Virtual GT Personal Racing Simulator
It was with much trepidation that I
accepted the assignment to test the Virtual GT personal racing simulator. After
all, I am old enough to have driven to Riverside International Raceway in my own
Sunbeam Alpine to watch the Times Grand Prix. My personal feelings about video
driving games are that they are flat and boring, with little feel and none of
the ambience of an actual racing car. This is especially apparent when you have
a real racer or two at your beck and call.

The author could barely remove himself from this contraption, so accurately did
it replicate the racing experience.
(Click image to enlarge)
As you can see from the photo,
the self-contained Virtual GT appears to be more like an actual car than a pedal
and steering wheel attached to the family PlayStation. The hefty, force feedback
steering wheel is a Momo—stolen from a Formula car—and the racing seat is a
Sparco with adjustable lumbar support.
All told, it ensures a comfortable,
custom-fitted cockpit replicating the control relationships of an actual
racecar. The driver’s visual clues are delivered via a large monitor, with
excellent resolution, and if you prefer multicar racing, two or more Virtual GT
simulators can be connected for a more competitive environment.

Now all this would be plenty for most video game enthusiasts, but not for
Paul Stary, the designer of the Virtual GT. Stary is a sound engineer and a
racer. “What was missing from most racing games and arcade simulators was the
sound and feel of the racing car,” he explains. The Virtual GT has 400 watts
of digital 9-channel sound, complete with multiple vibration transducers for a
realistic feel. “The simulator has suspension, so that the vibration is not lost
due to solid floor contact.” Stary also mentioned something about aesthetic
suspension, a subject I would soon become familiar with.
With 150 different
cars available, from 45 hp delivery vans to 1,000+ hp sports racers and Formula
cars, it was easy to pick something interesting for my test-drive.
I drove
several cars but found two favorites. One was a Subaru STi and the other, a
Renault Clio Sport V6, constructed to my specifications, with an extra 200
horsepower added, along with a proper racing suspension.
Not having a video
gamer’s familiarity with digital steering and two-dimensional visual cues, I
found the familiar Laguna Seca track to be quite a challenge. Gradually, I
became more accustomed to driving my car and keeping it on the pavement. The
surprise was that I was not frustrated through the learning process. The
ambience was that of a racecar, and I was trying to master its ultra-quick
steering and great abundance of horsepower.
It actually felt like I was
driving it.
Unlike other video games that I have experienced, the sensations
of this simulator are not at all like a video game’s. Corner offline too wide
and grip is lost, the steering goes dead, and understeer takes the car into the
gravel. Drive back onto the track, and rocks and bits of rubber bounce off the
bottom of the car as the whole chassis vibrates from gravel stuck to the tires.
These are familiar sensations to any racer. Knock down some cones, scatter them
across the track, and they will still be there—right where they landed—on the
next lap.

Practice works here just as it does in an actual racecar. I finally
cut that perfect apex, clipping the curb to a firm bump from the suspension and
a kick in the steering wheel, feeling the alligators vibrate the chassis and the
steering on the exit, the car rocketing to the next corner, and a fast lap time.
All to the digital stereo sound of thumps, growls, and vibrations of a
slick-tired, open exhaust racecar. All of the sensory input told me that I was
literally driving on a racetrack.
The Virtual GT differs from actual racing
in one key area. Crashing is accompanied by a sound, but no damage. Just drive
back onto the track and continue. Try that at your next Porsche club event.

The steering wheel comes from Momo, and the
simulator’s other components are
also sourced from actual race car
suppliers.
(Click image to enlarge)
The Subaru was driven on a closed-circuit dirt course, not unlike those
“super stages” run at some WRC events. Here, the steering and the feel were
authentic, with the car acting in a predictable manner as I practiced my
“Scandinavian Flick” and full-power, opposite-lock, left-foot-braking, cornering
technique. The steering feedback indicated the potholes and ruts made by other
cars, and I could hear the ricochet of rocks and dirt clods off the bottom of
the car.
Then I noticed that four hours had passed. OK, just one more
lap…
Ah, yes. Aesthetic suspension. Now I get it.
Virtual-E Corp.
www.virtual-e-usa.com
www.virtual-gt.com
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