This is a follow-up to my previous article about reducing motion sickness in sim-racing titles. The topic of whether or not the view should be locked to the horizon in sim-racing titles was hotly debated when it was first introduced years ago and this sim-racing civil war has not in any way subsided. I wanted to write this follow-up to shed some more light on the subject and hopefully bring about a ceasefire. We'll first go a little more in-depth into the the science and then talk about the pros and cons of horizon locking as well as how each individual might want to use it.
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I'm a big advocate of sim racing as a motorsport in its own right and also as a great training tool for real world competitors. For many racers, virtual reality has brought sim-racing to a whole new level and you hear many stories of elation from drivers after donning a VR headset for the first time and experiencing the cockpit of their favorite exotic sportscar as if they are really there. For some however, that elation is short lived once they pull out onto the track and the first few corners make them start to wonder if they might be seeing their lunch again soon.
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Driving tips, setup tech, and other racing knowledge.
1. The Acceleration Point
2. The Ideal Apex 3. The Chicane 4. The Double Apex 5. The Straightaway 6. The 90-Degree Limit 1. The Limit Defined
2. The Understeer Limit 3. Slip Angle & Rotation 4. The Oversteer Limit 5. Load Transfer |