Please people, read this carefully if you want to help.
First let me explain what my real problem is:
When I set my steering wheel to fully linear, I'm having troubles
keeping the car on a straight line when I'm at full speed. I really
like the responsiveness of the steering when I'm in curves, so I wish
to keep my settings to fully linear on those occasions. Unfortunately
this is not possible because of the behavior on straights, cause when
you're braking at the end of a straight you want your car to be as
stable as possible or else you'll find yourself upside down in no
time. I believe most people understand my problem at this point.
So to all people that want me to move the "linear/non-linear" either
way I would like to say this: There is nothing wrong with linear
steering. I like linear steering. I've tried many other positions
and linear fits me the best. What I'm saying is speed should affect
the ease with wich you're steering the car. The faster you go, the
heavier the steering wheel becomes. I really don't think that's
unrealistic.
Now to the people who say "You may have low FPS" I say no. My system
performs very well with GPL, I'd estimate my frame rate to be about
25-30 FPS, reminds me of rendition ICR2. Anyway the problem remains
even if I remove every graphic detail, so there's not point.
To those who argue that the cars really behave that way I'd like to
explain how I don't think it does. Have you ever noticed, when you're
at speed on a highway, that the car shows resistance when you try to
steer from one side to the other (you can feel it even more if you
don't have power-steering)? The inertia of the car will create forces
that fight any change in its speed vector. So if you'd apply a small
correction on the wheel the car wouldn't be as responsive as when
you're running say 30 mph, because of the relationship between inertia
and speed. Can you feel this in GPL? I'd say we can feel it but to a
much lesser extent. When you're in a real car you can visualize it by
the way the car behaves and you can also feel the Gs while changing
direction. I don't think the guys at Papy missed completely on that
issue. Now some of you will argue that Papy models it perfectly, but
I don't think that's the case, the effect seems to faint IMHO. At
full speed on straights any small correction to the steering wheel
causes a change in direction that has too much magnitude in my
opinion. Even if they have done it right don't you agree that the
physical part would still be missing? The program HAS to compensate
for that. That's of course if you agree that a simulation shouldn't
only try to recreate visual effects.
For those who are dying to tell me that such an option would make the
game arcadish, well let me put it simply: I don't really care, and
I'm sure Sierra doesn't either. What's important is that as many
people as possible have the opportunity to enjoy the game. Maybe to
some "elite" here realism might be the only valid goal. Maybe you're
convinced that I just can't drive a realistic sim and that I should go
back to the "arcadish" GP2. But don't forget we're not all as well
equipped as you are. Of course, if I had more money I'd buy a TSW
today, but it's simply not the case. I need to be able to play with
what I have at hand, and that's a TM GP1 wich is not that bad anyway.
And for what it's worth, I think steering really becomes harder as
speed increases so no loss on the realism of the game.
Bottomline: If you can help me with my problem then please do so, but
stop telling me to play with the linearity slider or to cut on graphic
details and don't bother telling me that if I can't drive the sim the
way it is it's all because I'm a bad driver cause this sim is the best
thing since sliced bread. This doesn't help me a bit and it also
bothers many other people.
Sorry if I offended anyone, it wasn't the purpose of this post.
A. Renault
GPL straight-line steering problems and calls for driving aids
Antoine Renault described trouble keeping the GPL demo straight with fully linear steering on a Thrustmaster GP-1 and asked for a reduce-with-speed option. Others blamed the wheel's limited lock and hand paddles, and argued over whether Papyrus should add aids for casual buyers or keep the sim hardcore. A novice later reported big improvements after reading track guides and practising.
Automated summary.
