�Tonight I made my first direct comparison of the two sims. I�ve driven a
lot of laps at Spa in both of them. For me GP3 is the winner. I don�t no
about accuracy but in GP3 it�s a light that please me, it�s a neat, wide
track that allows me to work and the car is doing what I exept it to do
(with the obligatory surprises of course).
I didn�t have a suitible setup in F12K and used the default which didn�t
help. The F12K track was dark, murky and narrow.
The Spa track is very different in the two sims. Anyone who knows what it
rally looks like and which one is most accurate?
P
Spa in GP3 versus F1 2000
Per Bostrom compared Spa in both sims and preferred GP3's look and feel, and most agreed GP3's Eau Rouge was more accurate. Dan Blake posted a detailed comparison, and Gregor Veble explained why F1 2000's excessive suspension travel and slip angles were unrealistic for a high-downforce car. Some argued only real F1 drivers could judge, while Per later said F1 2000 was more fun.
Automated summary.
I think GP3 has F12k beat as far as background graphics is concerned.
"Per Bostr�m" <[email hidden]> wrote in message
news:WBDn5.1702$[email hidden]...
Quoted text (14 lines)
> �Tonight I made my first direct comparison of the two sims. I�ve driven a > lot of laps at Spa in both of them. For me GP3 is the winner. I don�t no > about accuracy but in GP3 it�s a light that please me, it�s a neat, wide > track that allows me to work and the car is doing what I exept it to do > (with the obligatory surprises of course). > I didn�t have a suitible setup in F12K and used the default which didn�t > help. The F12K track was dark, murky and narrow. > > The Spa track is very different in the two sims. Anyone who knows what it > rally looks like and which one is most accurate? > > P > >Fortunate that it's the Belgium Grand Prix next weekend eh?!
<[email hidden]> wrote in message news:8nnqco$ijm$[email hidden]...
Quoted text (73 lines)
> Great minds must think alike -- since I sorted out my graphics problems > with GP3, I've also been running quite a few laps at Spa in both GP3 > and F12K, and I have to agree with you that the GP3 version seems much > more pleasing graphically. Like you, though, I have no idea about > accuracy, but there are definite differences -- for example, > the "depth" of the sand traps, the distance between the tracks and the > barriers, the angles of some turns, etc. I would be interested in > seeing some actual footage of Spa (I don't follow F1 all that closely, > myself), or hearing from some people who are familiar with the real- > life track as to which seems more accurate. > > As for driving physics, though, I still find myself enjoying F12K much > more than GP3. I do think that GP3 can be fun, but I don't find it as > challenging, and I miss the acceleration/deceleration in-cockpit > movements in GP3 -- on the other hand, I miss the lateral in-cockpit > motions in F12K, but I can live without that more than I can live > without the accel/decel cues. F12K feels much more lively to me, but > GP3 is definitely a decent driving model in its own right. If you do > really prefer the grip levels and handling in GP3, though, someone > named "si phi" posted a mod for F12K on the High Gear F12K forum that > really makes F12K feel a lot more like GP3 -- you can download the file > from this location: > > http://www.btinternet.com/~si.phi/f12000/Files/DEFAULT.VHS > > Note that this link IS the file you need, so right-click on this to > download it (or do a "save as" after loading it into your browser). > Additionally, the author said: > > "Could anyone who is interested please download the file and put it in > the season00/vehicles folder (back up the original default.vhs first) > and have a little test. I have only tried it briefly at Imola, so I am > grateful for any feedback." > > You can find the original post here on the High Gear forums: > > http://forums.simracingnews.com/ubb/Forum13/HTML/001802.html > > All in all, I do like a lot of touches in GP3, but when it comes to > things like track brightness and such in F12K, I find it perfectly > acceptable to crank up the gamma or brightness to get things up to a > more pleasing level, and the physics modeling more than makes up for > these kinds of shortcomings. As a casual F1 fan, things like track > innacuracies don't bother me that much, either, and since I have a low- > end system, the AI is almost a moot point (races aren't all that do- > able for me). I haven't tried any races in GP3 yet, since I'm just an > F1 hot-lapper at the moment, but so far, F12K is still my sim of choice > between the two, but I do see that GP3 has a lot to offer and it is > enjoyable in its own right. > > -- JB > > > In article <WBDn5.1702$[email hidden]>, > "Per Bostr�m" <[email hidden]> wrote: > > �Tonight I made my first direct comparison of the two sims. I�ve > > driven a lot of laps at Spa in both of them. For me GP3 is the > > winner. I don�t no about accuracy but in GP3 it�s a light that please > > me, it�s a neat, wide track that allows me to work and the car is > > doing what I exept it to do (with the obligatory surprises of course). > > I didn�t have a suitible setup in F12K and used the default which > > didn�t help. The F12K track was dark, murky and narrow. > > > > The Spa track is very different in the two sims. Anyone who knows > > what it rally looks like and which one is most accurate? > > > > P > > > > > > > Sent via Deja.com http://www.deja.com/ > Before you buy.Great minds must think alike -- since I sorted out my graphics problems
with GP3, I've also been running quite a few laps at Spa in both GP3
and F12K, and I have to agree with you that the GP3 version seems much
more pleasing graphically. Like you, though, I have no idea about
accuracy, but there are definite differences -- for example,
the "depth" of the sand traps, the distance between the tracks and the
barriers, the angles of some turns, etc. I would be interested in
seeing some actual footage of Spa (I don't follow F1 all that closely,
myself), or hearing from some people who are familiar with the real-
life track as to which seems more accurate.
As for driving physics, though, I still find myself enjoying F12K much
more than GP3. I do think that GP3 can be fun, but I don't find it as
challenging, and I miss the acceleration/deceleration in-cockpit
movements in GP3 -- on the other hand, I miss the lateral in-cockpit
motions in F12K, but I can live without that more than I can live
without the accel/decel cues. F12K feels much more lively to me, but
GP3 is definitely a decent driving model in its own right. If you do
really prefer the grip levels and handling in GP3, though, someone
named "si phi" posted a mod for F12K on the High Gear F12K forum that
really makes F12K feel a lot more like GP3 -- you can download the file
from this location:
http://www.btinternet.com/~si.phi/f12000/Files/DEFAULT.VHS
Note that this link IS the file you need, so right-click on this to
download it (or do a "save as" after loading it into your browser).
Additionally, the author said:
"Could anyone who is interested please download the file and put it in
the season00/vehicles folder (back up the original default.vhs first)
and have a little test. I have only tried it briefly at Imola, so I am
grateful for any feedback."
