Project Motor Racing Shares First Details of Hadron Physics Engine

Project-Motor-Racing-Saleen-S7R-2.jpg
Image: Straight4 Studios
As work on Project Motor Racing continues, Straight4 Studios has outlined the first few details of the all-new physics engine set to power the title, called Hadron.

Just after teasing another car that looks to join its roster in the Mosler MT900 R, Straight4 Studios lifts the hood on Project Motor Racing somewhat. It has already been known since last summer that the title would use GIANTS Engine as part of the publishing deal with GIANTS Software, but now, the studio shared the first few details about the all-new physics engine it uses with the sim.

Called Hadron and developed just for the title, it looks to offer very in-depth simulation capabilities. According to Straight4 Studios, it goes as deep as a fluid dynamic simulation that allows for turbo lag, backfires and certain defects to be simulated accurately. Other highlights include an extremely in-depth tire model that aims to deliver a detailed FFB feel as well as handling characteristics.

Project Motor Racing: Hadron Physics Engine Highlights​

  • First principle physics engine delivers unmatched handling realism at 720Hz
  • A new open topology multi-body vehicle solver
  • Internal combustion engine and turbocharger model using a one-dimensional compressible fluid dynamic simulation that allows for effects like turbo lag or backfires, and defects like dieseling or knocking, with exhaust gas that impairs the virtual airspace around the car
  • More natural, non-linear throttle control due to torque response that is dynamically emerging from the fluid and combustion simulation
  • Modular drivetrain, running at 7,200Hz, supporting all clutch, differential and gearbox configurations
  • Accurate FFB taken directly from the tie rod
  • Fully dynamic tyre simulation, comprising:
    • Carcass simulation using a finite-element approach for full elastic modelling with emergent behaviours such as vibration, telescoping, and twisting
    • Tread simulation that includes a discretised 2D contact patch, running at up to 10,000Hz, featuring tread channels for realistic water handling and aquaplaning
    • Simulated steering rack used for reporting force feedback provides a detailed and nuanced handling feel for the driver
  • Piecewise aerodynamics model where wings, winglets or the undertray can affect each other


It seems like the Hadron physics engine will focus particularly on how the numerous elements that influence a car's handling are interconnected, as the drivetrain and aerodynamics simulation entries on the list indicate. In racing, the old saying that no two laps feel exactly the same is frequently heard - and on paper, it looks like Hadron will try to really lean into this.

As Project Motor Racing is supposed to be released in 2025, sim racers keep wondering about the game - not much has been seen other than a few screenshots, but the details of the physics engine released now could hint at more to come relatively soon.

It is safe to say that many sim racers are curious about finding out more, as was evident in the comments under our article on the Mosler teaser. @VFXPro, for instance, is wondering when a video of Project Motor Racing might finally be shown. Meanwhile, others are liking the inclusion of cars that were in GTR and GTR2 roughly 20 years ago, as the latter in particular is still looked upon fondly.

What are your highlights among the details shared of the Project Motor Racing physics engine? Let us know in the comments below and join the discussion in our PMR forum!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Premium
It's looking more and more like the Christmas present I've wanted since my first lap of GTR2... though which Christmas is unknown. ( I've wated 20 years I can wait a little longer, 'hey' I can even entertain my self with ACE while I wait)
On a more serious note here, is, with all of this really technical stuff that's well above the science level my pathetic mind can take in... I'll have no excuses for cocking it all up, currently I rely on 'crap physics, rubbish AI, and dumb devs... Oh! what to do?
 
OverTake
Premium
On a more serious note here, is, with all of this really technical stuff that's well above the science level my pathetic mind can take in... I'll have no excuses for cocking it all up, currently I rely on 'crap physics, rubbish AI, and dumb devs... Oh! what to do?
Do what works in any game or sport: Blame the equipment, the weather, other conditions being a bit off... :D
 
I am cautiously optimistic, but also very excited to see how this turns out.

Only vaguely heard of it before, as mentioned in the article news has been scarce, so seeing a little info dump like this is great to see. I'll definitely be keeping a closer eye on it, and hope the final release proves to be as exciting as it's shaping up to be.

(As an offline racer who cannot really sit down to drive at scheduled times, I'm hoping for some challenging & convincing 'next-gen' AI, as well as the solid driving physics they're claiming, of course)
 
Tire model is going to be hot garbage and completely unusable for anything useful like all of these FEA based models, and 720Hz isn't going to be enough to do anything meaningful with suspension compared to other sims, but I do hope that at least things like electronics and power steering/brakes are simulated to a higher level than in typical sim games, which might also compel existing and future titles to start putting some effort into the hardware interaction stuff.

Although they're marketing FFB as being "directly from the tie rod" which is the method every other sim has used in the last 20 or so years, so I'm not getting my hopes too up.
 
Why do they need to have anything that was previously better? They can quite easily take what they had look at what issues it had and rectify them by starting fresh which is what they've done.

What is it with people acting like the guy behind it has personally harmed them? It's laughable.
To quote you from your first message = "Nice to see a game team take their time and try do it right."

You are implying other teams don't take their time and don't do it right. Hence why my confusion as what was done from them in the past that they attempted to do it right.
 
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The question is how long Ian Bell can be running on fumes with "revealing" pictures and colorful shorts, empty words without demonstration, as if we're just on the verge of the digital revolution, attracting cattle to the trough.

I have followed Straight4's project with interest on various media since early rumous, however this article seems more or less just a summary of already announced technology.

So if they live up to the promise of 2025 release, how much of an early Alpha will Early Access be?

And more important; can we trust that the project will continue to be passionate about improvements if an early version is paid for by a large horde of users?

Sorry for my negative attitude towards the project, my attitude is/was completely different towards a brand new player on the market like REG Simulations suddenly pops up, making me willing to support tgem, nomatter Early Alpha state. But here, on the contrary, Bell announces with swelling words years ahead that he will assemble the best team in the sim world, after which several years pass, where only pictures, fancy non-sim short vids and promised specs are spit out - without walking the walk at all.

Well it went 5 years before I gave up hope on the GTR3 title, now I just really want Straight4 to show us some of the engine room.

Well, I could be completely wrong and that Straight4 is delivering on DVD, Steam, Xbox, PS5 tomorrow a title that is completely flawless and was never intended as Early Access.
 
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a bunch of tech jargon written by the marketing department. JUST SHOW ME PICTURES OF LEAVES BY THE ROADSIDE AND I'LL BE PUMPED :p
well that is what average developers do when they have no technical advancements in the simulation that exceeds our expectations. So you actually support mediocre developers, gotcha.
 
How do you know this just out of interest? thats quite a powerful statement to make.
Making good models in an empirical model is a millions of dollars business. Making good models in a more physical model is a billions of dollars business. Game studios simply don't have the budget for it. They can't even acquire enough data to max out the potential of empirical models.
 
To quote you from your first message = "Nice to see a game team take their time and try do it right."

You are implying other teams don't take their time and don't do it right. Hence why my confusion as what was done from them in the past that they attempted to do it right.
Well some game developers don't do it right at all do they. They rush stuff out that is broken or unplayable.
 
Premium
Making good models in an empirical model is a millions of dollars business. Making good models in a more physical model is a billions of dollars business. Game studios simply don't have the budget for it. They can't even acquire enough data to max out the potential of empirical models.
Interesting, cheers for the reply.
 

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