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#it really is the peak 2011 dating simulator
sunbloomdew · 1 year
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my candy love high school life ep 29 description sounds so condescending, they really said "wow, you FINALLY have a bf?? took you long enough" WHAT DO YOU MEAN, YOU DESIGNED THE GAME THAT WAY
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nuac · 4 months
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Flash Game Post:
About a decade ago I held another account with reviews and games I bookmarked.
In that game, the list of impressive games have gradually dwindled to something smaller; Either because of the impending end of flash, or the crowd of old web users getting significantly older.
You can play some of these with the ruffle CHROME EXTENSION
Here's a list of cool games and accounts I thought were pretty impressive for their time (in no particular order):
1- PAULHTML5 :
This guy makes impressive HTML5 games; which at the time (2011), not many people could run well. the outrun and doom clones are my favourite. (3d pacman too)
2-Secret Base:
They made a few indie games I liked, notably Bytejacker with its sleek presentation. I hated it at the time for its inclusive indie game nods, but it grew on me eventually; a lot of work when into it.They also made Tobe's hookshot
3-IntMain:
One of my favourite games; SuperPuzzlePlatformer was made by this fella. He also has a website That may or may not be still around at AndrewMorris.net
4-Jamus-SE:
I've poured a ton of hours into Ronin: Spirit of the Sword; Its this 80s Dungeon Crawler RPG Clone. it was one of the games that got around flash's limitations, it was also really well done. I don't really care much for the dated henty drawings, but it was probably done for the clout back then in 2003. (Hard to say). Excellent game 5/5
5- RissKiss:
I had to move back home in Autumn 2011; when I did I wanted to make a football game cuz fuck idk; RissKiss beat me to it with SuperStarFootball. It didnt run very well at the time and left something to be desired, but I grew up with a small undesirable percentage of sports games, wondering how they were programmed (like Ascii pro moves soccer), so this impressed me, for what it did with its limitations
6- MoFunZone:
If you remember Starcraft Madness UMS maps, Miragine War plays very similar to those; you pick a bunch of units to prepare, and send them toward the enemy base; its a lot like the Overmind/Madness UMS games from starcraft bnet.
7- FreeAsNerd:
I didnt really like Fixation at the peak of the indie game hype, but the loading screen and the blocks disappearing from cigarette smoke make for an interesting game, although stay away from it , if indie game tropes aren't your thing.
8- Pigpen:
There aren't many games like SpriteSmash where I can play as either Jack from FightClub, or Light Yagami from Death note. I didnt get very far but fwiw its a funny game.
9- Raitendo:
FreeWill has a neat mechanic. His joke indie game knock offs came out during a time when people were sick of the hype surrounding them?? something like that. I had a giggle idk
10-LIDGAMES:
HandHeldVG, was too meta for me; you break out of a gameboy near the end, (SPOILERS). I forgothow though.
As time went on, the list of cool games kinda dwindled, and more of the concentrated games without gimmicks or heavy NG lore would go to kongregate, but as flash is slowly coming back, sites like orisinal and picapic (LED tiger game simulator site which isnt working) are making a tiny resurgence, although not like it once was during their heyday.
This isn't a top10 list of great games -- Don't go looking for your favourites: Abobo, SmashFest etc aren't listed cuz that game already rules and couldn't impress me any further if it tried. These are games that personally inspired or intrigued me.
I'd later go on to make my own Contra Clone, Tetris Clone, and an ActionRPG with a rewind function (which Ive reuploaded several times with much shame involved), inspired by the authors above
So whatever.
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kristablogs · 4 years
Text
The next generation of race car drivers started out as gamers
Getting ready for the raceway increasingly means cutting your teeth on virtual tracks. (The Voorhes/)
James Baldwin’s confidence overtakes his ability midway through his fourth lap of Silverstone Circuit. The track, home to the British Grand Prix and among the most famous in racing, features a tricky series of sweeping curves best approached with a delicate balance of gas and brakes. Baldwin, however, attacks them at 110 miles per hour, risky given the damp morning’s freezing cold. His tires skate across the slick pavement and he careens onto the grass. After hitting the brakes, he cranks the shuddering steering wheel to the left, turning into the skid. The car skitters for several seconds and just misses a wall, but the move arrests his slide and gets him pointed the right way. Baldwin exhales, downshifts, and roars back onto the track. Within moments he reaches 110 again for the sprint down a short straight, then heads into the next turn. Chastened, he takes this one at a more prudent velocity.
The 22-year-old Brit watches this drama not through the visor of a helmet, but on the screen of a racing simulator. Baldwin is among the best esports drivers in the world, one of several dozen who earn a living competing in the digital domain. Now he’s preparing for his professional motor-sports debut on a bona fide road course.
Baldwin earned his shot a few months earlier, when he won the second season of World’s Fastest Gamer, a reality television series that saw 10 would-be Mario Andrettis compete for the chance to go wheel-to-wheel with seasoned pros. They raced on virtual and physical asphalt and dirt tracks and faced a series of challenges designed to test their problem-solving and leadership skills. When filming started in October 2019, Baldwin hadn’t done much more real-world driving than tooling around town. Fourteen days later, he crossed the finish line at Las Vegas Motor Speedway doing more than 130 miles per hour in a machine he called “fast enough to be scary.”