You can find the original post here on the High Gear forums:
http://forums.simracingnews.com/ubb/Forum13/HTML/001802.html
All in all, I do like a lot of touches in GP3, but when it comes to
things like track brightness and such in F12K, I find it perfectly
acceptable to crank up the gamma or brightness to get things up to a
more pleasing level, and the physics modeling more than makes up for
these kinds of shortcomings. As a casual F1 fan, things like track
innacuracies don't bother me that much, either, and since I have a low-
end system, the AI is almost a moot point (races aren't all that do-
able for me). I haven't tried any races in GP3 yet, since I'm just an
F1 hot-lapper at the moment, but so far, F12K is still my sim of choice
between the two, but I do see that GP3 has a lot to offer and it is
enjoyable in its own right.
-- JB
In article <WBDn5.1702$[email hidden]>,
"Per Bostr�m" <[email hidden]> wrote:
Sent via Deja.com http://www.deja.com/
Before you buy.
Quoted text (14 lines)
> �Tonight I made my first direct comparison of the two sims. I�ve > driven a lot of laps at Spa in both of them. For me GP3 is the > winner. I don�t no about accuracy but in GP3 it�s a light that please > me, it�s a neat, wide track that allows me to work and the car is > doing what I exept it to do (with the obligatory surprises of course). > I didn�t have a suitible setup in F12K and used the default which > didn�t help. The F12K track was dark, murky and narrow. > > The Spa track is very different in the two sims. Anyone who knows > what it rally looks like and which one is most accurate? > > P > >Spa in GP3 is much more realistic than in F1 2000. Eau Rouge is totally
wrong in F1 2000 allthough GP3's version is not perfect either but
definately better than F1 2000's version. I dont understand how they (ISI)
got this track so wrong. The other tracks in F1 2000 seem more realistic
(Imola, Brasil, Silverstone etc.) than Spa. Overall I prefer the tracks in
GP3.
Last year I drove the *real* Spa track in my car (Spa is a streetcircuit,
you can drive allmost 2/3 of the track in your own car) and Eau Rouge is a
very impressive corner. It was kind of funny to see a bus going through Eau
Rouge. The busdriver really liked it (big smile on his face), but the
passengers didnt have that much fun :-)
Cheers,
JeDa
Per Bostr�m <[email hidden]> schreef in berichtnieuws
WBDn5.1702$[email hidden]...
Quoted text (14 lines)
> �Tonight I made my first direct comparison of the two sims. I�ve driven a > lot of laps at Spa in both of them. For me GP3 is the winner. I don�t no > about accuracy but in GP3 it�s a light that please me, it�s a neat, wide > track that allows me to work and the car is doing what I exept it to do > (with the obligatory surprises of course). > I didn�t have a suitible setup in F12K and used the default which didn�t > help. The F12K track was dark, murky and narrow. > > The Spa track is very different in the two sims. Anyone who knows what it > rally looks like and which one is most accurate? > > P > >I agree with you. I also like Silverstone GP3 better, though I've
never seen either one (except for TV). For some pics of the real
track, check here: http://members.home.nl/dooremti/index.html Gives
you a good perspective of Eau Rouge. If you can get a copy of a tape
from last year's qualifying at Spa, you can see one good in car shot,
and also find out what Eau Rouge does to those who don't respect her.
On Sun, 20 Aug 2000 00:11:58 +0200, "Per Bostr�m"
<[email hidden]> wrote:
Quoted text (13 lines)
>�Tonight I made my first direct comparison of the two sims. I�ve driven a >lot of laps at Spa in both of them. For me GP3 is the winner. I don�t no >about accuracy but in GP3 it�s a light that please me, it�s a neat, wide >track that allows me to work and the car is doing what I exept it to do >(with the obligatory surprises of course). >I didn�t have a suitible setup in F12K and used the default which didn�t >help. The F12K track was dark, murky and narrow. > >The Spa track is very different in the two sims. Anyone who knows what it >rally looks like and which one is most accurate? > >P >You can find at complete lap with Marc Gene in Spa 1999 here:
http://www.f-1.ru/video/index_e.html
--
\|/
� �
--ooo---(_)---ooo--
Mvh. Lars Skov Olsen
"Per Bostr�m" <[email hidden]> wrote in message
news:WBDn5.1702$[email hidden]...
> �Tonight I made my first direct comparison of the two sims. I�ve driven a
> lot of laps at Spa in both of them. For me GP3 is the winner. I don�t no
> about accuracy but in GP3 it�s a light that please me, it�s a neat, wide
> track that allows me to work and the car is doing what I exept it to do
> (with the obligatory surprises of course).
> I didn�t have a suitible setup in F12K and used the default which didn�t
> help. The F12K track was dark, murky and narrow.
>
> The Spa track is very different in the two sims. Anyone who knows what it
> rally looks like and which one is most accurate?
>
> P
>
>
I too spent about 4 hours comparing the two sims at Spa, my favorite track.
My take:
1) Eye candy and weather effects are better in GP3. The detail graphics in
GP3 are quite good, similar to SBK 2000 (photo-like). However, with all of
the track updates online for F12K, this is not as much of a factor. Winner
GP3
2) GP3 seems to run smoother on my system C360/550, TNT2U, Det3 194MB SDRAM.
It still is slow at the first turn, aka GP2, but never "jerks". I've found
a pretty good graphic setting compromise with F12K, so while not bad - just
a little better in GP3. Winner GP3
3) To me, the car physics in F12K are modeled better. The suspension
compresses, the cars get at an angle on curbs, and the car just feels like
I'm driving a car. GP3, on the other hand, feels like I'm driving a
computer. This is with all aids off in both sims. In F12K, I really feel
like I can throw the car around to the limit. In GP3, as I approach the
limit, I'm continually reminded that I'm driving a beautiful PC simulation.
This is a gut feel that in large is reinforced by the FF effects and angle
of attitude as experienced in F12K when driving over curbs. What do F1 cars
do to go faster at the limit than drive over curbs? Other FF effects are a
little better in GP3. Winner F12K
4) There is little or no elevation change in GP3. Am I the only one that
notices this? Really reminds me of GP2 here. Compare the 2nd chicane at
Hockenheim, in both sims. Again, GP3 feels like you are driving a PC sim on
a flat plane. And this is really evident at Spa. Winner F12K
5) Sound in both sims is not what it could have been. Your editing skills
will create a winner (non-loser) here. Tie
6) Add-ons. Really good for both, but GP3 started with a big following.
Winner GP3.
