some much needed license negotiation. Whether consciously or not, ISI had delivered the community another important milestone &#8211; <em>modding</em>. For the first time, the community was able to take advantage of the game without relying on a handful of individuals who could reverse engineer the games proprietary formats &#8211; as was the case with Grand Prix and GPL.</p>
<p>The success of EA Sport&#8217;s F1 series largely overshadowed the last of Crammond&#8217;s titles and almost certainly was a contributing factor in the demise of his series. Grand Prix 4 arrived in stores in late 2002 and featured a much improved graphics engine. However, licensing difficulties meant it still lacked online play and it offered nothing more to the modding community than its predecessors. Despite this, Grand Prix 4 largely stood the test of time and there is still a vibrant community of players today.</p>
<p>That would be the last we&#8217;d see from Crammond, the Grand Prix series was discontinued and Micropose went into submission in early 2003. What was once the pioneering force in race simulation dissolved through a sequence of strategic errors. First, they were unable to negotiate a full Formula One license and therefore could not offer online play. Second, Crammond did not see the potential in providing a more <em>open</em> platform, one which would encourage the modding community. Crammond, fatally, had missed two of the most important milestones.</p>
<p>Unfortunately, EA Sports would suffer a similar fate as in 2003, <a href="http://en.wikipedia.org/wiki/Sony_Computer_Entertainment_Europe">Sony Computer Entertainment Europe</a> entered a multi-year deal with the <a title="FOA" href="http://en.wikipedia.org/wiki/Formula_One_Administration">Formula One Administration</a> to develop the <em>exclusive</em> Formula One game. Consequently, Formula One simulation on the PC has become stagnent and both EA Sport&#8217;s <a title="F1 Challenge" href="http://en.wikipedia.org/wiki/F1_Challenge_%2799-%2702">F1 Challenge</a> and Geoff Crammond&#8217;s Grand Prix 4 live on as the last and best of the genre.</p>
<p>Why have I only talked about Formula One simulators? Firstly, it gives historical context to the genre. Perhaps more importantly, it allows me to demonstrate the legacy it has created.</p>
<p>Ever since Formula One was effectively retired on the PC, the genre has become polarised. At one end of the spectrum, the rise of console gaming has given birth to many titles like <a title="ToCA RD3" href="http://en.wikipedia.org/wiki/Toca_Race_Driver_3">ToCA Race Driver</a> or <a title="Gran Turismo" href="http://en.wikipedia.org/wiki/Gran_Turismo_%28series%29">Gran Turismo</a> which sit between arcade game and simulator. They&#8217;re superb for what they are but they&#8217;re not serious racing simulators.</p>
<p>At the other end, it gets interesting. ISI, developers of F1 Challenge for EA Sports, now lead the market with their own title, <a title="rFactor" href="http://www.rfactor.net">rFactor</a>. Learning from the strengths of F1 Challenge, rFactor provides unprecedented levels of customisation and its success heavily depends on how much the community gets involved.</p>
<p>ISI has chosen to not pursue licenses for official cars or tracks. A stock rFactor includes two categories of cars, open wheel or sedan (touring) all of which are heavily inspired by their real world counterparts. The open wheel &#8220;trainers are Skip Barber Dodge cars, the &#8220;rF3³ is a Dallara and &#8220;FormulaIS has an obvious synergy with Formula One. In addition to this, since October 2006 and in celebration of Intel&#8217;s latest processor, rFactor provides an official BMW-Sauber Formula One car and licenses for Silverstone and Nurburgring circuits.</p>