That isn’t as foolhardy as it might sound. Hyper-realistic driving games and hardware that mimic the sensation of hurtling around a track have made it possible to go racing with minimal experience in a proper car. Research suggests that the skills needed to master titles like Gran Turismo or Forza apply to competing in events like the 24 Hours of LeMans, one of the most grueling contests in motor sports. Baldwin now joins a handful of sim hotshots who have made that jump, something you don’t see in other sports, says Darren Cox, who launched World’s Fastest Gamer after a career in the auto industry. He notes that people who excel at, say, playing soccer on their Xbox aren’t going to find themselves appearing in the World Cup. “You can’t kick a ball around in FIFA and become the next Ronaldo,” he says.
The line between the virtual and real worlds began to blur in 2008, when Cox launched GT Academy, a TV program that turned gamers into drivers. When the show’s inaugural winner went on to finish second at LeMans in 2011, Formula One, Nascar, and other leagues started paying attention. Several have since joined the automakers that compete in them to launch online teams and tournaments in a bid to attract new drivers and, more importantly, fans. Many involved see gamers crossing over in greater numbers within the decade.
Not everyone believes the next champions will emerge from the world of esports, however. Skeptics argue that the physical and mental demands—let alone the inherent feel for the machinery—needed to compete at the upper echelons require experience, not simulation.
Baldwin is determined to prove them wrong. After winning his shot, he started working with a coach to hone the skills to handle the 700-odd-horsepower McLaren he’ll drive throughout Europe sometime in 2020. As he clocked hours in the simulator and miles around Silverstone, the COVID-19 pandemic put the date of his debut on hold. Nonetheless, Baldwin will spend the intervening time enduring an arduous schedule of workouts to prepare his body—and mind—for the challenges ahead. “This has been my dream since I was a kid,” he says. “Because of my esports experience over the last couple of years, I believe I will be able to compete at a very high level in the real world.”
Esports ace James Baldwin with the ­McLaren he’ll drive in his live racing debut. (The Voorhes/)
On a bright, clear morning in November 2019, Baldwin and three other finalists on World’s Fastest Gamer stood on the pavement of Las Vegas Motor Speedway. The circuit, 20 minutes northeast of the Strip, has seen Nascar drivers approach 200 mph, but no one had any illusions of reaching such a number during the 22-minute dash that would determine the show’s grand prize winner. Moments later, Baldwin pulled a helmet over his spiky blond hair and folded himself into a sleek fiberglass-bodied racer called a Mitjet EXR LV02.
The pack sprinted away from the starting line. Californian Mitchell de Jong led for two laps before Baldwin squeaked by. He ruthlessly built a 10-second lead—forever in auto racing—by the time the checkered flag waved. Cox congratulated him as he climbed from the cockpit, sweaty and elated. “We’ve just watched a group of kids, most of whom had never raced a car in their lives, get into a superfast sports car and dominate this track after just two weeks of practice,” Cox said.
Baldwin began training for his big-time debut two months later. He started at Brands Hatch Circuit, near London, before switching to Silverstone. The track is not far from where he grew up watching Formula One, the pinnacle of motor sports. At an age when most kids learn to ride a bike, he begged his mother and father to let him take up karting, often the first step toward a career as a throttle jockey. As hobbies go, it’s not cheap—a few thousand for a decent machine, and, at the uppermost levels, as much as six figures in expenses each season. Still, they relented, and over the next several years Baldwin did well enough to move up in 2015 at age 17 to a larger, more powerful ride in the Formula Ford division. He entered four events in six months, compiling a decent record but spending $20,000 doing it. “My parents were like, ‘We have to stop now,’” he recalls after a session in the simulator at the track.
Baldwin switched to playing the racing sim Project Cars in his bedroom when he wasn’t in a classroom studying engineering. The title is among the most popular in a genre that dates to 1974, when people used to drop quarters into Atari’s Gran Trak 10 arcade game, which featured a genuine steering wheel, shift lever, and pedals. Despite the realistic hardware, the experience was more Mario Kart than Indy 500. That remained the norm until the mid-1990s and the debut of seminal titles like Gran Turismo, Grand Prix Legends, and others that featured lifelike physics, environments, and driving techniques.
The rise of online gaming in the early 2000s has allowed players to compete against each other, more like they would on the track. Dabblers get by with consoles like the PlayStation 4 and Xbox One, but hardcore competitors often favor computers with peripherals like a steering wheel, shifter, pedals, and seat. “Once I transitioned to a more realistic simulator, not only did I get faster, but I had more fun,” Baldwin says.
He started entering tournaments and in 2018, at age 20, joined Veloce Esports, a gaming team in London. He quit school, and within a year ranked among the world’s top competitors in Project Cars 2, prompting Cox to offer him a spot on World’s Fastest Gamer.
