BHMS: How complex will the physics model be? Did you have any outside help from the real IndyCar Series teams?
Brain in a Jar: We've had lots of help and support from the teams. In particular Drier &
Reinbold and Panther. Dallara have given us a lot of detail on the aerodynamics also which has helped a lot. Our main drive in creating the physics model was to strike a balance between realism, accessibility and complexity. These goals are considered by many to be mutually exclusive, but we disagree. The physics model we have created is simple enough for a first time player to be able to pick it up with a default car setup and have fun with - while being complex enough for a hard-core racer to really get into tuning the car to achieve really fast lap times.
BHMS: Are the physics modelled in a way (much like the IRL cars) where downforce levels allow close racing? Some have even called IndyCar Series racing like NASCAR restrictor plate racing - is this what we can expect?
Brain in a Jar: You can certainly expect very close racing. Drafting plays a major part in the game. We have actually slightly exaggerated the effect of drafting to create lots of overtaking. This also tends to result in close 'packs' of cars. You never get the entire field spread out in a long line.
BHMS: Strategy plays a big role in racing. What can we expect in that department?
Brain in a Jar: If you're running in long races with fuel, tire wear, race rules and full damage, you can expect to use all the strategies of the real drivers in the race. Adjusting your fuel mixture to gain horsepower or save fuel. Using your weight-jacker to compensate for any changes in your cars handling as fuel weight and tire quality changes. Using drafting to gain an advantage for overtaking, or save fuel. Deciding on pit strategies, whether or not to pit during caution periods, whether or not to stay in sequence with the leader etc.
BHMS: After talking about physiscs and strategy, we obviously have to cover the garage and setup adjustments. What has IndyCar Series in store for all the wannabe mechanics and will there be a telemetry?
Brain in a Jar: In the garage you'll be able to adjust your tire pressures, spring rates, damper settings, ride height, gear ratios, camber, toe in and wing angles.
BHMS: Lately there is a big demand (mostly by off-line racers) to have a save game feature. I know IndyCar Series will have one. Can you tell us a little more about it and why do you think this feature is important.
Brain in a Jar: The feature is essential for full season, while you can run through the entire 15 race schedule in one session if you want to, it's far friendlier to allow you to stop when you want, and come back to the action right where you left off. The game uses an auto-save feature (which you can turn off if you wish) this saves your progress after each race, and during pit stops within each race. It gives you more choice.
BHMS: The IndyCar Series' fan base is growing because the races consistently deliver photo finishes - should we expect this type of racing from the AI? Will the AI be adjustable?
Brain in a Jar: IndyCar Series the game employs a scaling AI difficulty, the skill and effort put into the race by your opponents will change on the fly to give you a challenging race whatever your ability. At the end of each race you'll be informed of the average strength the AI was running at. You can of course turn this feature off and run against full AI opponents that will give no quarter if you wish, and they will push to the very last yard. With the cars being practically equal in ability we spent a long time working on the AI to make your opponents challenging and fun to race against. We also endeavoured to match our AI drivers to their real life counterparts (Sam Hornish Jr. likes to overtake on the outside, and so does our Sam Hornish Jr.). We looked carefully at data from the season's races and tailored our drivers accordingly (just watch out for a certain South African)!
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