<p>The fact that ISI has chosen not to purchase licenses itself is not restricting. The modding community they&#8217;ve created largely supplements what is missing. It&#8217;s rare that lawyers get involved with non-commercial developers and so much of what ISI would like to publish themselves can be downloaded at <a href="http://www.rfactorcentral.com">rFactor Central</a>. Stand out examples being <a href="http://www.rfactorcentral.com/detail.cfm?ID=F1%202005">CTDP F1 2005</a> and <a href="http://www.rfactorcentral.com/detail.cfm?ID=Grand%20Prix%201979">Grand Prix 1979</a>. </p>
<p>ISI, too, realised the next major milestone, this time with its distribution (a distribution model pioneered by LFS, <em>see below</em>). Without EA Sports, rFactor lacks a commercial publisher. Consequently, ISI distribute rFactor themselves, entirely from their website. The full game can be downloaded but the purchase of an activation key is required to unlock the major features. Whilst this naturally means the overall profile of the title is reduced, it is plausible that a traditional distributor would restrict growth which so heavily depends on third party <em>modifications</em> and the Internet.</p>
<p>ISI doesn&#8217;t have it easy and other similar simulators look promising. UK-based <a title="Live For Speed" href="http://www.liveforspeed.net">Live For Speed</a> (LFS) stands to challenge rFactor&#8217;s supremacy and it&#8217;s latest release, S2, is certainly of no less quality. LFS focuses almost entirely on the online play in an attempt to bring more organisation to the experience. Like rFactor, there are no official cars nor tracks but with a little imagination, their real world equivalents are immediately obvious. Similarly, an official BMW Sauber Formula One car arrived in late 2006 and a lack of a commercial publisher means distribution of LFS is exclusive to their website.</p>
<p>Whilst both rFactor and LFS continue to explore new markets, the commercial future of both is a little less sure.</p>
<p>In 2005, a new development studio arrived on the scene and quickly gained notoriety for its efforts. <a title="SimBin" href="http://www.simbin.se">SimBin</a> released <a title="GTR" href="http://www.gtr-game.com">GTR</a> in March and it was exactly what the genre needed. SimBin acquired the official license for the FIA GT Championship and through Atari distributed the game worldwide. Suddenly, there was another player and like Papyrus and Crammond before them, SimBin committed to ultra-realistic products.</p>
<p>The success of GTR was good news for rFactor too as much of what SimBin have achieved is largely due to ISI technology. GTR, its sequel GTR2, GT Legends and now <a title="RACE: Review" href="http://number66.net/review-race-the-official-wtcc-game/">RACE &#8211; The Official World Touring Car Game</a> all use variants of the graphics and physics engines used in rFactor: gMotor2. The association, no doubt, has provided ISI with a much needed revenue stream to continue the development of its own title.</p>
<p>Furthermore, some still feel that even rFactor and GTR have sacrificed gameplay over realism. Up until recently, Italian Kunos Simulazioni single handedly created a simulation more realistic than anything I&#8217;d expect to find on the general market. <a title="netKar PRO (nkPRO)" href="http://www.netkar-pro.com">netKar PRO</a>, or nkPRO as it&#8217;s more commonly known, is, like Live For Speed, intended purely as an online simulator. What makes it special, however, is the most complex tyre model ever produced. Tyres are able to wear, pick up dirt, be flat spotted and are sensitive to heat cycles. Each factor has a dynamic effect on the handling characteristics of the cars, which presently includes just single-seaters.</p>
<p>nkPRO really is unique. You should think of nkPRO as you would a commercial flight simulator at Boeing. nkPRO is a technology, it&#8217;s an engineering tool. nkPRO can be used not only to train drivers in a particular environment but also to provide accurate data to how tyres or different setup parameters would affect the handling charactistics of a <em>real</em> car. <a title="netKar PRO (nkPRO) and The Marangoni Group" href="http://www.netkar-pro.com/">The Marangoni Group recognise this</a> and have recently negotiated tyre evaluation for the Italian Speed Hillclimbing Championship through a partnership with nkPRO.</p>