Cox grew up wanting to try karting, but turned to video games because his parents couldn’t afford it. He studied politics and economics in college before going to work for Renault and then Nissan, where he led its global competition operation. The automaker launched a marketing campaign with Gran Turismo in 2006, and Cox invited aficionados of the game to lap a track with professional drivers. “Some of the instructors came up to me after and said, ‘You know, a bunch of these guys can really drive,’” he says. “That was my light bulb moment.” Seeing a chance to cultivate talent and attract new racing fans, in 2008 Cox launched GT Academy, an unprecedented television series in which Gran Turismo players competed for a seat on Nissan’s racing team. The show, filmed in Britain, ran for eight seasons, aired in 160 countries, and drew 100 million viewers at its peak.
A new generation of drivers are getting their start on consoles instead of racecars. (The Voorhes/)
It also launched several careers—impressive, given that most contestants had never climbed behind the wheel of anything faster than the family hauler. The show’s first winner, Lucas Ordóñez of Spain, has since competed in 112 events and racked up 21 top-three finishes, including two at LeMans. Jann Mardenborough earned his driver’s license just two years before winning season three. Nissan spent six months preparing the Brit for the 2011 24H Dubai endurance race, where his team placed third. He’s been at it ever since. “The transition from the virtual to the real world felt completely normal,” says Mardenborough, who now competes with Kondo Racing in the Japanese Super GT series. “Being a 19-year-old at the time probably helped; I didn’t have the self-preservation part of my brain telling me to back off.”
The pivot could not have come at a better time. Formula One saw viewership in Britain, where most teams are based, plummet 24 percent between 2018 and 2019. Nascar has lost more than half of its live and TV audience since 2014. The sport is on a “constant quest” to counter declining viewership, and “esports presents an intriguing opportunity to access a potentially valuable new demographic,” according to a 2017 report by Nielsen analysts. The tactic worked for soccer. A 2016 University of Michigan study cited the success of the FIFA game franchise as a factor in the sport’s surging popularity in the US.
In 2015, Cox founded his own outfit, which joined the Canadian firm Torque Esports in 2017. One year later, he launched World’s Fastest Gamer. The first season aired on ESPN and CNBC. Some 400 million people tuned in, and Rudy van Buren of the Netherlands won the grand prize: a job as a simulation driver for McLaren Racing, helping perform virtual tests of its Formula One cars. Impressive, but Baldwin will face the ultimate challenge of driving a McLaren 720S GT3 for Jenson Team Rocket RJN in the 2020 GT World Challenge endurance championship series. “Of course people in recent years have been on a similar journey, going from esports into the real world, but no one has gone in at the level of racing we are,” Baldwin says. “I am determined to show what is possible.”
Given Baldwin’s resolve to prove he can handle a $600,000 carbon-fiber rocket on wheels, it is perhaps ironic that he still spends much of his time in a simulator. But then, so do many pros. Teams at every level rely on the machines, which can cost as much as eight figures, to precisely replicate navigating any course, in any conditions. They allow drivers to acquaint themselves with a car or track and help engineers analyze vehicle performance. The technology is so precise that it has in many cases largely replaced expensive physical testing.
That explains why Baldwin’s training relies so heavily on it. If he isn’t in his rig at home, he is squeezed into the form-fitting seat of a simulator built by Allinsports, an Italian firm founded by a former Formula One engineer. His hands grip a steering wheel flanked by gearshift paddles (the computerized controls long ago replaced conventional stick shifts), and his feet depress gas and brake pedals. His eyes rarely leave the curved 48-inch screen before him. The hardware, about the size of a recliner, sits in the corner of a conference room overlooking Silverstone.
An off-the-shelf program called rFactor 2 allows Baldwin to experience nearly any circuit in the world, in any of dozens of cars. He can adjust his ride’s suspension, tune its engine, even customize the paint job. The software models factors like the damage tires sustain in a skid and how traction varies as the rubber wears and pavement conditions change. The system uses these calculations to provide surprisingly tactile feedback. The steering wheel shudders and vibrates, the brake pedal demands a firm push, and, like the McLaren he’ll drive, everything requires a deft touch to avoid a stall or spin.
James Baldwin practicing in a racing simulator. (The Voorhes/)
Evidence suggests the skills Baldwin has honed in the digital realm will serve him well as he crosses over. Cognitive psychologists at New York University Shanghai and the University of Hong Kong showed that gamers are much better than other people at processing visual information and acting on it. They also found that driving sims can help anyone “significantly improve” those abilities in just five to 10 hours, leading the researchers to believe that such software could be effective training tools. Their 2016 study builds on work by Daphne Bavelier and Adrien Chopin, cognitive neuroscientists at the University of Geneva and the Sorbonne in Paris, respectively; their 2012 inquiry revealed that playing titles that feature highly dynamic situations and demand rapid decision-making can improve perception, attention span, and spatial cognition. Chopin has little doubt that esports players can become racers, given the authenticity of the vehicles, environments, and controllers. “Because of these characteristics, it is essentially the same task,” he says. “What you learn in the game should be transferable.”
Still, Baldwin knows he must hone his abilities through real-world experience. He’s lapped Silverstone in several cars, learning how to handle them at racing speeds. (So far he’s achieved 170 mph.)
