...now I appear to have got a little bit excited. That's not good for me. It messes
with my naturally pessimistic hormone levels.
http://www.youtube.com/watch?v=YDyHAoHa1iE&feature=player_embedded
All that remains to be seen is how well they can translate this work into that
elusive "feel" through your wheel. I think I shall allow myself to be more
optimistic than I was before.
http://www.virtualr.net/rfactor-2-new-tire-model-preview-video-qa/
Andrew McP
PS Visually it's not spectacular, but in another VirtualR post there's talk of the
work on post processing still to be done. That should bring it a little more up to
date, visually.... though I'm not too bothered as long as they manage to get close
to iRacing & NKPro in terms of satisfying ride.
PPS Why do F1 cars have to get uglier every year? Those silly-small wings this
season are horrible.
Excitement over rFactor 2 tyre physics video
Andrew MacPherson shared an rFactor 2 video and ISI developer Q&A, noting triple-screen support and a commitment to strong AI. William Bradshaw, developer of the NSS stock car mod, discussed rFactor stock car mods and found iRacing's NASCAR car twitchy, and others traded insults about rFactor stock car mods. Later Mario Petrinovic and Tony Rickard debated how important force feedback is compared with visual and inner-ear cues.
With William Bradshaw (NSS mod)
Automated summary.
http://isiforums.net/f/showthread.php/682-rFactor-2-Developer-Q-A
Lots of good stuff. iRacing style 3 screen support, physics on a separate thread,
and much more.
Andrew McP
[email hidden] (Andrew MacPherson) wrote:
> http://isiforums.net/f/showthread.php/682-rFactor-2-Developer-Q-A
There's lots of good stuff in that thread (and a few disappointments for many, I
suspect). But this is my favourite staff quote so far...
"I do NOT underestimate the need for strong AI as I love to just jump in the game,
set up a race and go. I can honestly say that I enjoy racing against the AI
now--they're at least as good now as a better than average online group"
Andrew McP
"Andrew MacPherson" <[email hidden]> wrote in
message news:[email hidden]...
These days I usually just have time to play a quick game on the
PC and don't do multiplayer, so no iRacing. I want a good sim
racer (real race car feel) with good AI for single player. I
would rather they work on the AI than the visuals. Hopefully
rFactor can deliver.
Yes the the F1 cars look a bit goofy with their disproportionate
wings. I always thought IRL (Indy cars) look odd with their long
stretched out pointed noses.
The rules on the movable rear wing are goofy also. One rule is
that if any car goes on track with intermediate tires, then
nobody can put the wing in the up position.
Actually a lot of FIA rules are goofy, but that in its self makes
F1 entertaining sometimes.
Quoted text (27 lines)
> ...now I appear to have got a little bit excited. That's not > good for me. It messes > with my naturally pessimistic hormone levels. > > http://www.youtube.com/watch?v=YDyHAoHa1iE&feature=player_embedded > > All that remains to be seen is how well they can translate this > work into that > elusive "feel" through your wheel. I think I shall allow myself > to be more > optimistic than I was before. > > http://www.virtualr.net/rfactor-2-new-tire-model-preview-video-qa/ > > Andrew McP > > PS Visually it's not spectacular, but in another VirtualR post > there's talk of the > work on post processing still to be done. That should bring it > a little more up to > date, visually.... though I'm not too bothered as long as they > manage to get close > to iRacing & NKPro in terms of satisfying ride. > > PPS Why do F1 cars have to get uglier every year? Those > silly-small wings this > season are horrible.
"Andrew MacPherson" <[email hidden]> wrote in
message news:[email hidden]...
Sounds good. I use Eyfinity with three screens.
Quoted text (7 lines)
> http://isiforums.net/f/showthread.php/682-rFactor-2-Developer-Q-A > > Lots of good stuff. iRacing style 3 screen support, physics on > a separate thread, > and much more. > > Andrew McPOn Sat, 26 Mar 2011 06:36 +0000 (GMT Standard Time), Andrew MacPherson wrote:
> PPS Why do F1 cars have to get uglier every year? Those silly-small wings this
> season are horrible.
Well at least they got rid of that stupid vertical plane behind the
cockpit... I've sort of gotten used to that shopping trolley look, but
never could bring myself to overlook the this butt ugly fin most teams
put on their cars.
I'm also quite excited about rF2...