Quoted text (70 lines)
> Please people, read this carefully if you want to help. > First let me explain what my real problem is: > When I set my steering wheel to fully linear, I'm having troubles > keeping the car on a straight line when I'm at full speed. I really > like the responsiveness of the steering when I'm in curves, so I wish > to keep my settings to fully linear on those occasions. Unfortunately > this is not possible because of the behavior on straights, cause when > you're braking at the end of a straight you want your car to be as > stable as possible or else you'll find yourself upside down in no > time. I believe most people understand my problem at this point. > So to all people that want me to move the "linear/non-linear" either > way I would like to say this: There is nothing wrong with linear > steering. I like linear steering. I've tried many other positions > and linear fits me the best. What I'm saying is speed should affect > the ease with wich you're steering the car. The faster you go, the > heavier the steering wheel becomes. I really don't think that's > unrealistic. > Now to the people who say "You may have low FPS" I say no. My system > performs very well with GPL, I'd estimate my frame rate to be about > 25-30 FPS, reminds me of rendition ICR2. Anyway the problem remains > even if I remove every graphic detail, so there's not point. > To those who argue that the cars really behave that way I'd like to > explain how I don't think it does. Have you ever noticed, when you're > at speed on a highway, that the car shows resistance when you try to > steer from one side to the other (you can feel it even more if you > don't have power-steering)? The inertia of the car will create forces > that fight any change in its speed vector. So if you'd apply a small > correction on the wheel the car wouldn't be as responsive as when > you're running say 30 mph, because of the relationship between inertia > and speed. Can you feel this in GPL? I'd say we can feel it but to a > much lesser extent. When you're in a real car you can visualize it by > the way the car behaves and you can also feel the Gs while changing > direction. I don't think the guys at Papy missed completely on that > issue. Now some of you will argue that Papy models it perfectly, but > I don't think that's the case, the effect seems to faint IMHO. At > full speed on straights any small correction to the steering wheel > causes a change in direction that has too much magnitude in my > opinion. Even if they have done it right don't you agree that the > physical part would still be missing? The program HAS to compensate > for that. That's of course if you agree that a simulation shouldn't > only try to recreate visual effects. > For those who are dying to tell me that such an option would make the > game arcadish, well let me put it simply: I don't really care, and > I'm sure Sierra doesn't either. What's important is that as many > people as possible have the opportunity to enjoy the game. Maybe to > some "elite" here realism might be the only valid goal. Maybe you're > convinced that I just can't drive a realistic sim and that I should go > back to the "arcadish" GP2. But don't forget we're not all as well > equipped as you are. Of course, if I had more money I'd buy a TSW > today, but it's simply not the case. I need to be able to play with > what I have at hand, and that's a TM GP1 wich is not that bad anyway. > And for what it's worth, I think steering really becomes harder as > speed increases so no loss on the realism of the game. > Bottomline: If you can help me with my problem then please do so, but > stop telling me to play with the linearity slider or to cut on graphic > details and don't bother telling me that if I can't drive the sim the > way it is it's all because I'm a bad driver cause this sim is the best > thing since sliced bread. This doesn't help me a bit and it also > bothers many other people. > Sorry if I offended anyone, it wasn't the purpose of this post. > A. Renault>The GP1 wheels only have some 180 degrees of rotation if I`m not
>mistaken, this can be increased to about 270 degrees by opening the case
>and removing some stops giving you the same as the T2`s and Pro`s, more
>or less. I have not done this myself, but someone else posted here that
>he done this so I guess it can be done
Thanks for your ideas. I was aware that I could increase to 270, but
there's one problem though... What about the paddles? It becomes
really hard for me to control acceleration and braking when I'm over
the 180 limit... And you know how this damn car behaves while it's
turning, you've gotta be gentle with the accelerator!!!
Anyway, this idea was worth being said, maybe it can help people who
use pedals instead of the paddles.
About the ACM game card, I thought of that but I'm not rich enough at
this time. Anyway I really think that there are other solutions, or
else Papy will most certainly have to bundle the game with a gamecard!
I mean, I'm sure there are plenty of steering devices that are even
more crappy than my GP1.
About that linearity slider well... I've tried so much different
positions (to no avail) that I don't think this alone would be of any
help.
Thanks for your time, I appreciate it!
A. Renault
> Thanks for your ideas. I was aware that I could increase to 270, but
> there's one problem though... What about the paddles? It becomes
> really hard for me to control acceleration and braking when I'm over
> the 180 limit... And you know how this damn car behaves while it's
> turning, you've gotta be gentle with the accelerator!!!
This is very true, however having more lock doesn`t meen you have to use
it, I rearly use full lock, but the extra movement of the wheel should
make it less twitchy in the center
The GP1 is not a crappy wheel, I used one myself for over a year (with
CH pedals though) and then passed it on to my brother who really likes
it, I liked the wheel itself more than the T2 wheels actually
As for a gamecard or not, if you can lower the speed of your ISA bus in
the BIOS/setup of your machine, maybe that will work, never done it but
it should do much the same, I`m sure there are some techwiz guys here
who knows the answer to this :-)
I aim to please :-)
Beers and cheers
(uncle) Goy
UncleGoy on TEN
Quoted text (11 lines)
> >The GP1 wheels only have some 180 degrees of rotation if I`m not > >mistaken, this can be increased to about 270 degrees by opening the case > >and removing some stops giving you the same as the T2`s and Pro`s, more > >or less. I have not done this myself, but someone else posted here that > >he done this so I guess it can be done > Thanks for your ideas. I was aware that I could increase to 270, but > there's one problem though... What about the paddles? It becomes > really hard for me to control acceleration and braking when I'm over > the 180 limit... And you know how this damn car behaves while it's > turning, you've gotta be gentle with the accelerator!!!On Tue, 21 Apr 1998 10:54:28 +0200, Ronald Stoehr
>I'm quite sure, part of your problem could be just that: you're using
>your hands for the wheel, gas and brake. I have a TM GP1 too and used
>the pedals only once for gas and brake. I just couldn't steer correctly
>at the same time. Do yourself a favour and spend the 50 bucks for some
>CH Pedals.
