karting and kart racing free tips home  

KartSim - Taking Kart Simulators To A Whole New Level!

 

 

 

 

KartSim is an Australian based kart game and is potentially ready to rock the foundations of the Kart simulator world. We have had Kart Racer, but KartSim really could take it to the next level, and I mean the next level!

The game is developed by a dedicated 3 man team with the goal of making the most true to life kart sim driving experience ever. We think they might just pull it off...big style! We thought we better get onto the KartSim team and ask them a few questions about the game.

 

 

You recently demoed KartSim at the eGames Show in Australia, with Luke Ellery and Matt Wall in attendance to test the game. These two top quality drivers commented how realistic this game already is, and how it is a huge step forward from the likes of Kart Racer? How happy with the show were you, and what feedback did you get?

It was quite amazing really. We received a call on the Tuesday night at 5pm giving us the opportunity to attend the eGames Expo that coming weekend. The only problem was that it only gave us just over two days to prepare for it. That meant arranging all the equipment from the kart and simulator, to the computers themselves. Promotional material also had to be produced. Somewhere in between that time, we also had to develop the game and polish it for the general public to see.

Kartsim succesfully demo'd at eGames Expo

I think between us, the team had about 7 hours of sleep for the whole 3 days of the expo. Our only real expectation was that the people who drove KartSim enjoyed the experience of it. We knew that if the karters that turned up were able to come to grasp with the handling characteristics fairly quickly, we were on the right track. Matt Wall and Luke Ellery turned up to drive and were very impressed at how accurate the track was. The biggest highlight of the weekend though, was when Matt posted a time within 2 tenths of his real time around the Oakleigh kart track and this was only after driving 15 laps. To us, this was proof at how accurate the game was, as he was braking exactly where he does in real life.

Asking him his impressions of the game, he said, “It’s definitely Oakleigh. There’s a tiny bit of oversteer on the exit of the corner and the brakes need a little bit more feel to let you slide it in. But overall the kart’s handling is very close; the physics are about 99% there”. This was great news as it was exactly what we thought.

How does the physics model in KartSim work regarding on kart dynamics (chassis flex, castor, no suspension etc…

The physics engine that we are using has been in development over the past 6 years. It allows us to simulate everything from track width, castor, toes, cambers, to chassis stiffness and ride heights. Obviously a kart is designed very differently to a car, which meant existing physics engines couldn’t be used in this application.

It would be easy to get the kart to jack the inside rear wheel by just giving it a lot of castor; but what happens when you add seat stays and there isn’t a lot of rubber down in the real world? The kart would just slide and the inside rear wouldn’t unload. In KartSim we are simulating the way the chassis flexes when different forces are induced and so if you add seat stays in the game and there isn’t a lot of rubber down, you will end up with a flat kart that understeers. Front clamps, torsion bars, running rear crash bars tight or loose etc, are all fully simulated allowing for realistic handling.

How realistic do the karts handle under heavy braking? E.g. can you get the rear end loose and lock up the brakes? Also, will the monster slides that someone like Dave Sera does, be possible in KartSim?

In previous driving simulations, the way the tires were modeled didn’t allow for the vehicles to reach extreme slip angles without total loss of grip. This has been a major part in the development of KartSim. Being a karter myself, I know the importance of being able to step on the brakes to bring the rear out and slide into the corner. The tire model we are using allows the tires to lock up and hold that slide all the way in to the apex. This lets you brake extremely late into the corner and will make for some great overtaking in the replays.

The video of Dave Sera locking up at Todd Road is our visual goal for KartSim. We want lockups to be a feature of the game where people from all over the world can compete to achieve the ‘monster lockup’.

Will you be able to tune the engines as you drive, and are there any other cool features regarding engines?

Tuning your engine to maintain its power is an essential part of karting and will be fully implemented in KartSim. It will be optional to have to tune your engine, but when enabled you will have to tune the motor with the jets to match the current temperature, atmospheric pressure, humidity and air density. Setting up your engine will also be a major part of the game as you can change the exhaust length to adjust the torque curve. Shorten your exhaust and you will have power high up in the rev range, and lengthen it for more bottom end power.

 

 

The engine simulation we are using really is amazing as we are even simulating the viscosity of the oil, fuel mixtures and the friction between the piston and cylinder. If you run too rich, you will loose power and start four-stroking. Run too lean and you might just seize that engine.

To what extent can you change the set up of a kart in KartSim? Will all the normal set up changes be available?

Kart setup in KartSim is represented in full with all the options available as in real life. So things like rear track, side pod bars, rear crash bar, fourth rail, front geometry, tire pressures, magnesium or alloy rims, and hubs are all able to be adjusted just as in the real world.

Some of the comments people have made about the game are absolutely amazing. What are your goals and ambitions for KartSim?

The response to the game has been really outstanding. Previous attempts at kart simulations haven’t really captured the feel and intensity of actually racing karts; and that’s really what KartSim is hoping to change. We want this to be a training tool as much as it is a game for people who don’t race karts. Karting is unique where the corners aren’t too far in between and the karts themselves have so much grip and speed. It is also very accessible. As well as keeping karters entertained when not at the track, we hope KartSim can also be used as a promotional tool for karting to bring more people into the sport by giving them a taste of what it’s really about.

After the first release, we are really looking forward to producing the European and American expansions. The response from those regions has been amazing with a lot of people signing up to the KartSim mailing list on our website. People who signup to the mailing list will also get an exclusive preview of KartSim, when we release the first of our multiplayer tests. An official demo and full version release will follow.

Due for late 2007 KartSim really does look to be the kart simulator game we have been waiting for. Kart Racer was a good attempt to simulate karting, but was held back by the shackles of the actual physics engine. KartSim however, is being developed from the ground up, with actual kart dynamics at the forefront of the physics engine. And if the Sera slides are really achievable in a realistic manner I know I am going to be one very happy boy.

I can't wait!

KartSim Official Website

Alan Dove 28/11/2006