Here is an easy solution for GPL steering difficulties for Papyrus to think
about:
When you are on a straight, the steering automatically goes to non-linear
and when you brake and enter a corner, the steering automatically goes to
linear.
You get the best of both worlds a controlled ride on the straights and
precision steering in the corners.
But then again, maybe that is too complicated to do. Any opinions?
Proposal for speed-sensitive steering linearity in GPL
Charles Mark proposed that GPL switch automatically between non-linear steering on straights and linear in corners, and others refined this into a 'reduce linearity with speed' option. Former Papyrus programmer Jim Sokolov explained that the old Papyrus controller code added no time lag for analog inputs. Participants agreed that non-linear steering only changes sensitivity around centre and is not a driving aid.
With Jim Sokolov (Papyrus)
Automated summary.
> Here is an easy solution for GPL steering difficulties for Papyrus
> to think about:
To any of the world's problems, there is clear, concise answer whose
only fault is that it's wrong. :-)
I think would be fairly frustrating to get used to.
Bunch of end cases to deal with: what about when the car is on a
short straight between two curves in opposite direction? Is this a
time for linear or non-linear steering? Same for a short curve between
two straights. I would expect that I could set the car up such that a
constant steering angle (with the wheel) would cause the car to
describe a constant arc through the turn. When it didn't, I'd be
surprised, and when I couldn't figure out why, frustrated, and when I
finally *did* figure out why, I'd be cursing! :-)
What about a short "straight" between two curves in the same direction
(thinking of a 1/3-1/2 mile oval here). The car would "feel" wrong as
you set the car up, and exited turn 1 on the throttle with a fixed
steering input.
Overall, IMO this is a worse solution than a "reduce with speed", and
if that's what you really want, the above proposal is:
a. more difficult to engineer, balance and playtest.
b. might be exactly what you asked for, but not what you want.
---Jim
Jim,
Could this be implemented as a "reduce linearity with speed" option?
I don't think it would feel as unreal that way... Any thoughts?
A. Renault
Antoine Renault wrote in >
Definitely, that way you could get the ease of going in a straight line
without losing the maximum lock to get yourself out of trouble.
Steve
Quoted text (11 lines)
> Here is an easy solution for GPL steering difficulties for Papyrus to think > about: > When you are on a straight, the steering automatically goes to non-linear > and when you brake and enter a corner, the steering automatically goes to > linear. > You get the best of both worlds a controlled ride on the straights and > precision steering in the corners. > But then again, maybe that is too complicated to do. Any opinions?Quoted text (10 lines)
>Antoine Renault wrote in > >>Jim, >>Could this be implemented as a "reduce linearity with speed" option? >>I don't think it would feel as unreal that way... Any thoughts? >>A. Renault >Definitely, that way you could get the ease of going in a straight line >without losing the maximum lock to get yourself out of trouble.Quoted text (13 lines)
> > Here is an easy solution for GPL steering difficulties for Papyrus to think > > about: > > When you are on a straight, the steering automatically goes to non-linear > > and when you brake and enter a corner, the steering automatically goes to > > linear. > > You get the best of both worlds a controlled ride on the straights and > > precision steering in the corners. > > But then again, maybe that is too complicated to do. Any opinions? > How about train tracks? Look Mum, no hands!% I'm not sure I'm interpreting you correctly, but you're not losing
% maximum lock with non-linear steering. 100% steering wheel deflection
% still translates to maximum wheel lock, same as with linear steering.
% It's just around the center that the steering wheel behaves less
% sensitive.
This is one of the areas where I noticed a marked difference between
linear and non-linear. As the exiting of a corner is where one needs to
get on the power, I find that the wheel takes alot longer to straighten
out coming out of the turns (in the non-linear setting) and thus one can
not accelerate as strongly with the wheels still turned. With the
non-linear settings the wheel does not straighten as fast or as
"smoothly" with a more linear setting.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Besides that fact that the steering is twitchy with a full linear
setting on the straights, I find that alot of this comes from not being
smooth with the accelerator. Due to the power of the Lotus, one really
needs to pay attention to easing on or off the accelerator. The other
factor that comes into play is you must pay extra attention to the car's
balance when coming out of a turn and onto the straight. If I have
the car properly balanced I don't find it too difficult to keep the car
straight. However, if I have the car just slightly off balance as I come
onto the straights, it is a handful to keep the car in a straight line.
This is one of the reasons I enjoy the physics of GPL, it isn't just a
point and squirt simulation, it's a total package.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
You're right, you're not interpreting me correctly :)
I meant that having a reduce maximum wheel lock with speed would be bad as
you couldn't get yourself out of trouble if it became necessary, but having
reduce linearity with speed option would help a lot of the people struggling
to get going in a straight line, without reducing the total lock for if it
was needed. (Personally I have no trouble going in a straight line, but
maybe if I was using a joystick I would?)
I'm not sure if that came out any better than before, but I tried :-)
Steve
>I'm not sure I'm interpreting you correctly, but you're not losing
>maximum lock with non-linear steering. 100% steering wheel deflection
>still translates to maximum wheel lock, same as with linear steering.