<p>The original Geoff Crammond genre no longer exists. Instead, it&#8217;s fractured into smaller but equally thriving subgenres: console simulators (ToCA Race Driver, Gran Turismo), online simulators (rFactor, Live For Speed), the championship endorsed simluators (GTR, RACE) and finally the <em>reality simulators</em> (nkPRO, iRacing.com).</p>
<p>2007 should see the addition of two more simulators entering someway between the online and reality genres. Papyrus co-founder David Kaemmer has recently announced his intention to release <a title="iRacing.com" href="http://www.iracing.com">iRacing.com</a> and its development is impressive although no concrete information is available about its release. Likewise, <a title="Drivers Republic" href="http://www.driversrepublic.net">Drivers Republic</a> should also make its debut in 2007, this time crafted by Eero Piitulainen, previously an architect on <a title="Richard Burns Rally" href="http://en.wikipedia.org/wiki/Richard_Burns_Rally">Richard Burns Rally</a>.</p>
<p>I will leave you with the following chart. I have tried to give a visual overview of the PC simulator sphere as it is today and show associations where possible. Need For Speed and Test Drive Unlimited are included to give the chart context whilst iRacing.com and Drivers Republic have lower opacity to indicate they are yet to materialize. Moving your cursor over the different emblems will reveal information about each respective title.</p>
<div class="tip" id="gtr2" style="margin-top: 10px;">
<h2>GTR2</h2>
<p>The latest in SimBin&#8217;s award winning GTR series is a personal favourite of mine. A substantial improvement<br />
over it&#8217;s predessor, GTR2 is in my opinion the most complete simulation available at the moment. With 34 different real track variations, gorgeous cars and an addictive multiplayer, GTR2 has found the perfect balance between hardcore sim racing and<br />
playability.</p>
<h4>Key Features</h4>
<ul>
<li>Realistic graphics and handling based on rFactor.</li>
<li>Impressive accurate circuits.</li>
<li>MoTEC data aquisition.</li>
<li>Full TrackIR support.</li>
</ul>
<p><a href="http://gtr-game.10tacle.com/index.php?id=246&#038;L=1">http://www.gtr-game.com</a></div>
<div class="tip" id="race">
<h2>RACE &#8211; The Official WTCC Game</h2>
<p>Touring car racing has been somewhat ignored by race simulations over the years. Like GTR2, RACE was developed by SimBin and the similarities between the titles are immeadiately obvious. However, the distinct difference in driving style required for a front wheel drive touring car is captured accurately and<br />
the realism deployed by RACE is a fantastic challenege.</p>
<p>Check out the <strong>number66.net</strong> review of RACE, <a href="http://number66.net/review-race-the-official-wtcc-game/">here</a>.</p>
<h4>Key Features</h4>
<ul>
<li>Intellegent AI which allows close racing.</li>
<li>Accurate model of front-wheel cars.</li>
<li>Realistic graphics and handling based on rFactor.</li>
<li>First simulator to include Macau!</li>
<li>Full TrackIR support.</li>
</ul>
<p><a href="http://www.race-game.org/">http://www.race-game.org/</a></div>
<div class="tip" id="gtl">
<h2>GT Legends</h2>
<p>With a much more relaxed perception, GT Legends is another of SimBin&#8217;s creations. Again, drawing heavily on technology from GTR and rFactor, GT Legends is the official game of the FIA Historic Racing Championship. The game provides 29 mouth watering models of the most successful GT cars of the 1960s and 1970s on<br />
modern days circuits.</p>
<h4>Key Features</h4>
<ul>
<li>Beautifully modelled cars.</li>
<li>Spine-curling sounds.</li>
<li>Further realistic circuits.</li>