This past March, he spent two days zipping around Circuit Paul Ricard in France in the McLaren. “The team was very happy with my performance,” he says. “They said my pace and consistency were great. And I didn’t crash, which was a massive tick in the box for them.” Naturally, he crammed for that test by driving a virtual version. Still, Baldwin concedes there are some things a simulator can’t prepare him for. “A real car is hot, it’s sweaty, it vibrates,” he says. “It sounds silly, but you don’t actually realize this until you get in and start driving.”
Beyond heat and noise, gamers have a lot to learn. They often miss subtle signals from the tires and suspension that can help them go faster and avoid problems, says Ross Bentley, a coach who has trained them. And while esports drivers possess excellent reflexes, concentration, and hand-eye coordination, they often lack the fitness long stints at speed require, says Mia Sharizman of Renault Sport Academy, the automaker’s driver recruiting program. During a race, competitors can lose several pounds, experience as much as five times the force of gravity, and endure heart rates as high as 170 beats per minute. “You need to be able to have core and neck strength to withstand the extreme G-forces, leg strength for the braking, and, most importantly, mental fortitude to be able to function while knowing that your life is at risk,” Sharizman says. “It’s extremely difficult to replicate that type of scenario and environment.”
Fortunately, Baldwin has some appreciation of this from his childhood racing experience. He’s working with Simon Fitchett, who has spent seven years training Formula One drivers, to prepare his body and further sharpen his concentration. “It’s hard to focus my mind sometimes,” he says. But the greatest challenge may lie in mastering fear, something Juan Pablo Montoya, whose long career includes stints in Formula One and Nascar, saw competitors struggle with while he was a judge on World’s Fastest Gamer. “A fast corner in a simulator is nothing. You press a button and you try and you try until you get it right,” he says. “When you’re doing 150 or 180 miles per hour on a track in a corner and you have to keep your foot down, the reality sets in. That’s when you’re going to start seeing the difference between the guys who can make it in reality and the guys who can only make it in esports.”
Baldwin will face that test when he finally rolls up to the starting line at Brands Hatch Circuit outside London, fulfilling a childhood dream. He has no doubt he’ll pass. “As long as I’m finishing first,” he says, flashing a cheeky grin, “then it should all be good, right?”
This story appeared in the Summer 2020, Play issue of Popular Science.
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scootoaster · 4 years
Text
The next generation of race car drivers started out as gamers
Getting ready for the raceway increasingly means cutting your teeth on virtual tracks. (The Voorhes/)
James Baldwin’s confidence overtakes his ability midway through his fourth lap of Silverstone Circuit. The track, home to the British Grand Prix and among the most famous in racing, features a tricky series of sweeping curves best approached with a delicate balance of gas and brakes. Baldwin, however, attacks them at 110 miles per hour, risky given the damp morning’s freezing cold. His tires skate across the slick pavement and he careens onto the grass. After hitting the brakes, he cranks the shuddering steering wheel to the left, turning into the skid. The car skitters for several seconds and just misses a wall, but the move arrests his slide and gets him pointed the right way. Baldwin exhales, downshifts, and roars back onto the track. Within moments he reaches 110 again for the sprint down a short straight, then heads into the next turn. Chastened, he takes this one at a more prudent velocity.
The 22-year-old Brit watches this drama not through the visor of a helmet, but on the screen of a racing simulator. Baldwin is among the best esports drivers in the world, one of several dozen who earn a living competing in the digital domain. Now he’s preparing for his professional motor-sports debut on a bona fide road course.
Baldwin earned his shot a few months earlier, when he won the second season of World’s Fastest Gamer, a reality television series that saw 10 would-be Mario Andrettis compete for the chance to go wheel-to-wheel with seasoned pros. They raced on virtual and physical asphalt and dirt tracks and faced a series of challenges designed to test their problem-solving and leadership skills. When filming started in October 2019, Baldwin hadn’t done much more real-world driving than tooling around town. Fourteen days later, he crossed the finish line at Las Vegas Motor Speedway doing more than 130 miles per hour in a machine he called “fast enough to be scary.”
That isn’t as foolhardy as it might sound. Hyper-realistic driving games and hardware that mimic the sensation of hurtling around a track have made it possible to go racing with minimal experience in a proper car. Research suggests that the skills needed to master titles like Gran Turismo or Forza apply to competing in events like the 24 Hours of LeMans, one of the most grueling contests in motor sports. Baldwin now joins a handful of sim hotshots who have made that jump, something you don’t see in other sports, says Darren Cox, who launched World’s Fastest Gamer after a career in the auto industry. He notes that people who excel at, say, playing soccer on their Xbox aren’t going to find themselves appearing in the World Cup. “You can’t kick a ball around in FIFA and become the next Ronaldo,” he says.
The line between the virtual and real worlds began to blur in 2008, when Cox launched GT Academy, a TV program that turned gamers into drivers. When the show’s inaugural winner went on to finish second at LeMans in 2011, Formula One, Nascar, and other leagues started paying attention. Several have since joined the automakers that compete in them to launch online teams and tournaments in a bid to attract new drivers and, more importantly, fans. Many involved see gamers crossing over in greater numbers within the decade.