>It's just around the center that the steering wheel behaves less
>sensitive.
What I think is that some people think of a "reduce lock with speed"
while others think (myself included) of a "recude linearity with
speed". There is some confusion because I and others only use "reduce
with speed" when we're talking about it. Now a "reduce lock with
speed" option would really limit wheel lock while you're at full
speed, and that's not acceptable IMHO.
A. Renault
I agree.
I think too much emphasis is placed on modifying control setups. Moving
from sim to sim inveitability requires some degree of learning the feel of
the controls, and you need to invest the time to get to grips with it.
For me the GPL demo has reinforced how much lap times come down with
practice rather than constantly changing setups or controller settings.
With just one slider to adjust I quickly settled to one I felt provided
adequate control for corners and straights and left it there.
After practice the times have steadily come down (still 2 secs off Mr
Mansell though).
I know I couldn't have resisted changing the setups or controller settings
if they had been available, because I wanted to blame the ill-handling car
- not my driving ability.
Now I'm sure with changes to the setup I could further reduce my times, but
I'm convinced I wouldn't have invested enough time exploring driving
technique compared to fixing it in the garage.
The GPL demo has changed my approach to car setups to put a lot more time
in to driving than tweaking.
Cheers
Tony
> I think too much emphasis is placed on modifying control setups. Moving
> from sim to sim inveitability requires some degree of learning the feel of
> the controls, and you need to invest the time to get to grips with it.
Exactly! I look at different sims as being the same as jumping into a
different car in real life.
Ditto!
This is exactly what some others need to do. It's hard enough to get
good at GPL without constantly changing the linearity and thus the feel
of the whole thing.
Yes! The good thing about hotlapping with the GPL demo is that you
know everyone is on the same playing field (cheating aside but that
seems non existant at this point) and you can compare yourself very well
to other drivers rather than wondering if your/their setup is
inferior/superior. Great to see a post I agree with 100% :))
Which is I think what GP2 does and it makes places like the tunnel at monaco
trickier than they need to be due to the lack of lock. Reduce linearity with
speed would help out anyone not drivng with a very high quality wheel, as
not everyone cen afford these.
Steve
Maybe I'm misunderstanding your use of the word "fast". Could you
clarify
exactly what you mean here?
You seem to be saying that the steering angle of the wheels is somehow
disconnected from the position that the steering wheel controller is at,
and that the wheels don't come back to center as quickly, even though
the steering wheel is centered. Are you saying that there is a lag
between the control input and the steering movement of the front wheels
on a non-linear setting? Or, are you just saying that it takes longer
to physically move the wheel (because of the less sensitive steering on
non-linear)?
Thanks,
--
Pat Dotson
IMPACT Motorsports
% > This is one of the areas where I noticed a marked difference between
% > linear and non-linear. As the exiting of a corner is where one needs to
% > get on the power, I find that the wheel takes alot longer to straighten
% > out coming out of the turns (in the non-linear setting) and thus one can
% > not accelerate as strongly with the wheels still turned. With the
% > non-linear settings the wheel does not straighten as fast or as
% > "smoothly" with a more linear setting.
% Maybe I'm misunderstanding your use of the word "fast". Could you
% clarify
% exactly what you mean here?
It seems that there is a lag between the "angles" of the tire deflection
in comparison to the wheel movement in the non-linear settings. One
doesn't have the fine degree of movement. I notice this most coming out
of the long turn. With a full non-linear setting I can't make the
smooth straightening I exiting the turn. As I straighten the steering,
there are points where the wheels are not responding. There fore I
can't get on the throttle as soon and hard as I am with linear steering.
Try just moving slowly down the track and turn the wheels. With full
non-linear settings, there seems to be points while turning the steering
wheel that the wheels don't respond. There seem to be numerous
dead-zones in the turning radius. This is were the "not straightening
as fast or as smoothly" comes in. Try this with full non-linear and
then full linear to see the difference.
% You seem to be saying that the steering angle of the wheels is somehow
% disconnected from the position that the steering wheel controller is at,
% and that the wheels don't come back to center as quickly, even though
% the steering wheel is centered. Are you saying that there is a lag
% between the control input and the steering movement of the front wheels
% on a non-linear setting? Or, are you just saying that it takes longer
% to physically move the wheel (because of the less sensitive steering on
% non-linear)?
I think I mean the former (lag between controller input and steering
movement). The usual approach to cornering is to achieve maximum
acceleration on the exits of the turns. I've found that a non-linear
setting slows me down (both in the entrance and exit, but mostly in
the exit).
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Quoted text (14 lines)
> % You seem to be saying that the steering angle of the wheels is somehow > % disconnected from the position that the steering wheel controller is at, > % and that the wheels don't come back to center as quickly, even though > % the steering wheel is centered. Are you saying that there is a lag > % between the control input and the steering movement of the front wheels > % on a non-linear setting? Or, are you just saying that it takes longer > % to physically move the wheel (because of the less sensitive steering on > % non-linear)? > I think I mean the former (lag between controller input and steering > movement). The usual approach to cornering is to achieve maximum > acceleration on the exits of the turns. I've found that a non-linear > setting slows me down (both in the entrance and exit, but mostly in > the exit).> Could someone who really knows please comment on what effect the non-
> linear steering setting actually has? Does it really introduce a lag
> in the steering response?