<li>It&#8217;s own, unique handling model.</li>
<li>Full TrackIR support.</li>
</ul>
<p><a href="http://www.gt-legends.com/">http://www.gt-legends.com/</a></div>
<div class="tip" id="gtl">
<h2>GT Legends</h2>
<p>With a much more relaxed perception, GT Legends is another of SimBin&#8217;s creations. Again, drawing heavily on technology from GTR and rFactor, GT Legends<br />
is the official game of the FIA Historic Racing Championship. The game provides 29 mouth-watering models of the most successful GT cars of the 1960s and 1970s on<br />
modern days circuits.</p>
<h4>Key Features</h4>
<ul>
<li>Beautifully modelled cars.</li>
<li>Spine-curling sounds.</li>
<li>Further realistic circuits.</li>
<li>It&#8217;s own, unique handling model.</li>
<li>Full TrackIR support.</li>
</ul>
<p><a href="http://www.gt-legends.com/">http://www.gt-legends.com/</a></div>
<div class="tip" id="racer">
<h2>Racer</h2>
<p>Racer is the only simulation mentioned here which is both <em>freeware</em> and multi-platform (runs on Microsoft Windows, Linux and Mac OS X). It first got my attention<br />
as early as a 2002 and the potential is had as a future platform was obvious. Its loan developer, Ruud van Gaal documented the entire framework and today a<br />
lively community exists around it. Unfortunately, whilst it has a very accurate physics model the software is error-prone and contains alot of bugs. Also, due<br />
to the reliance on others to produce cars and circuits there is no logical process for quality assurance and overall this hurts the experience.</p>
<h4>Key Features</h4>
<ul>
<li>Accurate physics model used in a <a href="http://www.hexatechracing.com/">commercial simulator</a>.</li>
<li>Sophisticated graphics engine.</li>
<li>Open development framework.</li>
<li>Lively community of contributors.</li>
<li>Partial TrackIR support.</li>
<li>Free to download.</li>
</ul>
<p><a href="http://www.racer.nl/">http://www.racer.nl</a></div>
<div class="tip" id="rfactor">
<h2>rFactor</h2>
<p>rFactor is the natural evolution of ISI and F1 Challenge. It is designed to be customised and the development of third-party extensions is crucial to it&#8217;s success. Some fantastic modifications exist already, examples being <a href="http://www.rfactorcentral.com/detail.cfm?ID=Grand%20Prix%201979">Grand Prix 1979</a> and the <a href="http://www.rfactorcentral.com/detail.cfm?ID=Nordschleife">Nordschleife</a> circuit.</p>
<h4>Key Features</h4>
<ul>
<li>Versitile physics engine that can be customised for different extensions.</li>
<li>Sophisticated gMotor2 graphics engine, reused by SimBin.</li>
<li>Open development framework and tools.</li>
<li>Lively community of contributors.</li>
<li>Realtime online statistics provided by <a href="http://racecast.rfactor.net/">Racecast</a>.</li>
<li>Full TrackIR support.</li>
</ul>
<p><a href="http://www.rfactor.net/">http://www.rfactor.net</a></div>
<div class="tip" id="lfs">
<h2>Live For Speed</h2>
<p>Like rFactor, LFS is an online racing simulator which includes fictional circuits and cars inspired by real their real world counterparts. Currently on it&#8217;s second release cycle, LFS has a valued reputation for providing an incredibly accurate driving experience.</p>
<h4>Key Features</h4>
<ul>
<li>Versitile physics engine remains consistent over different types of car.</li>
<li>Large community of sim racers.</li>
<li>Realtime online statistics and records provided by <a href="http://www.lfsworld.net/">LFSWorld</a>.</li>
<li>Full TrackIR support.</li>
</ul>
<p><a href="http://www.liveforspeed.net/">http://www.liveforspeed.net</a></div>
<div class="tip" id="dr">
<h2>Drivers Republic</h2>
<p>If it manages to ship in 2007, Drivers Republic should be one to watch out for. It&#8217;s creator Eero Piitulainen previously worked as lead physicist on Richard Burns Rally which stands<br />
out in it&#8217;s own respective genre. Little is known currently about what it will include.</p>