Uwe
So since I didn't have time to surf, when is it out?
Or is it out?
My iRacing sub ends June... trying to prep for cold turkey... Unless there
is forthcomming a 30% off for members of course, :>
"Uwe" <[email hidden]> wrote in message
news:imsmbi$3oo$[email hidden]...
Quoted text (15 lines)
> On Sat, 26 Mar 2011 06:36 +0000 (GMT Standard Time), Andrew MacPherson > wrote: > >> PPS Why do F1 cars have to get uglier every year? Those silly-small wings >> this >> season are horrible. > > Well at least they got rid of that stupid vertical plane behind the > cockpit... I've sort of gotten used to that shopping trolley look, but > never could bring myself to overlook the this butt ugly fin most teams > put on their cars. > > I'm also quite excited about rF2... > > UweOn Tue, 29 Mar 2011 09:34:12 -0500, PlowBoy wrote:
> So since I didn't have time to surf, when is it out?
>
> Or is it out?
>
rF2 isn't out yet.
My guess (totally uneducated) would be sometime this year, around
summer or early autumn.
Hoover
[email hidden] (PlowBoy) wrote:
> So since I didn't have time to surf, when is it out?
I've been away for a few days so you'll have probably been able to research this
already, but my current best guesstimate for rF2's release is some time just after
Fukushima becomes a tourist destination. :->
It wouldn't surprise me if they went all the way to next Xmas, because it seems to
me that they still have a lot of work to do polishing things for release. They may
cut a few corners to lance the boil of impatience, but I'd rather they waited to
avoid too many release issues.
On the other hand if they want to release it tomorrow I'll happily buy it,
especially if the AI's up and running satisfactorily.
I was going to buy Shift2, but the early reviews seem to show that -- as we
suspected -- it was only ever going to be Shift1 with a bit of spit, polish, and
night racing.
I want it, I just don't want it at full price. Especially as I have Cliffs of Dover
downloading in the background!
Speaking of rushed releases, there are some very mixed messages floating around
about this long awaited title too. Disappointment appears to be a big theme this
week, what with Crysis2, Shift2, and potentially this too.
Still, shooting Jerry down into the English Channel is always entertaining, no
matter what other problems there may be.
Andrew McP
[email hidden] (Uwe) wrote:
> Well at least they got rid of that stupid vertical plane behind the
> cockpit..
That's an excellent point Uwe. That design feature was so horrific my brain had
completely wiped it from my memory to save me from secondary ugliness poisoning. On
balance this season may be an improvement after all... but that rear wing still
looks like it belongs on a toy car!
Andrew McP
"Andrew MacPherson" <[email hidden]> wrote in message
news:[email hidden]...
Sadly, that plant in Russia, IS a tourist destination, apparently doing well
with Europeans? kinda explains them as well... lol (Joking) I made a
scary mistake 20 years ago, turned down a high paying job at a battery
factory, working in a lead smelting process room, thinking life is just too
friggin short to get lead poisoning last fking thing I want to do is go
visit a freaking leaking f'ing reactor site...
Quoted text (43 lines)
> [email hidden] (PlowBoy) wrote: > >> So since I didn't have time to surf, when is it out? > > I've been away for a few days so you'll have probably been able to > research this > already, but my current best guesstimate for rF2's release is some time > just after > Fukushima becomes a tourist destination. :-> > > It wouldn't surprise me if they went all the way to next Xmas, because it > seems to > me that they still have a lot of work to do polishing things for release. > They may > cut a few corners to lance the boil of impatience, but I'd rather they > waited to > avoid too many release issues. > > On the other hand if they want to release it tomorrow I'll happily buy it, > especially if the AI's up and running satisfactorily. > > I was going to buy Shift2, but the early reviews seem to show that -- as > we > suspected -- it was only ever going to be Shift1 with a bit of spit, > polish, and > night racing. > > I want it, I just don't want it at full price. Especially as I have Cliffs > of Dover > downloading in the background! > > Speaking of rushed releases, there are some very mixed messages floating > around > about this long awaited title too. Disappointment appears to be a big > theme this > week, what with Crysis2, Shift2, and potentially this too. > > Still, shooting Jerry down into the English Channel is always > entertaining, no > matter what other problems there may be. > > Andrew McP >On Thu, 31 Mar 2011 14:08 +0100 (BST), Andrew MacPherson wrote:
Is the vertical fin actually "banned" this season or was it removed
for other reasons? Too bad we see this horrific "feature" creeping up
in the LMS series now.. just look at the Audi R18. 8.(
Uwe
Quoted text (10 lines)
> [email hidden] (Uwe) wrote: > >> Well at least they got rid of that stupid vertical plane behind the >> cockpit.. > > That's an excellent point Uwe. That design feature was so horrific my brain had > completely wiped it from my memory to save me from secondary ugliness poisoning. On > balance this season may be an improvement after all... but that rear wing still > looks like it belongs on a toy car! >i am excited for sure. vintage stock cars sounded great. I guess tsf
will cover modern stock car racing with their program too. rf just is
not suited well for them, vhr 2011 is ok and is miles ahead of sce
2011 in graphics and content and a whole lot less bugs and framerate
issues. also wish they had better tracks and graphics for them there
is no good oval modders. looking forward to all the new rf2 softwares
to come out.