Then how come I can drive accurately in other sims? I have good hand
coordination (I play guitar) and it never bothered me before...
Strange...
<weird exit music>
The outer limits - Please stand by...
A. Renault
David Kaemmer may care though ;-)
Why? OK, I'm deliberately going to be 'elitist' here, but there are now
plenty of sims that cater for the less hard core simmer. Why should an
attempt to produce a very realistic sim be watered down to make it more
suitable for the masses? Keeping it highly realistic will mean it is less
profitable but is that really a *bad* thing?
Diversity is allowed to exist in most marketplaces, but apparently in the
'game' (sic) world, if a product doesn't cater for the lowest common
denominator then it is somehow 'wrong'.
That said, I'm not particularly bothered about introducing extra
configurability into the control options. 'Reduce with speed' is an
excellent compromise to simulate how steering changes with speed IRL. If
people really want null zones then fine.
At the end of the day some people will have no trouble driving a
realistic sim and some will always do so - whatever control system they
use. As an example, look at Mike Laskey who is one of the quickest sim
drivers I know of - and he only ever uses a joystick...
Just because you are having problems doesn't mean that you are a 'bad
driver' but it *may* mean that you are doing something fundamentally
wrong without realising it. The previous generation of sims can
inadvertently teach some bad driving habits and some of them can be hard
to unlearn. If you would like to send me a replay of one or two of your
typical laps then I would be happy to take a look at it and see if I can
spot anything obvious.
Here's a tip for driving on the straights with linear settings. Try to
avoid looking at the track immediately ahead of the car - focus on a
point on the horizon or better still your next braking point. If I look
at the track near the car and think about trying to keep the car straight
then I wobble all over the place as I conciously try and correct the car.
But if I focus far away (and better yet, forget about the car all
together!) it is easy to keep in a straight line. It just happens <g>
Also, when braking for corners do as little as possible that will upset
the balance of the car. Ease off the throttle as smoothly as possible and
only when fully off the throttle, apply the brakes as smoothly as
possible. To start with this will take time, so start the braking process
earlier. Only speed up the process when you are 100% confident.
Cheers,
Richard
I have two colleagues who are using the T/master Grand Prix wheel with the
PADDLES (not "pedals") and they both have co-ordination problems with GPL.
On the other hand, I have a T1 and a friend has a T2, WITH CONVENTIONAL
GEARSTICK AND PEDAL ARRANGEMENT. Neither of us have any hassles at all
with the steering setup/adjustment in the GPL demo.
As a matter of interest........what steering/pedal system are the Papyrus
team using? I'll bet my left testicle that they are not using
wheel-mounted paddles for acceleration/braking.
--
Regards,
Bruce.
GP Legends Historic Motor Racing Club is at:-
http://www.netspeed.com.au/brucek/legends/
Your opinion is noted. Although we don't agree, your idea makes
sense. I guess I could set the steering to non-linear (or somewhere
in between) and get used to it. The only problem is I want to set the
damn thing to fully linear, wich is the only setting that feels really
right. But when racing at full speed on straights I have a hard time
controlling the car. My point is that I'm absolutely sure that a
racecar is not that hard to keep on a straight line in real life. I
don't race (except karts!) but one of my friends raced in CASCAR
(canadian equivalent to NASCAR) and he agrees that the cars in papy's
sims are too twitchy on straights. I may be wrong but I believe him.
A. Renault
>David Kaemmer may care though ;-)
Yeah but David Kamer also cares about his job! ;o)
Ok, I'll put it otherwise. Some people say that introducing a "reduce
with speed" slider will make the sim unrealistic. I don't agree. I
don't really see how this can be called a driving-help since I believe
a car really becomes harder to steer when you're at full speed. So
that's why I don't really care if poeple claim it will make the sim
unrealistic. I will only make it more enjoyable for a wider range of
consumers.
