: A sim that is as hard as GPL! ;-)
(Grin) I would go for "a sim that is not as hard as GPL" - a monkey
could write something that was harder to driver than GPL.
: Seriously, I'd say a sim that gives the same feel of being in the car
: as GPL,
: A sim that models all the effects that GPL has,
: A sim that is as close, or closer to driving a real car as GPL
: that GPL gives
Indeed - I feel that while GPL's engine is definitely the "king"
so far, there are a number of areas where it could be improved.
Particularly, everything in the GPL physics world seems rather hard and
absolute. Perhaps it's just me being a physics/dynamic systems person
but the GPL cars feel sometimes like they're made of stone - absolutely
ungiving rigid cars running up rigid and ungiving bankings. There's
little room in the GPL world for flex and bend. If I were to look for
an improved physics model I would look for something with "softer edges"
than the physics model used by GPL that would (for example) more model
the tendency of real world cars to absorb energy. In rare collision,
GPL cars can skitter round like they're on a frictionless surface -
spinning 3 or 4 times from a small spin.
While GPL is far and away the best there is, it is certainly not the
best that could ever be written and the physics model seems to
critically fail at extremes. Bump ***s for example are far too harsh
and, when you hit the bump ***s, you really do feel the "stone car"
effect I'm talking about. Real life drivers can drive cars which hit
the bump ***s - they won't be happy about it but they can feel it and
it doesn't make the car totally undriveable.
So, my ideal, post GPL sim has the same degree of feel as GPL but with
the physics improved to model extreme conditions better where the GPL
engine fails. Places where chassis flex and irregular track surfaces
would "save" the real life driver but which are disasterous for the GPL
driver. I also feel there's something wrong with the tyre
adhesion model they use - perhaps related to the high-frequency bumps
problem. I think those high-frequency bumps would also dissapate energy
in a spinning car, preventing the rapid "whirling dervish" spins that
GPL cars can get into (there's also the side issue of the ping-time
related collision with other cars problem which is I believe mitigated
slightly in 1.2). I would hope that also a side issue of solving the
high-frequency bump problem would also make the GPL cars more stable and
"catchable" from oversteer. Real 60s/70s drivers could get the cars very
sideways and recover. I've never seen online or offline drivers get
Ronnie Peterson style angles on the cars and get them back. (Well, not
often anyway). And Peterson was doing that every lap.
Perhaps I'm wrong but I get the feeling that the GPL tracks are
modelled as "of uniform smoothness" in this section. A real piece of
track has a different coefficient of friction everytime you go over it
(as it changes in temperature and amount of *** etc). This may
sound like a nightmare for the driver, but my feeling is that modelling
this would actually make things easier for the GPL driver since, when
you lost traction you wouldn't lose it "forever" as you do in GPL but
would slide a bit and regain and slide some more - e.g your car would be
more progressive in its transition from cornering to sliding. I think
that the current GPL model has too sharp a transition to be realistic
from cornering safely to breaking away and I think this is part of what
makes it difficult to drive. My feeling is that this may stem from
their modelling of the coefficient of friction of the race-track.
Finally, as ever, the AI could use work. I realise that this is true
of every racing game but the GPL AI does behave unrealistically and you
do quickly get the feeling that they're not playing by the same rules.
(Especially when they get a tap which you KNOW would have sent you off
into the bushes and they simply wiggle a bit and carry on).
Weather effects, extra tracks whatever, I can live without. Different
period makes no difference to me. I had no interest in 60s racing
before GPL and I doubt I would have developed such an interest without
GPL. To be honest, the few tracks in GPL have enough depth to them to
keep me interested for a long long while. It's a superb game and a
marvellous piece of work - but, like any piece of simulation software,
there's always more detail that you could capture that would make it
better.
Richard.
--
Richard G. Clegg Only the mind is waving
Networks and Non-Linear Dynamics Group
Dept. of Mathematics, Uni. of York
www: http://www.racesimcentral.net/