On 3/26/2011 1:36 AM, Andrew MacPherson wrote:
As the dev of NSS, I too get excited about the info they're releasing.
I'm just hoping that their tire and suspension updates will do sim
racing justice. It sucks trying to develop something and then realize
the physics just don't support it.
Of course, I was excited about NASCAR 2011 as well...then I read the
reviews and forums. Talk about deflated expectations.
-Will
Quoted text (20 lines)
> ...now I appear to have got a little bit excited. That's not good for me. It messes > with my naturally pessimistic hormone levels. > > http://www.youtube.com/watch?v=YDyHAoHa1iE&feature=player_embedded > > All that remains to be seen is how well they can translate this work into that > elusive "feel" through your wheel. I think I shall allow myself to be more > optimistic than I was before. > > http://www.virtualr.net/rfactor-2-new-tire-model-preview-video-qa/ > > Andrew McP > > PS Visually it's not spectacular, but in another VirtualR post there's talk of the > work on post processing still to be done. That should bring it a little more up to > date, visually.... though I'm not too bothered as long as they manage to get close > to iRacing& NKPro in terms of satisfying ride. > > PPS Why do F1 cars have to get uglier every year? Those silly-small wings this > season are horrible.[email hidden] (William Bradshaw) wrote:
> As the dev of NSS
Ah, that's very interesting. Having only recently reactivated rF I was a bit short
of oval action. Since leaving iRacing (albeit temporarily because iRacing is the
Hotel California of simming) I've missed my Silverado... though I haven't missed
the occasional 1.5 hour races with a million laps under yellow.
You've prompted me to do some downloading. I'll investigate later.
> I'm just hoping that their tire and suspension updates will do
> sim racing justice.
Well, I think it's fair to use iRacing as a modern benchmark in these things, and
the rF guys (especially Tim!) must know what they're competing with. So I'm
confident we'll be getting something quite impressive.
Perhaps not as impressive as many people hope for though. The rF forum seems to be
full of folk expecting nothing short of a feature-packed miracle! When it turns out
to be similar to iRacing, with lots of stuff on the to-do list, I fear a minor
revolt.
But then the simming community has always been pretty revolting and stroppy, so
there'll be nothing new there. :-)
> It sucks trying to develop something
> and then realize the physics just don't support it.
In the distant past I did some game programming in assembly code, and being in
complete control of the code was both frustrating and rewarding at the same time. I
can only imagine the frustration associated with trying to make other people's code
do what you want! :-) But it's always nice to 'meet' people who've actually given
something to the community rather than just taking/complaining. So, er, thanks
Will!
> Of course, I was excited about NASCAR 2011 as well...then I read
> the reviews and forums. Talk about deflated expectations.
I have so far managed to resist the temptation to buy a PS3 import on UK's Ebay.
Maybe when it's a bit cheaper. Ok, a lot cheaper. :->
It did seem to have potential though, you're right. I just got scared off by the
nasty physics in some of the videos, then user reports.
Andrew McP
On 4/21/2011 1:36 AM, Andrew MacPherson wrote:
I think it's universally agreed among the guys at FMS that NSS 4.0 was
probably the best mod version. I took the reigns after NSS 2010 was
released by John Alley, which is a higher gripped version of NASCAR. I
believe his idea at the time was to challenge VHR in popularity and ease
of use. NSS 7.0, what I'm working on, is going back to roots in reality.