Well that's only if you want your company to be there when the next
generation product gets out.
I'm not for a null zone (although I don't care if there is one, I'll
simply turn it off). I'm glad to see that you can live with a "reduce
with speed" option included in the game. Some people claim they
can't, and I still can't figure out why.
Agreed.
Just give me you e-mail and I'll send it to you. Heck, I'll use any
advice I can get! These cars really give a guy a wild ride!
I already knew that but thanks anyway. I think my problem resides
more in the fact that I drive a car each day and it never behaves the
way Papy's cars do. I usually have less acute responses at high speed
than I do at low speeds. And before anyone asks, of course my car
doesn't have power steering... Ok, a Honda Civic DX doesn't qualify
as a racecar, but I wonder how much difference there is between that
and an old 67 Lotus GP car... No aerodynamics, overpowered
rear-engine... Just kidding...
Ok, I know I can't steer much while under heavy braking, but my
problem is that in order to keep your wheels straight while braking
your car must not point to any side of the road, i.e. you have to be
where you want to be and go where you want to go before you start
braking. That's what I haven't been unable to do consistently.
Thanks a lot for answerring my post!
A. Renault
Enough with that left testicule ***! I'll bet my left nut some
people have no left nut left to bet! (Uuuh, that sounds awkward! And
painful! Ouuuuh...)
A. Renault
Quoted text (8 lines)
> I'm quite sure, part of your problem could be just that: you're using > your hands for the wheel, gas and brake. I have a TM GP1 too and used > the pedals only once for gas and brake. I just couldn't steer correctly > at the same time. Do yourself a favour and spend the 50 bucks for some > CH Pedals. > ...and if we're lucky, the wheel pedals can be used for gear shifting in > the final GPL product... ;^)>>David Kaemmer may care though ;-)
>Yeah but David Kamer also cares about his job! ;o)
Aaaaargh!!! I mean... Kaemmer!!! I knew it was Kaemmer, but I wrote
Kamer instead... Worst of all there it was, two lines before,
correctly spelled! Was I on ***? ***? McDonalds? TV?
Someone smack me on the head with a telephone pole!
A. Renault
Great advice. Sooner or later you have to stop fiddling and start driving!
Andrew McP
What sort of coordination problems are they having?
I'm having a ball with my GP1, only thing is I have to run GPL in
software mode, which takes away quite a bit of the fun. But its the
lack of smooth graphics holding my times back, not my wheel!
--
Nathan Wong http://www.nectar.com.au/~alfacors
- Super Touring - Alfa Romeo -
- V8Supercars - CART -
Antoine Renault wrote :
>>>David Kaemmer may care though ;-)
>>Yeah but David Kamer also cares about his job! ;o)
>Aaaaargh!!! I mean... Kaemmer!!! I knew it was Kaemmer, but I wrote
>Kamer instead...
Au moins (errr At least),
You didn't wrote Kramer !
<insert Seinfeld music>
Fran?ois Mnard
Official NROS lapper
Note that this is a non-official .sig file 'cause I am reworking on it.
Quoted text (19 lines)
> >My advise to Antoine is to set the lin slider in the > >middle somewhere and just get used to it. The more you move it around > >the longer it will take you to get comfortable with it and the more > >confused and frustrated you will be. All I can say is set it to the best > >position for you now and then leave it alone unless it becomes obvious > >at a later time that it would be better set somewhere else. > Your opinion is noted. Although we don't agree, your idea makes > sense. I guess I could set the steering to non-linear (or somewhere > in between) and get used to it. The only problem is I want to set the > damn thing to fully linear, wich is the only setting that feels really > right. But when racing at full speed on straights I have a hard time > controlling the car. My point is that I'm absolutely sure that a > racecar is not that hard to keep on a straight line in real life. I > don't race (except karts!) but one of my friends raced in CASCAR > (canadian equivalent to NASCAR) and he agrees that the cars in papy's > sims are too twitchy on straights. I may be wrong but I believe him. > A. Renault> >Diversity is allowed to exist in most marketplaces, but apparently in the
> >'game' (sic) world, if a product doesn't cater for the lowest common
> >denominator then it is somehow 'wrong'.
> Well that's only if you want your company to be there when the next
> generation product gets out.
Think about this. Racing sims have been around for a while now and
MANY people have highly developed skills. Unskilled drivers can aquire
skill and get up to standard but skilled drivers would not bother with a
sim that offers little and less challenge. A skilled driver cannot de
evolve to enjoy a sim that is relatively arcade! So the standard/realism
MUST continue to increase or sales will decrease for sure and a whole
bunch of sim racers would wait till a good sim arrived and go and play
with flight sims, etc in the meantime.