<p><a href="http://www.driversrepublic.net/">http://www.driversrepublic.net/</a></div>
<div class="tip" id="nkpro">
<h2>nkPRO</h2>
<p>nkPRO is perhaps the most realistic race simulation ever created. With an incredibly realistic tyre model, scintillating graphics and fully interactive cockpits, nkPRO has received large amounts of attention from the professional racing industry. It is, however, let down by a particularly sloppy user interface which needs be addressed if it is ever to achieve more mainstream adoption.</p>
<h4>Key Features</h4>
<ul>
<li>Amazing handling and tyre models.</li>
<li>Perfectly rendered graphics with completed destructable models.</li>
<li>AIM data aquisition.</li>
<li>Cars created from real-world data (FF1600, FF1800, Formula Renault 2000 and Formula 3).</li>
<li>Full TrackIR support.</li>
</ul>
<p><a href="http://www.netkar-pro.com/">http://www.netkar-pro.com</a></div>
<div class="tip" id="gpl">
<h2>Grand Prix Legends</h2>
<p>Despite being almost 10 years old, a recent community developed patch gave new life to the highly regarded Grand Prix Legends with an updated graphics engine.<br />
The hanlding model is slightly out of date by today&#8217;s standards but the large community which surronds the title can still provide some entertaining racing.</p>
<h4>Key Features</h4>
<ul>
<li>Attractive models of the legendary era.</li>
<li>Accurate circuits, pre-modernisation.</li>
<li>Challenging handling model.</li>
</ul>
</div>
<div class="tip" id="iracing">
<h2>iRacing.com</h2>
<p>Judging by David Kaemmer&#8217;s previous projects (which include Grand Prix Legends), the Papyrus co-founder&#8217;s latest venture should be one to watch. He annouced<br />
his ambitions to be create the world&#8217;s most realistic online simulator in late 2006 and promises a 2007 debut. Not much information is currently available although<br />
videos on his website certainly look promising.</p>
<p><a href="http://www.iracing.com/">http://www.iracing.com</a></div>
<div class="tip" id="gp4">
<h2>Grand Prix 4</h2>
<p>Regrettably the last incaration of Geoff Crammound&#8217;s empire, Grand Prix 4 is still regarded as perhaps the best Formula One simulation ever made. It has it&#8217;s faults,<br />
largely the result of lawyers but even today it can be enjoyed. A healthy community of enthusiasts still develop extensions for the game which include 2006 liveries and circuits,<br />
as well as updated textures which improve graphics.</p>
<p><a href="http://www.grandprixgames.com/">http://www.grandprixgames.com</a></div>
<div class="tip" id="toca">
<h2>TOCA Race Driver 3</h2>
<p>TOCA Race Driver 3 was released in 2006 by Codemasters as the fith title in their ToCA series. A long way from the British Touring Car Championship where it began,</p>
<p>Race Driver 3 includes 35 championships spanning six different disciplines. Marketted as &#8220;The Ultimate Racing Simulator it has always appeared to be trying to achieve too much and as a result<br />
has very little attention to detail. Combine that with a unrealistic handling model which provides far too much grip and you quickly conclude it&#8217;s little more than an arcade game pretending to be more.</p>
<h4>Key Features</h4>
<ul>
<li>Large selection of championships ranging including Formula Ford, Formula Palmer Audi, DTM and GT.</li>
<li>A good source of circuits not usually found in racing games: Castle Combe, Snetterton, Zandvoort.</li>
</ul>
</div>
<div class="tip" id="f1c">
<h2>F1 Challenge (&#8217;99-&#8217;02)</h2>
<p>The final title in EA Sport&#8217;s F1 Series, F1 Challenge is a compilation of the Ë99 to Ë02 F1 seasons. Developed by ISI (makers of rFactor), it showed early signs in terms of customisation with a relatively well documented framework and as you would expect from it&#8217;s developers, a fairly accurate handling model. F1 Challenge was the last PC simulator to have secured a Formula One license.</p></div>
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