Basically, I ask that you don't judge the mod based off of NSS 2010.
haha. What I'm working on is vastly different. That said, I should
probably get in touch with the guys at Sim Racing Tonight and ask 'em
not to review what is currently out for Top Sim Car. ;)
I think most people (AKA sim racers) can agree that graphics doesn't
define a sim, but the physics in the background. So far, it's been
promising from their updates.
Well, I haven't given anything yet. Still a long WIP, but at least the
core suspension and aero is in place at the moment. But at least you're
aware of the challenges involved. I remember trying my hand at C++ and
giving up after a month. :)
Frankly, I got tired of the NSS cars not reacting as the real life
counterparts do! That, and I'm tired of seeing huge numbers of VHR
servers on the in-game server listing. lol. So, indeed, it's definitely
a mountain climb when getting into ISI modding.
Agreed. It's kind of strange of them to hype up the great damage
modeling and graphics, but not care about the physics so much. Reminds
me of the EA debacle all over again. On the plus side, at least they're
going to patch the thing up. Of course, that doesn't exactly help the
folks who don't have their PS3's online. Also heard they outright
cancelled release in Europe. I'm sure that'll go over well.
-Will
Quoted text (10 lines)
> [email hidden] (William Bradshaw) wrote: > >> As the dev of NSS > > Ah, that's very interesting. Having only recently reactivated rF I was a bit short > of oval action. Since leaving iRacing (albeit temporarily because iRacing is the > Hotel California of simming) I've missed my Silverado... though I haven't missed > the occasional 1.5 hour races with a million laps under yellow. > > You've prompted me to do some downloading. I'll investigate later.Quoted text (14 lines)
>> I'm just hoping that their tire and suspension updates will do >> sim racing justice. > > Well, I think it's fair to use iRacing as a modern benchmark in these things, and > the rF guys (especially Tim!) must know what they're competing with. So I'm > confident we'll be getting something quite impressive. > > Perhaps not as impressive as many people hope for though. The rF forum seems to be > full of folk expecting nothing short of a feature-packed miracle! When it turns out > to be similar to iRacing, with lots of stuff on the to-do list, I fear a minor > revolt. > > But then the simming community has always been pretty revolting and stroppy, so > there'll be nothing new there. :-)Quoted text (9 lines)
>> It sucks trying to develop something >> and then realize the physics just don't support it. > > In the distant past I did some game programming in assembly code, and being in > complete control of the code was both frustrating and rewarding at the same time. I > can only imagine the frustration associated with trying to make other people's code > do what you want! :-) But it's always nice to 'meet' people who've actually given > something to the community rather than just taking/complaining. So, er, thanks > Will!Quoted text (8 lines)
>> Of course, I was excited about NASCAR 2011 as well...then I read >> the reviews and forums. Talk about deflated expectations. > > I have so far managed to resist the temptation to buy a PS3 import on UK's Ebay. > Maybe when it's a bit cheaper. Ok, a lot cheaper. :-> > > It did seem to have potential though, you're right. I just got scared off by the > nasty physics in some of the videos, then user reports.[email hidden] (William Bradshaw) wrote:
> I should probably get in touch with the guys at Sim Racing Tonight
> and ask 'em not to review what is currently out for Top Sim Car. ;)
:-) To be harsh but fair, I'm not sure many people pay much attention to SRT. I
kind of appreciate their efforts without actually finding them very useful. They
fall into the same category as all other kinds of 'official' reviewing, where they
can't afford to bite the hand that feeds them. And as the community feeds them zero
in this instance that's fair enough!
My own review of the mod goes something along the lines of... "good grief! I can't
believe how much easier to drive these are than iRacing's cars!" This may or may
not be a good thing. :-)
> I think most people (AKA sim racers) can agree that graphics
> doesn't define a sim, but the physics in the background. So far,
> it's been promising from their updates.
Oh absolutely. iRacing have proved, among other things, that you certainly don't
have to have flash-bang-whizzy graphics effects to be satisfyingly immersive.
Having said that, in the long, lonely races I tended to have I would have
appreciated a helicopter flying over occasionally to break the monotony. :->
> Frankly, I got tired of the NSS cars not reacting as the real
> life counterparts do!
Which is a very good reason to lack motivation.