Antoine, are you trying to say that there is NO reduce with speed
built into GPL? I assure you there is! Maybe not enough for your liking
but it is there.
Quoted text (8 lines)
>>What's important is that as many >>people as possible have the opportunity to enjoy the game. >Why? OK, I'm deliberately going to be 'elitist' here, but there are now >plenty of sims that cater for the less hard core simmer. Why should an >attempt to produce a very realistic sim be watered down to make it more >suitable for the masses? Keeping it highly realistic will mean it is less >profitable but is that really a *bad* thing?<snip>
% I expect the final game to have a wide variety of help options which
% all will be coupled with tiny performance penalties, just like the
% auto shift and ABS options in the demo. This way, the fastest guys
% will still be driving without helps.
I actually expect them to even have an arcade mode ala NASCAR2. There
is no harm in including such an option and it will broaden the market
value of the product. Besides, some poor sucker may get bitten by the
program and eventually move up to non-arcade mode. Maybe that's what
everyone is afraid of, one more hot-shot simmer to compete against. <G>
<snip>
% Making computer games is a lot like the Hollywood movie industry. Box
% office is most important, and the price per ticket is more or less
% fixed. If the movie happens to become a classic work of art, so much
% the better. I'd prefer to see GPL become the "Pulp Fiction" of
% autosims, not the "Heaven's Gate". :)
Ouch, that hurts! While I enjoyed Pulp Fiction alot, I felt that
Heaven's Gate was a much better work of art than Pulp Fiction. But,
maybe that's what you are referring to here. You would rather see GPL
reach a wider audience? The nice thing about software is that one can
make it configurable to the users taste. I certainly don't want Papy to
remove the art, but I too would like to see more people enjoy such a
fine product as GPL.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
I'm using an old (and much abused) T2 and after finding a linear/non-linear
balance that I feel comfortable with I have no problems. I may not be that
fast (1:11.20) but I can control the car okay, (well, most of the time ;-)
You should know that I haven't played GPL for a week now, so I don't think
1:10/1:09 is out of my reach (I hope!!). I found I needed to race against
other cars/drivers again. I don't think I'd be happy with just a testing
contract, I enjoy racing far more.
Anyway, if I can lap in under 1:11 then it can't be that tough, as long as
you have the right equipment.
My understanding of wheel mounted paddles is that they are on/off switches
not analog devices that the brake, throttle should be. They should be
great for gear changes though.
Alan
GPL *is* the 'next generation product' <g> The key really though is
whether there is a big enough marketplace. It doesn't have to reach the
maximum number of consumers, just enough to be comfortably profitable.
With the right marketing a highly realistic sim could probably find
enough of a core market simply amongst ex-racers and would be racers.
Since the cost of a top end PC and wheel/pedals is significantly less
than buying and running a race car, decent equipment may not be too much
of a barrier. The biggest hurdle will be getting them to believe that
it's worth trying <g>
No, nor can I. If the sim can support non-linear steering and brake and
throttle help then extra configurability in the control department is a
no brainer IMHO.
is valid and will get to me <g>
Actually at turns 6 and 8 it's best to brake diagonally across the road
towards the apex - that way when you start the turn in the camber is
working in your favour rather than against you!
I'm increasingly finding that I *can* brake into the corners, steer
whilst braking, etc. It's not really the best thing to do but it's very
useful when the car is already in trouble <g>
Cheers,
Richard
>My understanding of wheel mounted paddles is that they are on/off switches
>not analog devices that the brake, throttle should be. They should be
>great for gear changes though.
>Alan
The paddles are pots mounted in the wheel. I found the wheel to be a
great value at $39.95 on sale at CompUSA a couple of months ago. My
lap times on GPL are close to some of the fastest posted. Also you
are not locked into a rigid seating postion for long runs as you would
be with floor pedals.
Well... Might be because F1 cars don't roll as much as those in GPL!
I guess you're right. But I still think it shouldn't upset the car as
much as it does... I'm sure many will agree when we'll (finally) be
able to race against CC. Some people (myself included) will have a
hard time not touching other cars while passing on straights if the
car is so unstable that it won't hold a straight line. It has to be
unstable, but not to that degree IMHO...
A. Renault
Ok, I get your point. But even if realism increases, they still have
to include options that will help the new/casual user to get those
skills. They have to keep in touch with their current customers, but
at the same time they have to reach out to new customers.
