Alright, so I had this idea buzzing in my head for a while – trying to get a taste of Formula 1, but, you know, without actually having to be a super-athlete or filthy rich. So, I figured, why not try and build my own little simulator? Just something basic to mess around with.

Getting Started with the Basics
First thing I did was fire up my computer and decide on the tools. I’d fiddled with Unity a bit in the past, so that seemed like a good starting point. It’s pretty popular for this kind of thing, and I wasn’t looking to reinvent the wheel, just make something that, well, moved.
So, I created a new project. Blank canvas. Always a bit daunting, but also exciting.
Finding a Car and Making it Go (Sort Of)
Naturally, a Formula 1 simulator needs a Formula 1 car. I wasn’t about to model one myself – way beyond my skills. So, I went looking online for some free 3D models. Found a decent-looking one that wasn’t too crazy on the polygons. Downloaded it, imported it into Unity. Looked pretty cool just sitting there.
Then came the tricky part: making it move. This was where the real head-scratching began. I started by just trying to get basic forward motion. Applied some force. It shot off like a rocket, or sometimes just jittered. Then I remembered Unity has these things called ‘Wheel Colliders’. Sounded promising.
- Spent a good while just trying to attach these wheel colliders to the car model. Getting them aligned was a pain.
- Then, figuring out how to make them actually spin and provide thrust. Lots of tweaking values.
- Steering? Oh boy. Making the front wheels turn and actually make the car go left or right without flipping over was an adventure.
I didn’t go for super realistic physics, mind you. Just enough to make it feel somewhat like a car. Acceleration, braking, and some basic steering logic. It was a lot of trial and error. Mostly error at first, if I’m honest.

Building a Place to Drive
Once the car was sort of behaving, it needed a track. I kept it super simple to start. Just a big flat plane. Drove around on that for a bit. Felt a bit like driving in a void.
So, I decided to try and make something that at least resembled a track. Used Unity’s terrain tools a bit, sculpted some very basic curves, a straight or two. Nothing fancy, no grandstands or anything. Just enough to have some corners to navigate. It was crude, but it was a track.
Controls and a Bit of Polish
For controls, I just mapped the basics to the keyboard. W for accelerate, S for brake, A and D for steering. Standard stuff. Fiddled with the sensitivity a lot. First, it was too twitchy, then it felt like driving a bus. Eventually found a balance that was okay-ish.
I wanted a little bit of feedback, so I added a super basic speedometer using the UI tools. Just text showing how fast the car was supposedly going. And sound! Found a free engine sound loop. It wasn’t dynamic or anything, just a constant hum that got a bit louder, but it was better than total silence.
The Struggles and What I Learned
Let me tell you, there were plenty of moments where I just wanted to give up. Things like:

- The car randomly deciding to fly into the air.
- Wheels sinking into the ground.
- The camera deciding to look anywhere but where I wanted it to.
It was frustrating. Lots of searching online, reading forums, watching tutorial snippets that were only half-relevant. But each little problem I managed to fix felt like a small victory. I definitely learned a lot about how game engines work, even at this simple level. Patience, too. Lots of patience.
Where It Ended Up
So, what’s the final result? It’s far from perfect. It’s not going to compete with any commercial racing games, that’s for sure. The physics are arcadey, the track is basic, and the graphics are simple. But, you know what? I can drive my little F1-ish car around my little track. It responds to my commands. I made it.
It was a fun project. A good learning experience. And every now and then, when I hit a corner just right, I can almost pretend I’m a racing hero. And that, for me, was kind of the whole point. It’s a simple thing, but it’s my simple thing.