Ok now we're talking. Bram and I have nerded out a few times about how cool it would be if all the sims talked to each other. So you could race on the track with say, acc, then transport your car in Truck Simulator, then fly your cargo in flight sim etc.In addition to being an open "kernel" for sim-racing.. additional features like loose surface physics and freeroam/traffic would make it the ultimate sim-driving platform.
While I agree on the more realistic damage model, such a thing would have to come with top notch AI, as the divebombing, unaware, hitting you mid corner stuff that is commonly found in many sims would end up screwing over your race 9 times out of 10. And even if you can learn to avoid the AI in their trouble spots, I can see many cases where less than half the grid finishes because the AI crashes itself out doing something dumb. Especially true in multiclass races where faster cars can lap several seconds faster than the slower ones, and usually end up packing the rear of a slower class car in the process.Forgive me if I have misunderstood the complexity of damage models in sims but I'm desperate for an experience where you really have to look after your car. I've been banging on about this for years - For more information on what I mean, check this article I wrote in 2017, The most realistic sim I have ever played came free with a pack of cereal...
Funny you say that, because atleast on Ovals from what most people have gathered, the behavior is basically the same as/if not very similar to a well dialed in NR2003 track. The road racing side is probably MUCH better, but mainly because iRacing has cars are actually built for road racing rather than in NR where you try and shove a touring car onto Stock Car physics.I wouldn´t put much faith in ai; seems like the only sim that has a consistently good (decent?) ai is iracing and if the amount of income that game has is what it takes to get it right, then I´d rather see dev time spent elsewhere.
Otherwise, the amount of options that rf2 has in that department gives pretty good results when you put in the effort to tweak it, despite the core ai being broken.
While I agree on the more realistic damage model, such a thing would have to come with top notch AI, as the divebombing, unaware, hitting you mid corner stuff that is commonly found in many sims would end up screwing over your race 9 times out of 10. And even if you can learn to avoid the AI in their trouble spots, I can see many cases where less than half the grid finishes because the AI crashes itself out doing something dumb. Especially true in multiclass races where faster cars can lap several seconds faster than the slower ones, and usually end up packing the rear of a slower class car in the process.
Then again, I would love to see AI improvements across the board.
There's more work involved than just "throwing machine learning in there", but yes, I agree that such an open source sim could be a great development environment for racing AI algorithms that could at some point yield very nice results. You can approach this in a number of ways, and I'd be very interested in seeing some machine learning reseach / development being performed here. I might also be interested in getting involved, if my time allows it (I work as a researcher in AI/ML).That‘s where I‘d like to throw machine learning into the mix. Let the AI simulate a couple thousands of laps in various scenarios and it would improve over time. Players could opt-in to share their session data to help feed the learning algorithms.
Okay, this is something I 100% DID NOT know about Beam. Wow. Really good job to the Beam team for doing this!! And thinking back, I suppose it's not entirely unexpected given the involvement of devs from the old open source sim Rig of Rods.a little known fact about BeamNG.drive: our sim is partially not only open source, but also libre source.
To be specific, if you browse through our source code (normally under the "lua" and "ui" folders in your install dir), you'll see they're mostly licensed under a bCDDL license ("BeamNG CDDL"). Which is quite close to the CDDL, an FSF and OSI approved license.
That includes most of our powertrain physics, artificial intelligence, thermal simulation, camera logic, motion-sim protocol and tons more. Go have a look!
Again, it's only a part of the sim. Not the entire sim. But better than nothing.