Non that's not what I'm saying. What I'm saying is that it should be
adjustable, or at least have a more significant effect on steering (by
my standards anyway - I don't expect you or anyone to agree on this
one, that's why an adjustable feature is what I'm asking for).
A. Renault
says...
I just cannot become accustomed to accelerating and braking with hand-
operated levers. I've tried this wheel, but for me it is useless and I
think that is where my two mates are at.....they really need a
conventional arrangement.
It's a matter of what the individual prefers, of course.
--
Regards,
---
Bruce.
The Grand Prix Legends Historic Motor Racing Club:-
http://www.netspeed.com.au/brucek/legends/
No....they are actual potentiometers in this case.
I....and others I know....just find this type of arrangement difficult,
if not impossible, to come to terms with. The act of
braking/accelerating whilst using hand-operated levers just doesn't come
naturally.
--
Regards,
---
Bruce.
The Grand Prix Legends Historic Motor Racing Club:-
http://www.netspeed.com.au/brucek/legends/
Actually, since his knowledge of driving sims is likely to be pretty
small, he'll suggest flashier graphics....
....sort of like the SODA situation really <g>
It all depends on how they are done. I don't mind anything that merely
pre-processes the driver's input in a defined manner (so reduce with
speed is fine in my book), and obviously non-performance enhancing aids
(such as Papy's implementation of braking help) are fine. But I draw the
line at abominations like GP2's opposite lock. That one help effectively
killed off most interest in GP2 by hard core sim fans - at least those
that wanted to compete in leagues.
If the games industry is truely comparable to the Hollywood movie
industry then I think it's time to start looking for another hobby ;-)
Thankfully I think a lot of games producers have considerably more
integrity than can be found anywhere near Hollywood and the attitude is
more one of 'produce a classic and the sales will be high' than 'produce
something for the mass market and kid everyone that it is a classic'.
Cheers,
Richard
Quoted text (18 lines)
> > As has been mentioned by others, it is a matter of how good the wheel > >is as to whether it will allow you to run in linear mode. Running in NL > >with all Papy sims I have NEVER had any problems at all - particularly > >in a straight line. Also, as I have mentioned before, body roll and > >weight transfer are a significant part of Papy sims and it takes a > >little anticipation of the weight transfer, when exiting corners, to > >keep the car dead straight. Once again, it's a matter of what you are > >accustomed to. GP2 and F1RS seem to have little or no body roll > >modelling at all. > Well... Might be because F1 cars don't roll as much as those in GPL! > I guess you're right. But I still think it shouldn't upset the car as > much as it does... I'm sure many will agree when we'll (finally) be > able to race against CC. Some people (myself included) will have a > hard time not touching other cars while passing on straights if the > car is so unstable that it won't hold a straight line. It has to be > unstable, but not to that degree IMHO...Quoted text (8 lines)
> >MUST continue to increase or sales will decrease for sure and a whole > >bunch of sim racers would wait till a good sim arrived and go and play > >with flight sims, etc in the meantime. > Ok, I get your point. But even if realism increases, they still have > to include options that will help the new/casual user to get those > skills. They have to keep in touch with their current customers, but > at the same time they have to reach out to new customers.> I don't think, however, that GPL needs to be "watered down" to suit
> "the masses". The nice thing about help *options* is that you can turn
> them off - the sim car you're driving won't feature opposite lock help
> or auto braking, the car for the casual gamer will. And everybody will
> be happy. (BTW, I don't see "reduce with speed" as a driving aid in
> this context.)
Don't you think GPL is already easy enough with all aids in a GP3
Brabham?
: About that linearity slider well... I've tried so much different
: positions (to no avail) that I don't think this alone would be of any
: help.
:
Personally, I feel that unless one has a force-feedback wheel (and even some
kind of force simulator), a kind of "reduce linearity with speed", or something
similar is justifiable. When I'm driving (a real car) the resistance of the
wheel to my movements is a pretty good indicator of how close to the cornering
limit I am. As one approaches the limit, the wheel becomes progressively
stiffer, until suddenly it becomes limp when the car starts sliding. I think
your comments about a real car resisting changes in direction at speed are
valid.
Ryan
Yes of course these options are nice, but I prefer the "slider"
approach as you can move more progressively towards realism. As you
already know the learning curve is pretty steep in GPL!
A. Renault
% > Well, they do have throttle and braking help and auto gears. Not to
% >mention the very easy in comparison GP3's. What else could they have? I
% >would imagine a novice could lap fairly consistantly in a GP3 Brabham
% >with all aids. Hard to say of course if your far from being a novice.