> That, and I'm tired of seeing huge numbers of VHR
> servers on the in-game server listing. lol.
:-) I can imagine that must be pretty demoralising. As a past master of wasted time
on under-appreciated projects I can feel a little of your pain.
> Agreed. It's kind of strange of them to hype up the great damage
> modeling and graphics, but not care about the physics so much.
The same mystery applies to so many projects, including my current experience of
Shift2. You'd think by now, with so much processor power available, even on
consoles (compared to early sims), it would be relatively "easy" to approximate
some kind of reality. Not iRacing standards, but good enough.
I really do think those darned hand-held game controllers are to blame. If we were
serious about improving sim racing we'd develop the very best, cheapest handheld
controller, boosting the analogue stick controls in some clever way so that much
better car control was possible, meaning devs had to work a little harder at car
control... which, being realistic, would probably mean they'd just boost the aids.
But a man can dream!
> Also heard they outright cancelled release in Europe.
Well, oval racing really *is* completely unknown to and ignored by most Europeans,
so it was probably never going to sell. However the PS3 version isn't region locked,
so we can at least import it if we want. I just don't want at current prices.
Which I guess is where the NSS mod comes in.
Mmm... enough gossip from me I think. Time to go explore Shift2 a little more.
Andrew McP
On 4/21/2011 10:44 PM, Andrew MacPherson wrote:
Truth be told, I've recently renewed my iRacing for a month and bought
their NASCAR Cup car...the Impala A or whatever they call it. Granted,
I'm still using a Momo wheel and Act Labs pedals, but no damn way is
that car realistic in regards to wheel input. With the Momo, the damn
thing is just way too twitchy to handle.
A pal of mine works for NASCAR and has given me some info about what
range the current springs are used in real life Cup series. Tried to use
those numbers and had zero success with a stable car. Those stiff front
springs are not used this day in age, and that has been an issue with
their software since NR2003 came out.
Personally, I hate to pay for that kind of inaccuracy. I'm hedging bets
on the new tire model. Sounds good, can't wait to try it.
I know the feeling! :)
It has been in the past, as far as I've heard from Alley. I'm just
focused on releasing as close to a 1:1 mod as I can and let the chips
fall where they may. NSS seems to be quite the underdog, though.
Accepted in some groups, but never really gained the hold like SCE or VHR.
Even with consoles, it's easy to properly port over from PC to console
if they do the input correctly. But nobody does. But yeah, I feel like a
lot of 'em today are more focused on the eye candy and would prefer to
ease up on the realism factor. Granted, kids today are spoiled by high
rez textures. So I doubt they would accept solid physics and graphics
from 2005. I still find it hard to believe that Gran Turismo 5 is hailed
as the kind of console sim racers.
>> Also heard they outright cancelled release in Europe.
>
> Well, oval racing really *is* completely unknown to and ignored by most Europeans,
> so it was probably never going to sell. However the PS3 version isn't region locked,
> so we can at least import it if we want. I just don't want at current prices.
Agreed, at least it isn't region locked...like you said. I've seen a
number of posts where folks over there were quite upset over the
announcement. IMO, that company needs all the support they can get.
Especially since the dev's themselves are based in Europe.