7) AI - GP3. Opposing drivers react more human like. No contest. Winner
GP3
So, neither is perfect. I'm addicted to both. It's a shame that GP3 does
not have better physics, curb use behavior, elevation changes, or that
F12K's AI is so bad. Both will stay on my hard drive. F12K when I want to
"feel" like I'm driving a race car, GP3, when I want to race.
Dan Blake
Atlanta
"Per Bostr�m" <[email hidden]> wrote in message
news:WBDn5.1702$[email hidden]...
Quoted text (14 lines)
> �Tonight I made my first direct comparison of the two sims. I�ve driven a > lot of laps at Spa in both of them. For me GP3 is the winner. I don�t no > about accuracy but in GP3 it�s a light that please me, it�s a neat, wide > track that allows me to work and the car is doing what I exept it to do > (with the obligatory surprises of course). > I didn�t have a suitible setup in F12K and used the default which didn�t > help. The F12K track was dark, murky and narrow. > > The Spa track is very different in the two sims. Anyone who knows what it > rally looks like and which one is most accurate? > > P > >In article <uIUq5.2174$[email hidden]>,
"Per Bostr�m" <[email hidden]> wrote:
> I�ve changed my opinion after a lot of driving at Spa. For the momentF12K
> is more FUN.
> Now my biggest problem with F12K-Spa is tha the course is much tooblack,
> and that�s not a big problem.
>
> No matter what - Spa is one the greatest tracks.
>
> Per
Try this link for a fix to make the graphics a little lighter in F12000
(the fix increases the global lighting of the scene):
http://forums.simracingnews.com/ubb/Forum13/HTML/001816.html
(This link takes you to the appropriate post on the High Gear F12000
forum)
-- JB
Sent via Deja.com http://www.deja.com/
Before you buy.
TOO true! Thankfully, what we lack in experience, we make up for by
being "experts" about, er, well, I'm not exactly sure, come to think of
it . . .
;-)
-- JB
In article <lqRq5.27220$[email hidden]>,
"Braveheart" <[email hidden]> wrote:
> everyone in this thread is very strange.
> none of you have ever even driven a Formula One car.... so unlessyou have,
> quit telling people how the physics are... because you have no idea.
Sent via Deja.com http://www.deja.com/
Before you buy.
Yes, the suspension on high-downforce cars tends to be stiff with
little travel, but judging from what I've seen via in-car cameras (and
experienced with mid-performance spec racers at driving schools), there
is STILL a lot of motion going on in the cockpit. That's the main
problem I have with GP3 -- it's so smooth that it feels like I'm, well,
driving a computer. F12000, on the other hand, exhibits a lot more
apparent in-cockpit motions, which "feels" more realistic to me than
GP3's silky-smooth, no-muss, no-fuss "physics."
FWIW, I believe that the physics in F12000 are based primarily on the
tire modeling, while the physics in GP3 are based primarily on . . .
er, GP2. <G>
-- JB
In article <[email hidden]>,
Barton Brown <[email hidden]> wrote:
> Gregor Veble wrote:
> > The suspension in F1 2000 seems to have way too much travel for ahigh downforce car
>
> Steve Matchett commented during Spa last Sunday that current F1 cars
> have suspension travel of 15-20mm! What's that, like 5/8" to 3/4"? He
> was noting that going over the very rough rumble strips on thecurbing,
> the front wings were deflecting far more than that. Not exactly an
> off-road setup!
>
> BB
>
Sent via Deja.com http://www.deja.com/
Before you buy.
EXCELLENT link -- MANY thanks! FYI, after watching the video of the
lap at Spa, I have to say that I don't think F1 2000 is all that far-
off. I don't know how to explain it, but I think maybe the in-cockpit
view in F1 2000 presents a better picture of the track as THE DRIVER
must see it -- Spa in GP3 may "look" more like it does in TV shots like
this, but, remember, those are shots taken from the roll-bar or in-car
cameras, not from the driver's-eye view. That said, I think that GP3
and F1 2000 both do a pretty good job with Spa, but we're dealing with
different perspectives, I think.
Plus, I think that Spa (and all the other F1 tracks) in GP3 "look"
better to us all because, well, we all pretty much learned those tracks
playing World Circuit (GP1, that is) and GP2, and I think that pretty
much every other F1 game has used Crammond's track modeling as a
baseline for comparison for their tracks (not necessarily the real
tracks themselves). If Crammond's tracks are the benchmark that you
are going to be judged against, and if Crammond's tracks look good
enough that they don't get knocked on the basis of realism, then why
even study the real tracks -- Crammond's tracks will do just fine.
Nothing against Crammond (or anybody who has seen the real tracks), but
maybe F1 2000 does a better job than it's being given credit for.
-- JB
In article <4s9o5.176$[email hidden]>,
"l@rs" <[email hidden]> wrote:
driven a
> > lot of laps at Spa in both of them. For me GP3 is the winner. Idon�t no
> > about accuracy but in GP3 it�s a light that please me, it�s a neat,wide
> > track that allows me to work and the car is doing what I exept itto do
> > (with the obligatory surprises of course).
> > I didn�t have a suitible setup in F12K and used the default whichdidn�t
> > help. The F12K track was dark, murky and narrow.
> >
> > The Spa track is very different in the two sims. Anyone who knowswhat it
Sent via Deja.com http://www.deja.com/
Before you buy.
Quoted text (12 lines)
> You can find at complete lap with Marc Gene in Spa 1999 here: > http://www.f-1.ru/video/index_e.html > > -- > \|/ > � � > --ooo---(_)---ooo-- > > Mvh. Lars Skov Olsen > "Per Bostr�m" <[email hidden]> wrote in message > news:WBDn5.1702$[email hidden]... > > �Tonight I made my first direct comparison of the two sims. I�veQuoted text (7 lines)
> > rally looks like and which one is most accurate? > > > > P > > > > > >EXCELLENT analysis, Dan -- thank you VERY much for taking the time to
make the post.
<SNIP>
I think you really hit the nail on the head here -- this pretty much
sums up my feelings about GP3, in fact. I had hopes that GP3 would be
all that it is, PLUS have a physics model like F12K (or GPL, for that
matter), and that is the source of most of my disappointment with
Crammond's latest gem. Still, I'm glad to see that so many people are
enjoying it.
-- JB
Sent via Deja.com http://www.deja.com/
Before you buy.