I can assure you that the old (ICR1->N2) controller code did not
introduce a time lag (low-pass filter really) between input and
physics sim when used with analog inputs (the keyboard of course did
have low pass filtering :-) ).
I can presume that the new controller code is similar in effect. The
guiding principle at Papyrus is to let the human drive the damn car,
not concoct fancy-pants computer-assistance mechanisms to make it
overly EASY, but to put the human in control... This, coupled with the
knowledge that the old code didn't implies that new code probably
doesn't.
---Jim
Quoted text (20 lines)
> > % You seem to be saying that the steering angle of the wheels is somehow > > % disconnected from the position that the steering wheel controller is at, > > % and that the wheels don't come back to center as quickly, even though > > % the steering wheel is centered. Are you saying that there is a lag > > % between the control input and the steering movement of the front wheels > > % on a non-linear setting? Or, are you just saying that it takes longer > > % to physically move the wheel (because of the less sensitive steering on > > % non-linear)? > > I think I mean the former (lag between controller input and steering > > movement). The usual approach to cornering is to achieve maximum > > acceleration on the exits of the turns. I've found that a non-linear > > setting slows me down (both in the entrance and exit, but mostly in > > the exit). > Papyrus, > Could someone who really knows please comment on what effect the non- > linear steering setting actually has? Does it really introduce a lag > in the steering response?Quoted text (11 lines)
> I can assure you that the old (ICR1->N2) controller code did not > introduce a time lag (low-pass filter really) between input and > physics sim when used with analog inputs (the keyboard of course did > have low pass filtering :-) ). > I can presume that the new controller code is similar in effect. The > guiding principle at Papyrus is to let the human drive the damn car, > not concoct fancy-pants computer-assistance mechanisms to make it > overly EASY, but to put the human in control... This, coupled with the > knowledge that the old code didn't implies that new code probably > doesn't.% > Could someone who really knows please comment on what effect the non-
% > linear steering setting actually has? Does it really introduce a lag
% > in the steering response?
Lag probably is not the right word. Lack of precision is more accurate
(at least from my prespective). With linear, each movement of the wheel
(or input device) translates to a similar movement of the steering
mechanism on the car. From what I have observed with full non-linear,
there are "stages" that the steering mechanism turns in response to the
"angle" of the input device. This induces a "lag" when compared to a
full linear setting. Of course this is based on my observations of the
car's behavior on the track at slow speeds and not by observing the
actual code of the program.
% I can assure you that the old (ICR1->N2) controller code did not
% introduce a time lag (low-pass filter really) between input and
% physics sim when used with analog inputs (the keyboard of course did
% have low pass filtering :-) ).
% I can presume that the new controller code is similar in effect. The
% guiding principle at Papyrus is to let the human drive the damn car,
% not concoct fancy-pants computer-assistance mechanisms to make it
% overly EASY, but to put the human in control... This, coupled with the
% knowledge that the old code didn't implies that new code probably
% doesn't.
% ---Jim
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
> That's good to hear. Non-linear steering is a good thing to use as
> long as the steering response is consistent, and I don't think it
> impacts the realism of the experience. I wouldn't really even call
> it a driving aid.
I agree [that it is not a driving aid], and I would imagine that most
people who gave it a moment's thought would also agree.
---Jim
Quoted text (17 lines)
> > Could someone who really knows please comment on what effect the non- > > linear steering setting actually has? Does it really introduce a lag > > in the steering response? > I can assure you that the old (ICR1->N2) controller code did not > introduce a time lag (low-pass filter really) between input and > physics sim when used with analog inputs (the keyboard of course did > have low pass filtering :-) ). > I can presume that the new controller code is similar in effect. The > guiding principle at Papyrus is to let the human drive the damn car, > not concoct fancy-pants computer-assistance mechanisms to make it > overly EASY, but to put the human in control... This, coupled with the > knowledge that the old code didn't implies that new code probably > doesn't. > ---JimQuoted text (11 lines)
> I believe the difference between linear and nonlinear steering can be > described as follows: With linear steering, for every X degrees of > steering you turn the wheel (around 16), you get 1 degree of angle at > the wheel - pretty much a straight line graph. Whereas with non-linear > steering, around zero the conversion starts at 16 degree/degree but > changes > monotonically as your steering angle change so that at around 600 degree > of > steering angle, the conversion might be 10 degreee/degree. At least this > is > how it works for a passenger car steering system.I'd go along with that Byron.
Tony
> I'd say it is simply that linear is just that ie linear - meaning
> that steering wheel deflection is directly proportional to front wheel
> angle. Non linear is an exponential, logarithmic or whatever type of
> thing. The end result is that NL is less sensitive/more accurate about
> centre and more sensitive/less accurate at the extremes.
Playing the part of an engineer pedant, replace "accurate" with
"precise" and I concur completely...
---Jim


