-Will
Quoted text (14 lines)
> [email hidden] (William Bradshaw) wrote: > >> I should probably get in touch with the guys at Sim Racing Tonight >> and ask 'em not to review what is currently out for Top Sim Car. ;) > > :-) To be harsh but fair, I'm not sure many people pay much attention to SRT. I > kind of appreciate their efforts without actually finding them very useful. They > fall into the same category as all other kinds of 'official' reviewing, where they > can't afford to bite the hand that feeds them. And as the community feeds them zero > in this instance that's fair enough! > > My own review of the mod goes something along the lines of... "good grief! I can't > believe how much easier to drive these are than iRacing's cars!" This may or may > not be a good thing. :-)Quoted text (9 lines)
>> I think most people (AKA sim racers) can agree that graphics >> doesn't define a sim, but the physics in the background. So far, >> it's been promising from their updates. > > Oh absolutely. iRacing have proved, among other things, that you certainly don't > have to have flash-bang-whizzy graphics effects to be satisfyingly immersive. > > Having said that, in the long, lonely races I tended to have I would have > appreciated a helicopter flying over occasionally to break the monotony. :->Quoted text (10 lines)
>> Frankly, I got tired of the NSS cars not reacting as the real >> life counterparts do! > > Which is a very good reason to lack motivation. > >> That, and I'm tired of seeing huge numbers of VHR >> servers on the in-game server listing. lol. > > :-) I can imagine that must be pretty demoralising. As a past master of wasted time > on under-appreciated projects I can feel a little of your pain.Quoted text (14 lines)
>> Agreed. It's kind of strange of them to hype up the great damage >> modeling and graphics, but not care about the physics so much. > > The same mystery applies to so many projects, including my current experience of > Shift2. You'd think by now, with so much processor power available, even on > consoles (compared to early sims), it would be relatively "easy" to approximate > some kind of reality. Not iRacing standards, but good enough. > > I really do think those darned hand-held game controllers are to blame. If we were > serious about improving sim racing we'd develop the very best, cheapest handheld > controller, boosting the analogue stick controls in some clever way so that much > better car control was possible, meaning devs had to work a little harder at car > control... which, being realistic, would probably mean they'd just boost the aids. > But a man can dream![email hidden] (William Bradshaw) wrote:
> no damn way is that car realistic in regards to wheel input. With
> the Momo, the damn thing is just way too twitchy to handle.
The ImpA has always had handling issues which I've put down to too much power and
too little grip (like the V8 on the road side). That may be realistic, but it's
never been a popular drive on iRacing, when it's supposed to be the pinnacle of
achievement.
That's why iRacing "2" (oh how I laughed) is changing that car first. It's
important for their marketing and sporting pretensions that this car is popular
ASAP.
I enjoyed the ImpB fixed races, but only because they were shorter and gave me an
easy $7 participation discount. :-)
> Personally, I hate to pay for that kind of inaccuracy. I'm hedging
> bets on the new tire model. Sounds good, can't wait to try it.
It'll be interesting. But Kaemmer has said in the past that it's not revolutionary.
And to be fair, most vehicles handle pretty darned well. At the edges of the
performance envelope there will always be issues because there's only so far code
can realistically replicate reality.
> NSS seems to be quite the underdog, though. Accepted in some
> groups, but never really gained the hold like SCE or VHR.
I think the problem is that we sim racers get fixed in our ways. We learn to handle
particular cars & tracks and they become our "home" where we feel most comfortable.
It takes something significantly, and obviously better (in some important way) to
persuade us to shift away from the community associated with the previous code were
were using.
That's why iRacing still feels like home to me even after four months away. The
cars, tracks, and concentration of people I've known in simming for many years, is
a tough combination to ignore. Which is why many people stay there even though they
don't particularly enjoy the service wrapped around that package.
It's also why iRacing always have to resort to clever tactics to try and persuade
people to join/rejoin/participate/stay. Someone there has been reading that book
about "nudge" psychology.
Anyway, for people in your position (and rFactor has so many mods there must be
many, many people in your position!) finding a compelling "USP" is very tough. Your
code may prove to be better in many ways, but it has to be superior in an obvious
way before it'll bounce people out of their existing rut and into yours.
Good luck. :-)
Andrew McP... currently rutless, unless lapping Brands Hatch too much in NKPro
counts as a rut.
NSS blew moose cock. Thats why noone ran it. Started off bad with that
weirdo Joe and kept getting worse. VHR is much more real
On May 10, 4:03 pm, Penis Boy <[email hidden]> wrote:
> NSS blew moose cock. Thats why noone ran it. Started off bad with that
> weirdo Joe and kept getting worse. VHR is much more real
Agree, nss is was nasty - none of the rfactor stock car mods are worth
a shit. vhr is as real as some goofy dude in nova scotia says it is,
heart of nascar huh? asr2 should have everything needed to be
competitive for stock car simming hopefully and much cheaper than
iracing. also tsf had no issues with making things realistic in asr1
its been mentioned many times, so the argument isi engine is no good
is laid to rest.
yo jello ever try that overhyped piece of US Pits dreck called TPSCC?
lol. flamed out within a week
On May 20, 3:08 pm, Penis Boy <[email hidden]> wrote:
> yo jello ever try that overhyped piece of US Pits dreck called TPSCC?
> lol. flamed out within a week
none of the rf stock car mods are worth a crap
I got the very same feeling from seing that video. It seems like they're
working on something of value: Simulating contact patch/surface
interaction like they seem to be doing is the way to go.