Quoted text (7 lines)
> 3) To me, the car physics in F12K are modeled better. The suspension > compresses, the cars get at an angle on curbs, and the car just feels > like I'm driving a car. GP3, on the other hand, feels like I'm > driving a computer. This is with all aids off in both sims. In > F12K, I really feel like I can throw the car around to the limit. In > GP3, as I approach the limit, I'm continually reminded that I'm > driving a beautiful PC simulation.Uhm JB, I never played GP2 and tracks still look better to me in GP3 than in
F12K <grin>
-Cheers
<[email hidden]> wrote in message news:8of7i0$rcd$[email hidden]...
Quoted text (63 lines)
> EXCELLENT link -- MANY thanks! FYI, after watching the video of the > lap at Spa, I have to say that I don't think F1 2000 is all that far- > off. I don't know how to explain it, but I think maybe the in-cockpit > view in F1 2000 presents a better picture of the track as THE DRIVER > must see it -- Spa in GP3 may "look" more like it does in TV shots like > this, but, remember, those are shots taken from the roll-bar or in-car > cameras, not from the driver's-eye view. That said, I think that GP3 > and F1 2000 both do a pretty good job with Spa, but we're dealing with > different perspectives, I think. > > Plus, I think that Spa (and all the other F1 tracks) in GP3 "look" > better to us all because, well, we all pretty much learned those tracks > playing World Circuit (GP1, that is) and GP2, and I think that pretty > much every other F1 game has used Crammond's track modeling as a > baseline for comparison for their tracks (not necessarily the real > tracks themselves). If Crammond's tracks are the benchmark that you > are going to be judged against, and if Crammond's tracks look good > enough that they don't get knocked on the basis of realism, then why > even study the real tracks -- Crammond's tracks will do just fine. > Nothing against Crammond (or anybody who has seen the real tracks), but > maybe F1 2000 does a better job than it's being given credit for. > > -- JB > > In article <4s9o5.176$[email hidden]>, > "l@rs" <[email hidden]> wrote: > > You can find at complete lap with Marc Gene in Spa 1999 here: > > http://www.f-1.ru/video/index_e.html > > > > -- > > \|/ > > � � > > --ooo---(_)---ooo-- > > > > Mvh. Lars Skov Olsen > > "Per Bostr�m" <[email hidden]> wrote in message > > news:WBDn5.1702$[email hidden]... > > > �Tonight I made my first direct comparison of the two sims. I�ve > driven a > > > lot of laps at Spa in both of them. For me GP3 is the winner. I > don�t no > > > about accuracy but in GP3 it�s a light that please me, it�s a neat, > wide > > > track that allows me to work and the car is doing what I exept it > to do > > > (with the obligatory surprises of course). > > > I didn�t have a suitible setup in F12K and used the default which > didn�t > > > help. The F12K track was dark, murky and narrow. > > > > > > The Spa track is very different in the two sims. Anyone who knows > what it > > > rally looks like and which one is most accurate? > > > > > > P > > > > > > > > > > > > > Sent via Deja.com http://www.deja.com/ > Before you buy.Uhm...How many real F1 drivers (Beside Schumacher and maybe Alesi) throw the
car at the limit? Every time I see someone throw the car on the limit, they
end up in a number of places:
-Tyre Barriers
-Gravel trap
-Run-off area
-Guard rail
But hey, I guess we're all Schumachers and can throw the car around on the
limit hten eh?
-Cheers!
<[email hidden]> wrote in message news:8of7s4$rn1$[email hidden]...
Quoted text (25 lines)
> EXCELLENT analysis, Dan -- thank you VERY much for taking the time to > make the post. > > <SNIP> > > > 3) To me, the car physics in F12K are modeled better. The suspension > > compresses, the cars get at an angle on curbs, and the car just feels > > like I'm driving a car. GP3, on the other hand, feels like I'm > > driving a computer. This is with all aids off in both sims. In > > F12K, I really feel like I can throw the car around to the limit. In > > GP3, as I approach the limit, I'm continually reminded that I'm > > driving a beautiful PC simulation. > > I think you really hit the nail on the head here -- this pretty much > sums up my feelings about GP3, in fact. I had hopes that GP3 would be > all that it is, PLUS have a physics model like F12K (or GPL, for that > matter), and that is the source of most of my disappointment with > Crammond's latest gem. Still, I'm glad to see that so many people are > enjoying it. > > -- JB > > > Sent via Deja.com http://www.deja.com/ > Before you buy.In article <gRFq5.1171$[email hidden]>,
"Regular Racer" <[email hidden]> wrote:
> Uhm...How many real F1 drivers (Beside Schumacher and maybe Alesi)throw the
> car at the limit? Every time I see someone throw the car on thelimit, they
> end up in a number of places:
> -Tyre Barriers
> -Gravel trap
> -Run-off area
> -Guard rail
When Dan mentioned throwing the car around to the limit, he never said
anything about staying on the track, now, did he? <G>
;-)
-- JB
Sent via Deja.com http://www.deja.com/
Before you buy.
Dan Blake wrote:
There are a few reasons contributing to this. The suspension in F1 2000
seems to have way too much travel for a high downforce car, when in
reality the travel of the suspension is abut the same as the travel due
to the deformations of the tire. You can throw the car around because
the optimal slip angles are too large, so you can travel strongly
sideways (the attitude that you mention) and still be in the normal
operating regime of the tire. At the same time the inertia of the car is
way too high, which means all the response times are longer than they
should be, and throwing the car around is easy.
It may feel great, but it's hardly realistic for an F1 car (but could be
very close to some other, more docile car). Luckily, thses parameters
can be tweaked, but then the AI, apart from the usual troubles it has,
seems to be unable to drive the cars, and even worse, the numerical
calculations become unstable for the AI as the timestep in those
calculations seems to be higher than for the player car.
On the other hand, if you drive GP3 really hard, you will get very
lively responses. Set your differential to low, go into a slow corner
and play with the throttle. If that doesn't feel (and sound!) like
driving for real, nothing else does.
And, if you have a steering wheel, do get rid of the speed sensitivity
if you have it enabled. It really kills the feel in any sim, and can be
the cause of lots of artificiality that some sims are accused of since
it may give an almost digital feel to a car.
-Gregor
Quoted text (12 lines)
> > 3) To me, the car physics in F12K are modeled better. The suspension > compresses, the cars get at an angle on curbs, and the car just feels like > I'm driving a car. GP3, on the other hand, feels like I'm driving a > computer. This is with all aids off in both sims. In F12K, I really feel > like I can throw the car around to the limit. In GP3, as I approach the > limit, I'm continually reminded that I'm driving a beautiful PC simulation. > This is a gut feel that in large is reinforced by the FF effects and angle > of attitude as experienced in F12K when driving over curbs. What do F1 cars > do to go faster at the limit than drive over curbs? Other FF effects are a > little better in GP3. Winner F12K >Way ta' say it Gregor!!!!!!!! (Oh please tell this to JB too) <grin>
----I love this!!!!!!!!!!!