Not everyone believes the next champions will emerge from the world of esports, however. Skeptics argue that the physical and mental demands—let alone the inherent feel for the machinery—needed to compete at the upper echelons require experience, not simulation.
Baldwin is determined to prove them wrong. After winning his shot, he started working with a coach to hone the skills to handle the 700-odd-horsepower McLaren he’ll drive throughout Europe sometime in 2020. As he clocked hours in the simulator and miles around Silverstone, the COVID-19 pandemic put the date of his debut on hold. Nonetheless, Baldwin will spend the intervening time enduring an arduous schedule of workouts to prepare his body—and mind—for the challenges ahead. “This has been my dream since I was a kid,” he says. “Because of my esports experience over the last couple of years, I believe I will be able to compete at a very high level in the real world.”
Esports ace James Baldwin with the ­McLaren he’ll drive in his live racing debut. (The Voorhes/)
On a bright, clear morning in November 2019, Baldwin and three other finalists on World’s Fastest Gamer stood on the pavement of Las Vegas Motor Speedway. The circuit, 20 minutes northeast of the Strip, has seen Nascar drivers approach 200 mph, but no one had any illusions of reaching such a number during the 22-minute dash that would determine the show’s grand prize winner. Moments later, Baldwin pulled a helmet over his spiky blond hair and folded himself into a sleek fiberglass-bodied racer called a Mitjet EXR LV02.
The pack sprinted away from the starting line. Californian Mitchell de Jong led for two laps before Baldwin squeaked by. He ruthlessly built a 10-second lead—forever in auto racing—by the time the checkered flag waved. Cox congratulated him as he climbed from the cockpit, sweaty and elated. “We’ve just watched a group of kids, most of whom had never raced a car in their lives, get into a superfast sports car and dominate this track after just two weeks of practice,” Cox said.
Baldwin began training for his big-time debut two months later. He started at Brands Hatch Circuit, near London, before switching to Silverstone. The track is not far from where he grew up watching Formula One, the pinnacle of motor sports. At an age when most kids learn to ride a bike, he begged his mother and father to let him take up karting, often the first step toward a career as a throttle jockey. As hobbies go, it’s not cheap—a few thousand for a decent machine, and, at the uppermost levels, as much as six figures in expenses each season. Still, they relented, and over the next several years Baldwin did well enough to move up in 2015 at age 17 to a larger, more powerful ride in the Formula Ford division. He entered four events in six months, compiling a decent record but spending $20,000 doing it. “My parents were like, ‘We have to stop now,’” he recalls after a session in the simulator at the track.
Baldwin switched to playing the racing sim Project Cars in his bedroom when he wasn’t in a classroom studying engineering. The title is among the most popular in a genre that dates to 1974, when people used to drop quarters into Atari’s Gran Trak 10 arcade game, which featured a genuine steering wheel, shift lever, and pedals. Despite the realistic hardware, the experience was more Mario Kart than Indy 500. That remained the norm until the mid-1990s and the debut of seminal titles like Gran Turismo, Grand Prix Legends, and others that featured lifelike physics, environments, and driving techniques.
The rise of online gaming in the early 2000s has allowed players to compete against each other, more like they would on the track. Dabblers get by with consoles like the PlayStation 4 and Xbox One, but hardcore competitors often favor computers with peripherals like a steering wheel, shifter, pedals, and seat. “Once I transitioned to a more realistic simulator, not only did I get faster, but I had more fun,” Baldwin says.
He started entering tournaments and in 2018, at age 20, joined Veloce Esports, a gaming team in London. He quit school, and within a year ranked among the world’s top competitors in Project Cars 2, prompting Cox to offer him a spot on World’s Fastest Gamer.
Cox grew up wanting to try karting, but turned to video games because his parents couldn’t afford it. He studied politics and economics in college before going to work for Renault and then Nissan, where he led its global competition operation. The automaker launched a marketing campaign with Gran Turismo in 2006, and Cox invited aficionados of the game to lap a track with professional drivers. “Some of the instructors came up to me after and said, ‘You know, a bunch of these guys can really drive,’” he says. “That was my light bulb moment.” Seeing a chance to cultivate talent and attract new racing fans, in 2008 Cox launched GT Academy, an unprecedented television series in which Gran Turismo players competed for a seat on Nissan’s racing team. The show, filmed in Britain, ran for eight seasons, aired in 160 countries, and drew 100 million viewers at its peak.
A new generation of drivers are getting their start on consoles instead of racecars. (The Voorhes/)
It also launched several careers—impressive, given that most contestants had never climbed behind the wheel of anything faster than the family hauler. The show’s first winner, Lucas Ordóñez of Spain, has since competed in 112 events and racked up 21 top-three finishes, including two at LeMans. Jann Mardenborough earned his driver’s license just two years before winning season three. Nissan spent six months preparing the Brit for the 2011 24H Dubai endurance race, where his team placed third. He’s been at it ever since. “The transition from the virtual to the real world felt completely normal,” says Mardenborough, who now competes with Kondo Racing in the Japanese Super GT series. “Being a 19-year-old at the time probably helped; I didn’t have the self-preservation part of my brain telling me to back off.”