At least if you want to come up with a formula that simulates racing...
I haven't been paying attention lately; have they said anything about
when it's supposed to be released?
-A-
BTW: Seing the througput in here is sad: it once was such a thriving
community... What happened? Seems like an existential crisis for racing
sim...
On 26.03.2011 07:36, * Andrew MacPherson wrote:
Quoted text (20 lines)
> ...now I appear to have got a little bit excited. That's not good for me. It messes > with my naturally pessimistic hormone levels. > > http://www.youtube.com/watch?v=YDyHAoHa1iE&feature=player_embedded > > All that remains to be seen is how well they can translate this work into that > elusive "feel" through your wheel. I think I shall allow myself to be more > optimistic than I was before. > > http://www.virtualr.net/rfactor-2-new-tire-model-preview-video-qa/ > > Andrew McP > > PS Visually it's not spectacular, but in another VirtualR post there's talk of the > work on post processing still to be done. That should bring it a little more up to > date, visually.... though I'm not too bothered as long as they manage to get close > to iRacing & NKPro in terms of satisfying ride. > > PPS Why do F1 cars have to get uglier every year? Those silly-small wings this > season are horrible.I got the very same feeling from seing that video. It seems like they're
working on something of value: Simulating contact patch/surface
interaction like they seem to be doing is the way to go.
At least if you want to come up with a formula that simulates racing...
I haven't been paying attention lately; have they said anything about
when it's supposed to be released?
-A-
BTW: Seing the througput in here is sad: it once was such a thriving
community... What happened? Seems like an existential crisis for racing
sim...
On 26.03.2011 07:36, * Andrew MacPherson wrote:
Quoted text (20 lines)
> ...now I appear to have got a little bit excited. That's not good for me. It messes > with my naturally pessimistic hormone levels. > > http://www.youtube.com/watch?v=YDyHAoHa1iE&feature=player_embedded > > All that remains to be seen is how well they can translate this work into that > elusive "feel" through your wheel. I think I shall allow myself to be more > optimistic than I was before. > > http://www.virtualr.net/rfactor-2-new-tire-model-preview-video-qa/ > > Andrew McP > > PS Visually it's not spectacular, but in another VirtualR post there's talk of the > work on post processing still to be done. That should bring it a little more up to > date, visually.... though I'm not too bothered as long as they manage to get close > to iRacing & NKPro in terms of satisfying ride. > > PPS Why do F1 cars have to get uglier every year? Those silly-small wings this > season are horrible. IMO, any simulation is about "authenticity". So, these days, if you
don't have laser scanned cars and tracks, you don't have nothing. Kaemmer
went the right way once again, and again is few years infront of anybody. No
weather model, or anything else is a replacement for laser scanning.
Unfortunatelly, it looks like laser scanning costs money. And money you can
get through mass subscription. The help of racing industry is very welcome.
So, this really is the only step forward. We have all this in iRacing.
Simulating racing OTOH is actually all about FFB. Until they don't
make the right steps into this direction (and do it RIGHTLY), they will
always have big problems. This is the thing that *must* be done. And done
rightly. So, somebody has to put a REAL effort into this field. This, and
only this, can give you a mass subscription, which can push mass market, and
more subscription money. Also, the standardization of the hardware is needed
(somebody has to research the ergonomy of racing position, the positioning
of multimonitors, standardize racing pods and monitor stands, etc.), and
this has to be done the scientifical way. You CANNOT go to the market and
say, everything what you have is ok with us (becuase you are just everyday
common people, you don't go into details), just give us your money, and then
(common, busy, everyday) people spread their dissatisfasction all around.
Laser scanning is nice, but you have to put more effort, more science into
all this, something like audio industry puts into their products.
Ok, it could be that with the "New Tire Model" Kaemmer wants to
start from the scratch, and build on it. This could be ok. We'll see.
Mario
I guess if the "New Tire Model" creates a good platform for heavy FFB
development, I could always accept a few minor flaws...
But like you say: Creating a good FFB platform for every thinkable combo
is next to impossible: There are just too many factors and variables out
there to ensure a good customer experience. Racing simmers are
technically inclined, sure, but endless tweaking and tinkering will make
sales numbers dwindle... :-/
It'd be nice to be able to force every customer to have a force dynamics
(http://www.force-dynamics.com/), and the racing would have been better,
absolutely, but nobody'd make money from it!
