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BHMS: Let us not forget the damage model. Spectacular accidents aren't far away when open-wheels cars are racing wheel to wheel at speeds over 200mph. How much emphasis did you put on this part of the game?
Brain in a Jar: Damage systems are fast becoming an integral part of any racing game these days, and with that in mind a great deal of thought and effort went into ensuring that the physics and rendering system could handle displaying damage even with 33 cars on track.
BHMS: Staying on topic of damage, will parts fly off and will they have collision damage? What about oil on track, fire, etc. and let us not forget the breakdowns?
Brain in a Jar: Crash damage will vary depending on the difficulty setting you choose. On 'Easy' your car (and the cars of the other drivers) will be indestructible, while on 'Normal' the components of your car will only be damaged to a certain degree (it will always be drivable enough to get back to the pits for repairs). On Pro however your car will be susceptible to a wide array of damage that will impact on it's performance.
You may get away with a little rubbing against the wall with the only damage being some extra tire wear, but as the impact power goes up so does the damage. Heavier bashes will buckle your suspension or wing, costing you cornering grip and some mph from your top speed. Your cooling system, gearbox, electronic engine management system and the engine itself can also be damaged by impacts or even bad driving (run your car on the rev limiter for too long and you may blow your engine)!
If you get into really big smashes you may completely lose your wings, totally buckle you suspension, smash your engine and leave your car and you out of the race.
BHMS: Judging by the screenshots, IndyCar Series looks fantastic. What about the sound? Where did you get the samples, how important is the sound for you...
Brain in a Jar: Sound forms 50% of your experience in a game sometimes more, and so it's a very important aspect of the design. We sampled the racing cars at IMS and recorded impact, scraping, crowds and other sound effects to produce a rich audio experience.
BHMS: When the race is over, people like to view replays. How many cameras will there be and will we be able to save full race replays?
Brain in a Jar: There are a wide selection of cameras to choose from when watching replays, TV cameras, chase cameras, on-car cameras etc… And options to slow down the action, watch different cars and skip to different parts of the replay. The length of replay saved will depend on the platform and system the game is running on.
BHMS: Custom paint schemes have become big part of sim-racing. Will we be able to paint our cars in a paintshop or will we have to edit certain files? 20Q: Two companies released painting templates before they released their games. Are you thinking about following that trend? There's no custom editing but its something worth considering in the future!
BHMS: Release date is Spring 2003. Is there a set date for the promised demo version?
Brain in a Jar: IndyCar Series is releasing on PS2 in the US on May 13th, with PC and Xbox editions to follow in June. The games will also be launch across the rest of the world in June. The PC demo will be available just before launch, just as soon as we've perfected it!
BHMS: Thanks you for taking the time to talking to us (and our visitors).

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