% Yes of course these options are nice, but I prefer the "slider"
% approach as you can move more progressively towards realism. As you
% already know the learning curve is pretty steep in GPL!
I know most of the racket has been about the steering sensitivity.
However, I have a big problem with the sensitivity of the brakes. I
find that just the slightest amount of pressure and they are ready to
lock. I still have plenty of travel left in my brake pedal and would
like to see a "slider" setting that will allow me to use more of this
travel. It seems that with GPL the brakes are in full lock mode with
less than 40% of brake travel. Is this realistic?
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Quoted text (13 lines)
>> >MUST continue to increase or sales will decrease for sure and a whole >> >bunch of sim racers would wait till a good sim arrived and go and play >> >with flight sims, etc in the meantime. >> Ok, I get your point. But even if realism increases, they still have >> to include options that will help the new/casual user to get those >> skills. They have to keep in touch with their current customers, but >> at the same time they have to reach out to new customers. > Well, they do have throttle and braking help and auto gears. Not to >mention the very easy in comparison GP3's. What else could they have? I >would imagine a novice could lap fairly consistantly in a GP3 Brabham >with all aids. Hard to say of course if your far from being a novice.On Thu, 23 Apr 1998 16:01:46 GMT, "Michael E. Carver"
Braking pedal travel is relatively easy to adjust in any real car, so
I guess it should be adjustable in GPL too.
A. Renault
Quoted text (7 lines)
>I know most of the racket has been about the steering sensitivity. >However, I have a big problem with the sensitivity of the brakes. I >find that just the slightest amount of pressure and they are ready to >lock. I still have plenty of travel left in my brake pedal and would >like to see a "slider" setting that will allow me to use more of this >travel. It seems that with GPL the brakes are in full lock mode with >less than 40% of brake travel. Is this realistic?Quoted text (7 lines)
>I know most of the racket has been about the steering sensitivity. >However, I have a big problem with the sensitivity of the brakes. I >find that just the slightest amount of pressure and they are ready to >lock. I still have plenty of travel left in my brake pedal and would >like to see a "slider" setting that will allow me to use more of this >travel. It seems that with GPL the brakes are in full lock mode with >less than 40% of brake travel. Is this realistic?Quoted text (8 lines)
>> I don't think, however, that GPL needs to be "watered down" to suit >> "the masses". The nice thing about help *options* is that you can turn >> them off - the sim car you're driving won't feature opposite lock help >> or auto braking, the car for the casual gamer will. And everybody will >> be happy. (BTW, I don't see "reduce with speed" as a driving aid in >> this context.) > Don't you think GPL is already easy enough with all aids in a GP3 >Brabham?Quoted text (10 lines)
> I'm a novice. I keep spinning, usually by oversteering entering a > curve a bit too hot, and then overcorrecting. G3 car, all aids off. > T2 wheel and Voodoo1 and P55C at 2.5x83 -- so I'm not blaming my > spins on the controller or my frame rate, but on my incompetence. > It's hard to keep myself from going into the corners too fast for > my skill level. I don't think the aids would really make a > difference there. What might help would be a ghost car of a > good driver taking it easy around the track, so that I could get > a better feel for the right driving line and entry speeds.Quoted text (16 lines)
> % > Well, they do have throttle and braking help and auto gears. Not to > % >mention the very easy in comparison GP3's. What else could they have? I > % >would imagine a novice could lap fairly consistantly in a GP3 Brabham > % >with all aids. Hard to say of course if your far from being a novice. > % Yes of course these options are nice, but I prefer the "slider" > % approach as you can move more progressively towards realism. As you > % already know the learning curve is pretty steep in GPL! > I know most of the racket has been about the steering sensitivity. > However, I have a big problem with the sensitivity of the brakes. I > find that just the slightest amount of pressure and they are ready to > lock. I still have plenty of travel left in my brake pedal and would > like to see a "slider" setting that will allow me to use more of this > travel. It seems that with GPL the brakes are in full lock mode with > less than 40% of brake travel. Is this realistic?Quoted text (11 lines)
> >> I don't think, however, that GPL needs to be "watered down" to suit > >> "the masses". The nice thing about help *options* is that you can turn > >> them off - the sim car you're driving won't feature opposite lock help > >> or auto braking, the car for the casual gamer will. And everybody will > >> be happy. (BTW, I don't see "reduce with speed" as a driving aid in > >> this context.) > > Don't you think GPL is already easy enough with all aids in a GP3 > >Brabham? > Easy enough, but maybe not spectacular enough.% > I'm a novice. I keep spinning, usually by oversteering entering a
% > curve a bit too hot, and then overcorrecting. G3 car, all aids off.