-Cheers
"Gregor Veble" <[email hidden]> wrote in message
news:[email hidden]...
> Dan Blake wrote:
> >
> > 3) To me, the car physics in F12K are modeled better. The suspension
> > compresses, the cars get at an angle on curbs, and the car just feelslike
> > I'm driving a car. GP3, on the other hand, feels like I'm driving a
> > computer. This is with all aids off in both sims. In F12K, I reallyfeel
> > like I can throw the car around to the limit. In GP3, as I approach the
> > limit, I'm continually reminded that I'm driving a beautiful PCsimulation.
> > This is a gut feel that in large is reinforced by the FF effects andangle
> > of attitude as experienced in F12K when driving over curbs. What do F1cars
> > do to go faster at the limit than drive over curbs? Other FF effectsare a
Quoted text (31 lines)
> > little better in GP3. Winner F12K > > > > There are a few reasons contributing to this. The suspension in F1 2000 > seems to have way too much travel for a high downforce car, when in > reality the travel of the suspension is abut the same as the travel due > to the deformations of the tire. You can throw the car around because > the optimal slip angles are too large, so you can travel strongly > sideways (the attitude that you mention) and still be in the normal > operating regime of the tire. At the same time the inertia of the car is > way too high, which means all the response times are longer than they > should be, and throwing the car around is easy. > > It may feel great, but it's hardly realistic for an F1 car (but could be > very close to some other, more docile car). Luckily, thses parameters > can be tweaked, but then the AI, apart from the usual troubles it has, > seems to be unable to drive the cars, and even worse, the numerical > calculations become unstable for the AI as the timestep in those > calculations seems to be higher than for the player car. > > On the other hand, if you drive GP3 really hard, you will get very > lively responses. Set your differential to low, go into a slow corner > and play with the throttle. If that doesn't feel (and sound!) like > driving for real, nothing else does. > > And, if you have a steering wheel, do get rid of the speed sensitivity > if you have it enabled. It really kills the feel in any sim, and can be > the cause of lots of artificiality that some sims are accused of since > it may give an almost digital feel to a car. > > -Gregoreveryone in this thread is very strange.
none of you have ever even driven a Formula One car.... so unless you have,
quit telling people how the physics are... because you have no idea.
"Regular Racer" <[email hidden]> wrote in message
news:24Pq5.47$[email hidden]...
the
> > > limit, I'm continually reminded that I'm driving a beautiful PC
> simulation.
> > > This is a gut feel that in large is reinforced by the FF effects and
> angle
> > > of attitude as experienced in F12K when driving over curbs. What doF1
Quoted text (16 lines)
> Way ta' say it Gregor!!!!!!!! (Oh please tell this to JB too) <grin> > > ----I love this!!!!!!!!!!! > > -Cheers > "Gregor Veble" <[email hidden]> wrote in message > news:[email hidden]... > > Dan Blake wrote: > > > > > > 3) To me, the car physics in F12K are modeled better. The suspension > > > compresses, the cars get at an angle on curbs, and the car just feels > like > > > I'm driving a car. GP3, on the other hand, feels like I'm driving a > > > computer. This is with all aids off in both sims. In F12K, I really > feel > > > like I can throw the car around to the limit. In GP3, as I approachQuoted text (36 lines)
> cars > > > do to go faster at the limit than drive over curbs? Other FF effects > are a > > > little better in GP3. Winner F12K > > > > > > > There are a few reasons contributing to this. The suspension in F1 2000 > > seems to have way too much travel for a high downforce car, when in > > reality the travel of the suspension is abut the same as the travel due > > to the deformations of the tire. You can throw the car around because > > the optimal slip angles are too large, so you can travel strongly > > sideways (the attitude that you mention) and still be in the normal > > operating regime of the tire. At the same time the inertia of the car is > > way too high, which means all the response times are longer than they > > should be, and throwing the car around is easy. > > > > It may feel great, but it's hardly realistic for an F1 car (but could be > > very close to some other, more docile car). Luckily, thses parameters > > can be tweaked, but then the AI, apart from the usual troubles it has, > > seems to be unable to drive the cars, and even worse, the numerical > > calculations become unstable for the AI as the timestep in those > > calculations seems to be higher than for the player car. > > > > On the other hand, if you drive GP3 really hard, you will get very > > lively responses. Set your differential to low, go into a slow corner > > and play with the throttle. If that doesn't feel (and sound!) like > > driving for real, nothing else does. > > > > And, if you have a steering wheel, do get rid of the speed sensitivity > > if you have it enabled. It really kills the feel in any sim, and can be > > the cause of lots of artificiality that some sims are accused of since > > it may give an almost digital feel to a car. > > > > -Gregor > >I agree with you 100% Braveheart. I'm just defending my "preferred" game.
That's all.
-Cheers!
"Braveheart" <[email hidden]> wrote in message
news:lqRq5.27220$[email hidden]...
> everyone in this thread is very strange.
> none of you have ever even driven a Formula One car.... so unless youhave,
suspension
> > > > compresses, the cars get at an angle on curbs, and the car justfeels
> > like
> > > > I'm driving a car. GP3, on the other hand, feels like I'm driving a
> > > > computer. This is with all aids off in both sims. In F12K, Ireally
effects
> > are a
> > > > little better in GP3. Winner F12K
> > > >
> > >
> > > There are a few reasons contributing to this. The suspension in F12000
> > > seems to have way too much travel for a high downforce car, when in
> > > reality the travel of the suspension is abut the same as the traveldue
> > > to the deformations of the tire. You can throw the car around because
> > > the optimal slip angles are too large, so you can travel strongly
> > > sideways (the attitude that you mention) and still be in the normal
> > > operating regime of the tire. At the same time the inertia of the caris
> > > way too high, which means all the response times are longer than they
> > > should be, and throwing the car around is easy.