The pivot could not have come at a better time. Formula One saw viewership in Britain, where most teams are based, plummet 24 percent between 2018 and 2019. Nascar has lost more than half of its live and TV audience since 2014. The sport is on a “constant quest” to counter declining viewership, and “esports presents an intriguing opportunity to access a potentially valuable new demographic,” according to a 2017 report by Nielsen analysts. The tactic worked for soccer. A 2016 University of Michigan study cited the success of the FIFA game franchise as a factor in the sport’s surging popularity in the US.
In 2015, Cox founded his own outfit, which joined the Canadian firm Torque Esports in 2017. One year later, he launched World’s Fastest Gamer. The first season aired on ESPN and CNBC. Some 400 million people tuned in, and Rudy van Buren of the Netherlands won the grand prize: a job as a simulation driver for McLaren Racing, helping perform virtual tests of its Formula One cars. Impressive, but Baldwin will face the ultimate challenge of driving a McLaren 720S GT3 for Jenson Team Rocket RJN in the 2020 GT World Challenge endurance championship series. “Of course people in recent years have been on a similar journey, going from esports into the real world, but no one has gone in at the level of racing we are,” Baldwin says. “I am determined to show what is possible.”
Given Baldwin’s resolve to prove he can handle a $600,000 carbon-fiber rocket on wheels, it is perhaps ironic that he still spends much of his time in a simulator. But then, so do many pros. Teams at every level rely on the machines, which can cost as much as eight figures, to precisely replicate navigating any course, in any conditions. They allow drivers to acquaint themselves with a car or track and help engineers analyze vehicle performance. The technology is so precise that it has in many cases largely replaced expensive physical testing.
That explains why Baldwin’s training relies so heavily on it. If he isn’t in his rig at home, he is squeezed into the form-fitting seat of a simulator built by Allinsports, an Italian firm founded by a former Formula One engineer. His hands grip a steering wheel flanked by gearshift paddles (the computerized controls long ago replaced conventional stick shifts), and his feet depress gas and brake pedals. His eyes rarely leave the curved 48-inch screen before him. The hardware, about the size of a recliner, sits in the corner of a conference room overlooking Silverstone.
An off-the-shelf program called rFactor 2 allows Baldwin to experience nearly any circuit in the world, in any of dozens of cars. He can adjust his ride’s suspension, tune its engine, even customize the paint job. The software models factors like the damage tires sustain in a skid and how traction varies as the rubber wears and pavement conditions change. The system uses these calculations to provide surprisingly tactile feedback. The steering wheel shudders and vibrates, the brake pedal demands a firm push, and, like the McLaren he’ll drive, everything requires a deft touch to avoid a stall or spin.
James Baldwin practicing in a racing simulator. (The Voorhes/)
Evidence suggests the skills Baldwin has honed in the digital realm will serve him well as he crosses over. Cognitive psychologists at New York University Shanghai and the University of Hong Kong showed that gamers are much better than other people at processing visual information and acting on it. They also found that driving sims can help anyone “significantly improve” those abilities in just five to 10 hours, leading the researchers to believe that such software could be effective training tools. Their 2016 study builds on work by Daphne Bavelier and Adrien Chopin, cognitive neuroscientists at the University of Geneva and the Sorbonne in Paris, respectively; their 2012 inquiry revealed that playing titles that feature highly dynamic situations and demand rapid decision-making can improve perception, attention span, and spatial cognition. Chopin has little doubt that esports players can become racers, given the authenticity of the vehicles, environments, and controllers. “Because of these characteristics, it is essentially the same task,” he says. “What you learn in the game should be transferable.”
Still, Baldwin knows he must hone his abilities through real-world experience. He’s lapped Silverstone in several cars, learning how to handle them at racing speeds. (So far he’s achieved 170 mph.)
This past March, he spent two days zipping around Circuit Paul Ricard in France in the McLaren. “The team was very happy with my performance,” he says. “They said my pace and consistency were great. And I didn’t crash, which was a massive tick in the box for them.” Naturally, he crammed for that test by driving a virtual version. Still, Baldwin concedes there are some things a simulator can’t prepare him for. “A real car is hot, it’s sweaty, it vibrates,” he says. “It sounds silly, but you don’t actually realize this until you get in and start driving.”
Beyond heat and noise, gamers have a lot to learn. They often miss subtle signals from the tires and suspension that can help them go faster and avoid problems, says Ross Bentley, a coach who has trained them. And while esports drivers possess excellent reflexes, concentration, and hand-eye coordination, they often lack the fitness long stints at speed require, says Mia Sharizman of Renault Sport Academy, the automaker’s driver recruiting program. During a race, competitors can lose several pounds, experience as much as five times the force of gravity, and endure heart rates as high as 170 beats per minute. “You need to be able to have core and neck strength to withstand the extreme G-forces, leg strength for the braking, and, most importantly, mental fortitude to be able to function while knowing that your life is at risk,” Sharizman says. “It’s extremely difficult to replicate that type of scenario and environment.”
