Suspension Model
Suspension is a crucial part of a car�s performance. Conventional games model suspension as a wheel moving up and down on a prismatic joint, a very coarse approximation of reality.
Richard Burns Rally models an accurate suspension system, notably geometrically correct MacPherson Struts � an oversized suspension strut used in most modern cars. This enables the model to calculate the following important variables on the fly:
Camber � the angle of the car in relation to the road surface
Caster Radius - The angle between the vehicle's steering axis and a vertical line, as viewed from the side
Scrub Radius - The distance between the extended centreline of the steering axis and the centreline of the tire where the tread contacts the road.
The resulting effect feeds directly into the car�s handling. Should any damage occur to any of the suspension models, the driver will instantly feel the effect and have to steer accordingly to compensate.
Drive Train and Active Differentials
Differential is a geared mechanism that allows the transmission of motion between axles, giving one axle the ability to spin faster than another. In real life rallying this is an essential component in a car�s set up. By changing the power given to each axle it is possible to control how much spin occurs on each wheel as it corners. This has one of the most direct influences on handling, both in real life and in our game.
Richard Burns Rally models three active differentials controlled by differential maps responding to throttle, brakes and speed. The differential maps will be available to the player to fine-tune the cars handling.
The resultant effect on gameplay is a handling experience that comes closer to real life than any previous title.
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