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Rec.Autos.Simulators Archive

Papyrus Sims and the "2D Stick Model"

6 posts by 5 people · 22 Dec 1997 - 23 Dec 1997

Alis 22 Dec 1997#388656
Microsoft has been promoting CPR by referring to competing sims' vehicle dynamics models using the term "2D stick model." While Microsoft doesn't mention Papyrus specifically, it is clear that Papyrus sims are among the targets of this somewhat deprecating language. This terminology seems to have spread among sim fans, even those who, if they thought about it, would realize that it is misleading and inaccurate. I'll quote from a recent discussion on this newsgroup. A reader said: I responded: However. To further elaborate on the Papyrus vehicle dynamics models: While it is true that Papyrus' current sims (except for Software Allies' SODA) use a 2D physics model, it is completely untrue that they use a "car on a stick" model for the player's car (though it is true that they use such a model for the AI). Anyone that has actually driven a current Papyrus sim would never mistake this. Although the physics model is 2D (preventing the car from getting airborne), Papyrus did model weight transfer due to cornering, acceleration and braking, and separate aerodynamic downforce from the chassis, front wing or air dam and rear wing or spoiler. This all contributes to dynamic changes to the load applied to each tire, as well as the yaw, pitch and roll of the chassis. Not only is each tire modeled independently, but static and dynamic camber changes can cause uneven contact patches with the road, leading to uneven temperature across the surface of a single tire. These temperatures are calculated and reported to the user in real-time. Anyone with even a passing familiarity with setting up a race car will tell you that knowing the inside, middle and outside temperature of each tire is crucial to tuning the setup on a car. Outside of the racing tire companies, Papyrus' Dave Kaemmer is possibly the best in the world at modeling accurate tire coefficients. One only has to review his work, and the work of his peers, to see this. The result of the very sophisticated Papyrus vehicle dynamics model is a car which behaves uncannily like a real race car. Very subtle things happen at the limit of adhesion. For example, in Papyrus CART, it is possible to use the transient oversteer due to weight transfer during braking to rotate the car during turn-in, just as they teach you to do at the Skip Barber Racing School. During slow and medium-speed corners, with a good setup, I can use lift-throttle oversteer to "hook" the nose down and point the car in towards the apex. Another dramatic experience stands out in my mind. Almost eerily, I experienced the car "walking" up the banking in Papyrus CART at Milwaukee *before* I heard real drivers talking about this phenomenon in TV interviews at the race track! If you would like to read more about race car vehicle dynamics in racing simulations, please see my MS-CPR review at: http://www.simracing.com/~alison/sims/ [address restored] You might also like to read my Overview of Vehicle Dynamics, under Setup in the How To section. For extremely in-depth discussions of vehicle dynamics, see the 1993 edition of Paul Van Valkenburg's classic book, "Race Car Engineering and Mechanics", and the massive, 992-page "Race Car Vehicle Dynamics" by Milliken and Milliken. Both of these books are available from: Amazon Books at [link lost in import] Barnes & Noble at [link lost in import] Classic Motorbooks at 800/826-6600 Eagle Woman Remove the spam blocker NOSPAM to email me. http://www.simracing.com/~alison [address restored]
Simproje 22 Dec 1997#388658
Most likely referring to the shape of your head...I figure since you had absolutely nothing constructive to say, that you welcome any and all flames your way.
> Ok......so.....what is your point? Well, I think her point is that the Papy physics aint so bad as she first thought. And anyway, who cares. Great and informative post Alison :) One of the best reads I've had since on this NG.
John 22 Dec 1997#388660
As always my newsgroup server failed to post the original message that started this thread. Could some one email me the original post. I would like to read Alison's great and informative post. Thanks John >> Ok......so.....what is your point? > Well, I think her point is that the Papy physics aint so bad as she >first thought. And anyway, who cares. Great and informative post Alison >:) One of the best reads I've had since on this NG.
Alis 23 Dec 1997#388781
>> Ok......so.....what is your point? > Well, I think her point is that the Papy physics aint so bad as she >first thought. Uh, not exactly. My point is that I have *always* appreciated Papy's physics model because of its realism and the way it accurately evoked the sensations and behaviors I recall from racing real cars. I should also note that Papyrus deserves a great deal of congratulations and thanks for its superb optimization effort in making a sim that worked so well with the processing hardware that was available in the bad old days when ICR2 came out. OK, sim developers: take the best of what Papy knows and the best of what Ubisoft and Terminal Reality are bringing in, and give us paying customers the ultimate sim! [Editorial comment: my little brother Nate grabbed the keyboard and wrote the above two paragraphs. Mom! He's always bullying me! Bullied me into revising my original review, too. He even takes the best computer whenever we race! MoOOOoooommmmm! :-) ] I do not! Ooh! Thanks! Eagle Woman Remove the spam blocker NOSPAM to email me. http://www.nh.ultranet.com/~alison

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