% > T2 wheel and Voodoo1 and P55C at 2.5x83 -- so I'm not blaming my
% > spins on the controller or my frame rate, but on my incompetence.
% >
% > It's hard to keep myself from going into the corners too fast for
% > my skill level. I don't think the aids would really make a
% > difference there. What might help would be a ghost car of a
% > good driver taking it easy around the track, so that I could get
% > a better feel for the right driving line and entry speeds.
% >
% BIG TIP - apply a little throttle as you turn in to get some weight
% over the rear wheels.
And the key word here is "little", be smooth and only apply just a touch
of throttle to roll the weight over the rear wheels. I've also found
that it helps, at first, to try to be slightly "inside" the groove until
you have confidence in the "feel" of the car.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Quoted text (18 lines)
>% > I'm a novice. I keep spinning, usually by oversteering entering a >% > curve a bit too hot, and then overcorrecting. G3 car, all aids off. >% > T2 wheel and Voodoo1 and P55C at 2.5x83 -- so I'm not blaming my >% > spins on the controller or my frame rate, but on my incompetence. >% > >% > It's hard to keep myself from going into the corners too fast for >% > my skill level. I don't think the aids would really make a >% > difference there. What might help would be a ghost car of a >% > good driver taking it easy around the track, so that I could get >% > a better feel for the right driving line and entry speeds. >% > >% BIG TIP - apply a little throttle as you turn in to get some weight >% over the rear wheels. >And the key word here is "little", be smooth and only apply just a touch >of throttle to roll the weight over the rear wheels. I've also found >that it helps, at first, to try to be slightly "inside" the groove until >you have confidence in the "feel" of the car.% Thanks for the tips, guys. I read the Apex track guide about five times
% last night, and practiced for a couple of hours, and now I'm turning
% pretty consistent 1:31-1:32 laps in the G3 car, with no aids. 8
% seconds slower than the big boys, but I'm not spinning out much
% anymore. Bringing up my speed through the corners is going to be a
% gradual process. Part of the problem is that the gauges are unreadable,
% making it hard to set a consistent target entry speed.
You are on the right track. At first do not concentrate on speed,
but staying on the track and getting to know the "feel" of your car.
Part of that feel is achieved by "listening". Listen to the engine
(even though the sounds are just "placeholders") and you can gauge your
speed fairly well. Don't distract yourself by looking at the gauges.
Concetrate on the road and the feel of the car. When it begins to sink
in (and the learning plateaus in GPL are many and quite steep) it will
become second nature. Then you can start to work on speed. But first be
slow and consistent. Also, until you really get a handle on controlling
the car, it is best to be in a higher gear than you want when cornering.
It is safer to be in a higher gear than too low of a gear and having too
much torque in the rear wheels when you try to bring the car back into
shape. Take your time climbing the speed ladder and you will achieve
your goal much faster than if you push too hard!
% When I do lose it, I still can't recover. Some of the countersteering
% exhibitions I've seen in fast lap replays amaze me.
It can depend on where you lose it. If you are way off camber it may be
nigh impossible to save. Also the countersteering is usually in
conjuction with subtle throttle play. As a matter of fact, unless you
really feel the car is going to get totally away from you, try to
control it first with the throttle. Just touching the throttle a hair
can transfer enough weight to the rear to keep it from sliding away.
While a light lift (or even a feather touch on the brake) can help
transfer the weight to the front tires and help with understeer.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
<snip>
Arguably, the choice of the movie titles wasn't perfect to illustrate
my point. What I wanted to express was: both movies represent
impressive artistic achievements (IMHO), they both received critical
acclaim. Yet, "Pulp Fiction" was also a commercial success, whereas
"Heaven's Gate" led to the bancrupcy of the production company IIRC.
Tarantino is a superstar of the industry; Cimino, AFAIK, is not in the
movie business anymore.
If we wanted to extend the film / sim analogy a bit, I would argue
that Crammond corresponds to Kubrick: every single work a masterpiece,
but you have to wait forever for the next one. :)
--
Wolfgang Preiss \ E-mail copies of replies to this posting are welcome.
Uni des Saarlands \ and U.S. law. You have been warned.


