> > >
> > > It may feel great, but it's hardly realistic for an F1 car (but couldbe
be
Quoted text (16 lines)
> quit telling people how the physics are... because you have no idea. > > > > "Regular Racer" <[email hidden]> wrote in message > news:24Pq5.47$[email hidden]... > > Way ta' say it Gregor!!!!!!!! (Oh please tell this to JB too) <grin> > > > > ----I love this!!!!!!!!!!! > > > > -Cheers > > "Gregor Veble" <[email hidden]> wrote in message > > news:[email hidden]... > > > Dan Blake wrote: > > > > > > > > 3) To me, the car physics in F12K are modeled better. TheQuoted text (11 lines)
> > feel > > > > like I can throw the car around to the limit. In GP3, as I approach > the > > > > limit, I'm continually reminded that I'm driving a beautiful PC > > simulation. > > > > This is a gut feel that in large is reinforced by the FF effects and > > angle > > > > of attitude as experienced in F12K when driving over curbs. What do > F1 > > cars > > > > do to go faster at the limit than drive over curbs? Other FFQuoted text (13 lines)
> > > very close to some other, more docile car). Luckily, thses parameters > > > can be tweaked, but then the AI, apart from the usual troubles it has, > > > seems to be unable to drive the cars, and even worse, the numerical > > > calculations become unstable for the AI as the timestep in those > > > calculations seems to be higher than for the player car. > > > > > > On the other hand, if you drive GP3 really hard, you will get very > > > lively responses. Set your differential to low, go into a slow corner > > > and play with the throttle. If that doesn't feel (and sound!) like > > > driving for real, nothing else does. > > > > > > And, if you have a steering wheel, do get rid of the speed sensitivity > > > if you have it enabled. It really kills the feel in any sim, and canQuoted text (8 lines)
> > > the cause of lots of artificiality that some sims are accused of since > > > it may give an almost digital feel to a car. > > > > > > -Gregor > > > > > >Gregor Veble wrote:
> The suspension in F1 2000 seems to have way too much travel for a high downforce car
Steve Matchett commented during Spa last Sunday that current F1 cars
have suspension travel of 15-20mm! What's that, like 5/8" to 3/4"? He
was noting that going over the very rough rumble strips on the curbing,
the front wings were deflecting far more than that. Not exactly an
off-road setup!
BB
LoL...Boy all that "suspension travel/flexing" in F12K is right on the money
in realism then eh? (You reading this JB?)
<grin>
-Cheers!
"Barton Brown" <[email hidden]> wrote in message
news:[email hidden]...
> Gregor Veble wrote:
> > The suspension in F1 2000 seems to have way too much travel for a highdownforce car
Quoted text (8 lines)
> > Steve Matchett commented during Spa last Sunday that current F1 cars > have suspension travel of 15-20mm! What's that, like 5/8" to 3/4"? He > was noting that going over the very rough rumble strips on the curbing, > the front wings were deflecting far more than that. Not exactly an > off-road setup! > > BBBarton Brown wrote:
Knowing that, and the bumps on those "tracks" feeling like rollercoaster
bumps, turned me completely off of F12k. If you see TV coverage in
cockpit,
it's a fixed camera (no adjustment through eyes and head movement), you
can see almost NO bouncing of the car. This "feels" much more realistic
in GP3.
--
l8er
ronny
Your mouse has moved. Windows must be restarted for the change
to take effect. Reboot now?
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
Quoted text (9 lines)
> > Gregor Veble wrote: > > The suspension in F1 2000 seems to have way too much travel for a high downforce car > > Steve Matchett commented during Spa last Sunday that current F1 cars > have suspension travel of 15-20mm! What's that, like 5/8" to 3/4"? He > was noting that going over the very rough rumble strips on the curbing, > the front wings were deflecting far more than that. Not exactly an > off-road setup!I�ve changed my opinion after a lot of driving at Spa. For the moment F12K
is more FUN.
Now my biggest problem with F12K-Spa is tha the course is much too black,
and that�s not a big problem.
No matter what - Spa is one the greatest tracks.
Per
Dan Blake <[email hidden]> skrev i
diskussionsgruppsmeddelandet:C2Bq5.199$[email hidden]
tt.net...
> I too spent about 4 hours comparing the two sims at Spa, my favoritetrack.
> My take:
>
> 1) Eye candy and weather effects are better in GP3. The detail graphicsin
> GP3 are quite good, similar to SBK 2000 (photo-like). However, with allof
> the track updates online for F12K, this is not as much of a factor.Winner
> GP3
>
> 2) GP3 seems to run smoother on my system C360/550, TNT2U, Det3 194MBSDRAM.
> It still is slow at the first turn, aka GP2, but never "jerks". I'vefound
> a pretty good graphic setting compromise with F12K, so while not bad -just
simulation.
> This is a gut feel that in large is reinforced by the FF effects and angle
> of attitude as experienced in F12K when driving over curbs. What do F1cars
> do to go faster at the limit than drive over curbs? Other FF effects area
> little better in GP3. Winner F12K
>
> 4) There is little or no elevation change in GP3. Am I the only one that
> notices this? Really reminds me of GP2 here. Compare the 2nd chicane at
> Hockenheim, in both sims. Again, GP3 feels like you are driving a PC simon
> a flat plane. And this is really evident at Spa. Winner F12K
>
> 5) Sound in both sims is not what it could have been. Your editingskills
> will create a winner (non-loser) here. Tie
>
> 6) Add-ons. Really good for both, but GP3 started with a big following.
> Winner GP3.
>
> 7) AI - GP3. Opposing drivers react more human like. No contest.Winner
> GP3
>
> So, neither is perfect. I'm addicted to both. It's a shame that GP3 does
> not have better physics, curb use behavior, elevation changes, or that
> F12K's AI is so bad. Both will stay on my hard drive. F12K when I wantto
a
it
Quoted text (8 lines)
> a little better in GP3. Winner GP3 > > 3) To me, the car physics in F12K are modeled better. The suspension > compresses, the cars get at an angle on curbs, and the car just feels like > I'm driving a car. GP3, on the other hand, feels like I'm driving a > computer. This is with all aids off in both sims. In F12K, I really feel > like I can throw the car around to the limit. In GP3, as I approach the > limit, I'm continually reminded that I'm driving a beautiful PCQuoted text (10 lines)
> "feel" like I'm driving a race car, GP3, when I want to race. > > Dan Blake > Atlanta > > > > "Per Bostr�m" <[email hidden]> wrote in message > news:WBDn5.1702$[email hidden]... > > �Tonight I made my first direct comparison of the two sims. I�ve drivenQuoted text (8 lines)
> > lot of laps at Spa in both of them. For me GP3 is the winner. I don�t no > > about accuracy but in GP3 it�s a light that please me, it�s a neat, wide > > track that allows me to work and the car is doing what I exept it to do > > (with the obligatory surprises of course). > > I didn�t have a suitible setup in F12K and used the default which didn�t > > help. The F12K track was dark, murky and narrow. > > > > The Spa track is very different in the two sims. Anyone who knows whatQuoted text (7 lines)
> > rally looks like and which one is most accurate? > > > > P > > > > > >I agree with you on Spa, it is one of the best tracks. Suzuka is a close
second for me and I used to love Imola before they castrated it. Another
track I'm quite fond of is Elkhart Lake (Laguna Seca deserves some mention
too!). I used to love hotlapping Elkhart Lake in that crummy CPR game. That
was about the only good thing in that game.