Fortunately, Baldwin has some appreciation of this from his childhood racing experience. He’s working with Simon Fitchett, who has spent seven years training Formula One drivers, to prepare his body and further sharpen his concentration. “It’s hard to focus my mind sometimes,” he says. But the greatest challenge may lie in mastering fear, something Juan Pablo Montoya, whose long career includes stints in Formula One and Nascar, saw competitors struggle with while he was a judge on World’s Fastest Gamer. “A fast corner in a simulator is nothing. You press a button and you try and you try until you get it right,” he says. “When you’re doing 150 or 180 miles per hour on a track in a corner and you have to keep your foot down, the reality sets in. That’s when you’re going to start seeing the difference between the guys who can make it in reality and the guys who can only make it in esports.”
Baldwin will face that test when he finally rolls up to the starting line at Brands Hatch Circuit outside London, fulfilling a childhood dream. He has no doubt he’ll pass. “As long as I’m finishing first,” he says, flashing a cheeky grin, “then it should all be good, right?”
This story appeared in the Summer 2020, Play issue of Popular Science.
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shaledirectory · 7 years
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Greens Struggle to Counter Evidence that New Mexico is Reducing Methane Emissions
The Environmental Defense Fund (EDF) last Thursday released a report that claims methane emissions from New Mexico oil and natural gas development “are drastically higher than official state reports.”
The timing of the report is a bit suspect, considering two recent reports have actually found that New Mexico methane emissions are rapidly declining, based on newer data.
The Associated Press reported last week that:
“Methane emissions from oil and natural gas production in New Mexico have dropped by more than 50 percent over the past year thanks to advances in technology and changes in the way wells are drilled, state regulators said Friday.”
Recent data from the U.S. Environmental Protection Agency also show that methane emissions from oil and natural gas production in the San Juan Basin have declined by 47 percent from 2011 to 2016. The San Juan Basin is home of the infamous methane “hot spot” that environmentalists have long blamed on oil and natural gas, despite conflicting analyses from scientists and federal agencies.
Considering these trends run counter to EDF’s call for duplicative and unnecessary federal methane regulations, EDF’s latest report appears designed to create a counter narrative to the recent double shot of good methane news from EPA and state regulators.
Furthermore, EDF is using its new report to lobby policymakers and convince them to impose additional state regulations on the oil and natural gas industry. EDF even held a joint press call with U.S. Senator Tom Udall (D-N.M.) and several environmental activist groups last week, proving that elected officials like Sen. Udall are being swayed by misleading reports produced by environmentalists.
Let’s take a look at the EDF report’s claims versus the facts.
CLAIM: “The EDF-compiled inventory is based upon a custom analysis combining several data sources including recent studies, the EPA GHG Reporting Program (GHGRP), and EPA’s GHG Inventory (GHGI) national estimates of Petroleum and Natural Gas Systems methane emissions.”
FACT: To be clear, EDF’s analysis is based on computer simulations — and the input data for the computer simulations was outdated, to boot. EDF admits its data is based on “estimated emissions for 2015 in New Mexico.” This is an important factor to consider when evaluating the validity of the EDF report, especially since just one week ago multiple news sources reported on the most recent EPA data showing significant emission reduction over the past year, even as production is on the rise in New Mexico.
That EPA GHGRP is based on actual reported field samples from 2016, as is the New Mexico Energy, Minerals, and Natural Resources Department data that recently reported 52 percent declines over the past year.
Clearly, the more recent data based on actual field samples should be considered more credible.
CLAIM: “A new report based on recent scientific breakthroughs in methane quantification finds that emissions of methane – both a potent greenhouse gas and valuable fuel source – are drastically higher than official state reports.”
FACT: As we’ve mentioned, EDF’s report only runs numbers through 2015. The new state data released last week was based on emissions data through 2016. Notably, that data reported 50 percent reductions since 2015. This pretty much explains why the EDF’s estimates were significantly higher — because EDF didn’t include the latest data that showed emissions have been cut in half since 2015!
Source: EDF Report
CLAIM: “The report offers insights about the largest sources of methane waste in order to help policy makers and operators identify the greatest opportunities to reduce pollution, increase efficiency, and return a valuable commodity to the local economy and state taxpayers.”
FACT: EDF and other environmental groups have long alleged that a vast majority of oil and gas methane emissions can be attributed to so-called “super emitters” present at a very small percentage of oil and gas sites. These so-called “super-emitter” sites are what EDF is referring to in the above claim, and EDF has used the notion of “super emitters” as justification for costly new methane regulations from the EPA and other federal agencies for years.
But importantly, a recent National Oceanic & Atmospheric Administration (NOAA) study has revealed that many of the studies used to support the “super emitter” theory were conducted during episodic events, which skewed emissions higher than they typically would be, casting doubt on their conclusions. As a result, these “peak” emission data were inappropriately used to calculate a normal emissions profile by the EPA in its most recent Greenhouse Gas Inventory.
