I just sat here, thinking how complicated a sail simulator really is; First there is wind. It has a general direction and force. Then there's the shifts. Shifts are puffs and lulls, lifts and headers moving down the course with a certain rythm. Any two boats experiene different wind unless they sail close together, and if they do, they will generate shadowing and bending. On top of that, there's local wind variations due to geography.
A good thinking spot
Then there's the waves. Waves vary in height and distance, and they travel. Just like the wind, the waves have a direction and a speed; Boat A and B meets the same wave at different positions, and if the depth is different, then the wave will be different in length, height and force. Waves typically become smaller on the lee side of an island. On top of that the waves attack the boat differently based on their direction relative to the boat direction. Waves from the bow are choppy. Waves from aft come slower and make you surf. Waves from the side make you roll.
The view from another good thinking spot
Currents add to the fun too. The current also has a speed and a direction. Both may vary. Typically the speed varies with the depth, and the direction changes with local underwater geography. The current may also vary in both direction and strength over time, - as the wind changes, or the moon generates tide.
A good sailing spot
All these things make racing more fun and more challenging, and guess what... all these things are actually in the WWC system. It is really a wind, wave and current simulator in itself. The WWC receiver and interpreter provide all the data needed to make a boat sail under all the above mentioned conditions. I guess that's why I love the Flying Fizz... It acts like a boat, and it has a sailing engine with full support for all the WWC features. Just add seaspray and you're virtually out there...