Michael M
"Per Bostr�m" <[email hidden]> wrote in message
news:uIUq5.2174$[email hidden]...
Quoted text (8 lines)
> I�ve changed my opinion after a lot of driving at Spa. For the moment F12K > is more FUN. > Now my biggest problem with F12K-Spa is tha the course is much too black, > and that�s not a big problem. > > No matter what - Spa is one the greatest tracks. > > PerTrue. But, Mika does seem to let it all hang out, when he has to. I love
the slowmo playbacks during qualifying. Even here in the states,
Speedvision does a creditable job covering the Saturday sessions, albeit on
the host country's feed. You can see the length at which these guys go to
get those extra 100's of a second.
To me, a casual observer, the lower downforce tracks do seem to benefit the
drivers that are willing to push their cars a little further to the edge.
If you look at what happened at Hockenheim and Spa in qualifying, you'd have
to agree with me. The lower downforce tracks favor the late braking and
sliding demons. Jarno Trulli surely gave a broadsliding curb surfing lesson
to all but Mika.
"Regular Racer" <[email hidden]> wrote in message
news:gRFq5.1171$[email hidden]...
> Uhm...How many real F1 drivers (Beside Schumacher and maybe Alesi) throwthe
> car at the limit? Every time I see someone throw the car on the limit,they
Quoted text (40 lines)
> end up in a number of places: > -Tyre Barriers > -Gravel trap > -Run-off area > -Guard rail > > But hey, I guess we're all Schumachers and can throw the car around on the > limit hten eh? > > -Cheers! > > > <[email hidden]> wrote in message news:8of7s4$rn1$[email hidden]... > > EXCELLENT analysis, Dan -- thank you VERY much for taking the time to > > make the post. > > > > <SNIP> > > > > > 3) To me, the car physics in F12K are modeled better. The suspension > > > compresses, the cars get at an angle on curbs, and the car just feels > > > like I'm driving a car. GP3, on the other hand, feels like I'm > > > driving a computer. This is with all aids off in both sims. In > > > F12K, I really feel like I can throw the car around to the limit. In > > > GP3, as I approach the limit, I'm continually reminded that I'm > > > driving a beautiful PC simulation. > > > > I think you really hit the nail on the head here -- this pretty much > > sums up my feelings about GP3, in fact. I had hopes that GP3 would be > > all that it is, PLUS have a physics model like F12K (or GPL, for that > > matter), and that is the source of most of my disappointment with > > Crammond's latest gem. Still, I'm glad to see that so many people are > > enjoying it. > > > > -- JB > > > > > > Sent via Deja.com http://www.deja.com/ > > Before you buy. > >Braveheart,
Since it is unlikely that any of us will ever drive an F1 car, then we must
debate what we imagine to be that experience. Therefore, I welcome any
conjecture on how a Formula 1 car might behave. Maybe through our
collective observations and related experiences, we can get pretty damn
close.
"Braveheart" <[email hidden]> wrote in message
news:lqRq5.27220$[email hidden]...
> everyone in this thread is very strange.
> none of you have ever even driven a Formula One car.... so unless youhave,
suspension
> > > > compresses, the cars get at an angle on curbs, and the car justfeels
> > like
> > > > I'm driving a car. GP3, on the other hand, feels like I'm driving a
> > > > computer. This is with all aids off in both sims. In F12K, Ireally
effects
> > are a
> > > > little better in GP3. Winner F12K
> > > >
> > >
> > > There are a few reasons contributing to this. The suspension in F12000
> > > seems to have way too much travel for a high downforce car, when in
> > > reality the travel of the suspension is abut the same as the traveldue
> > > to the deformations of the tire. You can throw the car around because
> > > the optimal slip angles are too large, so you can travel strongly
> > > sideways (the attitude that you mention) and still be in the normal
> > > operating regime of the tire. At the same time the inertia of the caris
> > > way too high, which means all the response times are longer than they
> > > should be, and throwing the car around is easy.
> > >
> > > It may feel great, but it's hardly realistic for an F1 car (but couldbe
be
Quoted text (16 lines)
> quit telling people how the physics are... because you have no idea. > > > > "Regular Racer" <[email hidden]> wrote in message > news:24Pq5.47$[email hidden]... > > Way ta' say it Gregor!!!!!!!! (Oh please tell this to JB too) <grin> > > > > ----I love this!!!!!!!!!!! > > > > -Cheers > > "Gregor Veble" <[email hidden]> wrote in message > > news:[email hidden]... > > > Dan Blake wrote: > > > > > > > > 3) To me, the car physics in F12K are modeled better. TheQuoted text (11 lines)
> > feel > > > > like I can throw the car around to the limit. In GP3, as I approach > the > > > > limit, I'm continually reminded that I'm driving a beautiful PC > > simulation. > > > > This is a gut feel that in large is reinforced by the FF effects and > > angle > > > > of attitude as experienced in F12K when driving over curbs. What do > F1 > > cars > > > > do to go faster at the limit than drive over curbs? Other FFQuoted text (13 lines)
> > > very close to some other, more docile car). Luckily, thses parameters > > > can be tweaked, but then the AI, apart from the usual troubles it has, > > > seems to be unable to drive the cars, and even worse, the numerical > > > calculations become unstable for the AI as the timestep in those > > > calculations seems to be higher than for the player car. > > > > > > On the other hand, if you drive GP3 really hard, you will get very > > > lively responses. Set your differential to low, go into a slow corner > > > and play with the throttle. If that doesn't feel (and sound!) like > > > driving for real, nothing else does. > > > > > > And, if you have a steering wheel, do get rid of the speed sensitivity > > > if you have it enabled. It really kills the feel in any sim, and canQuoted text (8 lines)
> > > the cause of lots of artificiality that some sims are accused of since > > > it may give an almost digital feel to a car. > > > > > > -Gregor > > > > > >On Tue, 29 Aug 2000 18:36:27 GMT, [email hidden] wrote:
--------------
It's easy to see F12k's suspension travel is overblown (actually it's
wheel/tire travel only). GP2/GP3 got that one right. Yet the neat
thing about F12k is, (as you mentioned) the driver-view "emulates"(?)
what it must feel like to hit a nasty dip at 150mph. It must be a
-rough- ride running a real F1 car.