In other words, official regulatory inventories are likely overestimated rather than underestimated, as EDF has repeatedly claimed.
In addition, EDF’s report claims taxpayers are losing royalty revenues due to methane not being captured. Aside from the fact that methane emissions are low and continuing to plummet, EDF does not consider the fact that the type of policy influence they are pushing for with this report will actually have a negative effect and will further reduce production on federal lands, and there’s already a hold up of production on federals due to out of control federal permitting backlog as well as the right of way application backlog holding up quick and efficient transport of oil and natural gas products to market. Last but not least, let’s not forget that uncaptured methane equals revenue losses for oil and gas producers, so there’s motivation for industry to capture all methane.
CLAIM: “New Mexico’s methane waste problem first made international headlines when a 2014 NASA study revealed a 2,500-square-mile methane ‘hot spot’ over the Four Corners region—the highest concentration of this pollution found anywhere in the U.S. Researchers later learned that pollution from New Mexico’s oil and gas facilities were largely the cause of this massive methane cloud.” Furthermore, the EDF report also claims, “Subsequent studies indicated that although the San Juan Basin includes other methane sources such as coal mines and geologic seepage, these sources are not large enough to explain the bulk of emissions, and that oil and gas development is the largest source of emissions contributing to this massive methane ‘hot spot’.”
FACT: Energy in Depth has noted before that the San Juan Basin is well-known as a large area of natural seepage – when methane emissions are naturally occurring and not the result of energy development. According to a 1999 report from the U.S. Bureau of Land Management (BLM), “Historically documented naturally occurring gas seeps throughout the San Juan Basin existed prior to oil and gas drilling operations.” Most recently in March 2017, the Associated Press reported that New Mexico state regulators concluded that the four corners methane hot spot predates oil and gas production by “millions of years”:
“New Mexico’s top oil and natural gas regulator said a giant cloud of the greenhouse gas methane hanging over the Southwestern United States comes in large part from natural seeps from underground formations and coal mining operations, disputing recent scientific findings. At a confirmation hearing Wednesday, acting New Mexico Energy, Minerals and Natural Resources Secretary Kenley McQueen said the methane hot spot over the Four Corners region of Arizona, Colorado, New Mexico and Utah dates back millions of years.”
The most recent GHGRP data showing a 47 percent drop in oil and gas methane emission since 2011 is just the latest evidence casting doubt on the oft-repeated claim that oil and gas development are to blame for the Four Corners “hot spot” in the San Juan Basin.
Conclusion:
On last Thursday’s EDF press call, a reporter with the Carlsbad Current-Argus asked the call organizers if oil and gas operators were already implementing technology to reduce emissions without the need for additional regulations. The response by EDF’s Director of Regulatory & Legislative Affairs is surprisingly complimentary to industry:
“I think it’s right to recognize some oil and gas producers are stepping up on this issue. For instance, XTO, which is the domestic drilling arm of Exxon-Mobil, has made big, big investments in southeastern New Mexico this year,” said Jon Goldstein, Director of Regulatory & Legislative Affairs for EDF. “Six billion dollars poured into the Permian Basin in New Mexico to buy up new acreage. And they have also announced a number of efforts to reduce methane emissions, that really show their commitment to doing this development right and doing right by New Mexico.”
On the call, Goldstein also pointed out the accomplishments by Conoco-Philips in northwestern New Mexico to reduce emissions. Despite Goldstein’s acknowledgment of industry’s efforts and strides in emission reductions, both Senator Udall and EDF will continue a regulatory crusade on the oil and gas industry at any cost. In an EDF press release, Senator Udall said:
“This report gives us an important picture of how much we could gain by taking simple steps to become more efficient. Proven, low-cost fixes could eliminate up to half of the pollution by simply plugging leaks. By capturing that taxpayer-owned resource we can make a big difference for our state’s kids,” said U.S. Senator Tom Udall.
Senator Udall said on the call that he plans to use EDF’s report as “important ammunition” in Washington, D.C., to push for implementation of the Bureau of Land Management’s much maligned venting and flaring rule. Experts agree this rule would potentially put thousands of small operators out of business, and ultimately hurt the state of New Mexico by jeopardizing the $1.6 billion in tax revenue the oil and gas industry contributed to the New Mexico General Fund in 2016.
  According to the New Mexico Oil and Gas Association:
“The rules are estimated to cut oil and gas production, resulting in more than $750 million in lost general fund revenue for New Mexico schools, health care, and public safety. The loss in production could also eliminate 2,200 oil and gas jobs and as many as 5,390 direct and indirect full-time jobs.”
Reports coming out of New Mexico put into context what’s at stake for the state of New Mexico should Senator Udall take marching orders from environmental groups like EDF:
“Overall, the oil and gas industry contributes about one-third of New Mexico’s budget each year and employs more than 100,000 workers.”
Source: Daily Dose of ShaleDirectories.com News
https://www.shaledirectories.com/blog/greens-struggle-to-counter-evidence-that-new-mexico-is-reducing-methane-emissions/
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eiemonroe278-blog · 7 years
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FIFA 18 News, UK Launch Date, Value And Options
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