Tire-flex should be seen a bit though (not modeled in any sim?).
Suspension movement (if it was actually hooked into the above sims)
would flex maybe 20-40mm, hardly enough to notice.
Again, similar to what you said, going from F12k to GP2, it feels
like I'm riding on some newly-paved black-top, it's just so dang
smooth. Although GP2 is still tough to keep those lap-times down, F12k
is very difficult too (at least for me it is......<g>).
Matt
Quoted text (8 lines)
>Yes, the suspension on high-downforce cars tends to be stiff with >little travel, but judging from what I've seen via in-car cameras (and >experienced with mid-performance spec racers at driving schools), there >is STILL a lot of motion going on in the cockpit. That's the main >problem I have with GP3 -- it's so smooth that it feels like I'm, well, >driving a computer. F12000, on the other hand, exhibits a lot more >apparent in-cockpit motions, which "feels" more realistic to me than >GP3's silky-smooth, no-muss, no-fuss "physics."I can't tell you exactly how an F1 car will drive, but I can tell you
lots about its physics, and based on this I can also tell you when if a
sim seriously deviates from what it should be in reality by performing
some experiments with it.
We do have engineering books (thank you Millikens :) !) and physics
knowledge to tell us approximately what certain physics parameters in a
sim should be, and this enables us to see when they are clearly off.
On the other hand, I do know that most people simply dismiss certain
arguments if they cannot understand them. So, try reading the post below
again, argue with me what is wrong with it. Dismissing it with own
ignorance will hardly make me consider replying to you again.
-Gregor
Braveheart wrote:
Quoted text (66 lines)
> > everyone in this thread is very strange. > none of you have ever even driven a Formula One car.... so unless you have, > quit telling people how the physics are... because you have no idea. > > "Regular Racer" <[email hidden]> wrote in message > news:24Pq5.47$[email hidden]... > > Way ta' say it Gregor!!!!!!!! (Oh please tell this to JB too) <grin> > > > > ----I love this!!!!!!!!!!! > > > > -Cheers > > "Gregor Veble" <[email hidden]> wrote in message > > news:[email hidden]... > > > Dan Blake wrote: > > > > > > > > 3) To me, the car physics in F12K are modeled better. The suspension > > > > compresses, the cars get at an angle on curbs, and the car just feels > > like > > > > I'm driving a car. GP3, on the other hand, feels like I'm driving a > > > > computer. This is with all aids off in both sims. In F12K, I really > > feel > > > > like I can throw the car around to the limit. In GP3, as I approach > the > > > > limit, I'm continually reminded that I'm driving a beautiful PC > > simulation. > > > > This is a gut feel that in large is reinforced by the FF effects and > > angle > > > > of attitude as experienced in F12K when driving over curbs. What do > F1 > > cars > > > > do to go faster at the limit than drive over curbs? Other FF effects > > are a > > > > little better in GP3. Winner F12K > > > > > > > > > > There are a few reasons contributing to this. The suspension in F1 2000 > > > seems to have way too much travel for a high downforce car, when in > > > reality the travel of the suspension is abut the same as the travel due > > > to the deformations of the tire. You can throw the car around because > > > the optimal slip angles are too large, so you can travel strongly > > > sideways (the attitude that you mention) and still be in the normal > > > operating regime of the tire. At the same time the inertia of the car is > > > way too high, which means all the response times are longer than they > > > should be, and throwing the car around is easy. > > > > > > It may feel great, but it's hardly realistic for an F1 car (but could be > > > very close to some other, more docile car). Luckily, thses parameters > > > can be tweaked, but then the AI, apart from the usual troubles it has, > > > seems to be unable to drive the cars, and even worse, the numerical > > > calculations become unstable for the AI as the timestep in those > > > calculations seems to be higher than for the player car. > > > > > > On the other hand, if you drive GP3 really hard, you will get very > > > lively responses. Set your differential to low, go into a slow corner > > > and play with the throttle. If that doesn't feel (and sound!) like > > > driving for real, nothing else does. > > > > > > And, if you have a steering wheel, do get rid of the speed sensitivity > > > if you have it enabled. It really kills the feel in any sim, and can be > > > the cause of lots of artificiality that some sims are accused of since > > > it may give an almost digital feel to a car. > > > > > > -Gregor > > > >teehole wrote:
Depends on what you mean by tire flex. In fact it is modelled in any sim
(F1 2000, GP3, GPL and so on) that models slip angles/ratios, as the
'slip' of the tire when not yet at the limit happens mostly not due to
the tire actually slipping but because the tire deforms under lateral
load.
If you apply lateral load to the tire while it is traveling forward the
bottom part of the tire that is in contact with the road will deform and
the tire will not move directly forward anymore but will 'sidestep'. The
higher the load the larger the angle between the orientation of the tire
and the actual direction of the travel, as long as the tire doesn't
loose adhesion and really starts to slide.
So, in a sense, any sim that models slip angles models tire flex as
well. However, after a discussion with the West Brothers at the High
Gear forums, they said they will go one step further from the simple
slip angle vs. force model, modelling the transient behaviour of the
tire deformation when the lateral loads are varying fast enough.
Also, in F1 2000, I do believe the bumps occur between the flat tiles by
which the road surface is modelled, I didn't encounter any bumps on
level terrain, only when there are gradient changes, as the inclination
of the track changes from one flat portion to the next. I am not really
sure that is how it is (I would really need to examine again), but it
did appear that way.
-Gregor
Quoted text (10 lines)
> > Tire-flex should be seen a bit though (not modeled in any sim?). > Suspension movement (if it was actually hooked into the above sims) > would flex maybe 20-40mm, hardly enough to notice. > > Again, similar to what you said, going from F12k to GP2, it feels > like I'm riding on some newly-paved black-top, it's just so dang > smooth. Although GP2 is still tough to keep those lap-times down, F12k > is very difficult too (at least for me it is......<g>). >On Wed, 30 Aug 2000 10:34:19 +0200, Gregor Veble
<[email hidden]> wrote:
>Depends on what you mean by tire flex. In fact it is modelled in any sim
>(F1 2000, GP3, GPL and so on) that models slip angles/ratios, as the
>'slip' of the tire when not yet at the limit happens mostly not due to
>the tire actually slipping but because the tire deforms under lateral
>load. -snip-
It may be modelled in sims, but I can't see any tire-flex, where a
tire actually changes shape under different loads.
Matt


