Hey, maybe *that's* what I need: In order to convince the missus I could
refer to Dave Kaemmer: "I need one of these, love, sorry, but a hobby is
a hobby, and i just need this one to be able to do it. Look, 'ere is
what the boss says...."
-A-
On 01.07.2011 16:51, * Mario Petrinovic wrote:
<snip>
> Ok, it could be that with the "New Tire Model" Kaemmer wants to
> start from the scratch, and build on it. This could be ok. We'll see.
>
> Mario
Asgeir Nesoen:
Exactly (BTW, I don't think those waving chairs simulate anything
but the ride in a boat on a bad weather). But, this exact situation exists
in all consumer electronics (audio, video, cell phones, etc.). First you
have to do GOOD research of this problem. Then you got to make standards.
Then you'll have good customer experience, and then you'll see business
boost. Not before that. FFB experience can be much better, if somebody
(simulation industry) actually works to make it better. What we see from
Papy/iRacing is relying on graphics and sound. So, you have things like,
there is a school of thought that good graphics (fps) can replace what is
missing, then good sound (tire squirel) can replace some other things. But
everybody keeps the most important thing at the mere basics. It needs MORE
research than just to go aroung and laser scan. It needs real scientific
research (just like other consumer electronics, audio and similar). Somebody
needs to make an effort. Then, after research, if you apply some standards,
the equipment will be easy to adjust. Only if somebody starts to write the
truth about all this, can be of much help. Instead, of course, those who are
selling sims are afraid that they will lose money by talking truth, so they
try to mudy things, so at this moment we are in the state of complete
confusion regarding FFB. Look at completly non standard FFB settings iRacing
is recommending, 100/0/0/100, and in-game 20. No damper. Jesus, what sense
does this have. No sense at all. This isn't a way forward. Instead to make
instant money, they need to turn into the right direction, and make some
real progress in this field. This isn't Mario Cart anymore. If they want to
make a real thing, then they have to make some real effort.
Like you said, I hope that the new tire model will be a good
platform. FFB is THE MOST IMPORTANT thing in this business. Without FFB,
this is like audio without speakers. You cannot make a picture do a sound
for you.
We'll see.
Mario
Quoted text (12 lines)
>I guess if the "New Tire Model" creates a good platform for heavy FFB > development, I could always accept a few minor flaws... > > But like you say: Creating a good FFB platform for every thinkable combo > is next to impossible: There are just too many factors and variables out > there to ensure a good customer experience. Racing simmers are > technically inclined, sure, but endless tweaking and tinkering will make > sales numbers dwindle... :-/ > > It'd be nice to be able to force every customer to have a force dynamics > (http://www.force-dynamics.com/), and the racing would have been better, > absolutely, but nobody'd make money from it!I would completely disagree. Real drivers feel car movement through
their inner ear which matches up with what they see. Check out reserch
on simulator sickness to understand why some people simply can't deal
with when the two are mismatched.
FFB is a relatively poor way of trying to substitute for inner ear
inputs. I would believe the "swaying seats" are actually a much more
promising method of replacing such a key input.
For a non driver FFB may provide a means of learning to drive in a sim
environment but for the vast majority who actually drive real cars it is
an aid not a substitute. The graphical cues represent far closer to what
a real driver uses and many real world drivers are very successful with
zero or very low FFB becuase it just represents noise. For others it
adds immersion.
Speaking of immersion the company Immersion has patented force feedback
in the devices we use and hardware development as such is potentially
hampered by that fact.
I believe you fit into the category with no real world driving
experience (.i.e. never held a driving licence), Mario? So have no
experience of how the feel of the pants sensation of car rotation
translates into the sim racing world.
On 07/07/2011 06:46, Mario Petrinovic wrote:
Quoted text (7 lines)
> FFB is THE MOST IMPORTANT thing in this business. Without FFB, > this is like audio without speakers. You cannot make a picture do a sound > for you. > We'll see. > > Mario >Tony R:
I drive maxy scooter, and have bike driving licence (not car). I did
drive a car few times. I do feel the grip on bike as well, and drive this
bike whole year, even in winter.
The thing is simple, and is written below (a citation from my
previous post).
Second thing, the FFB we have isn't applied rightly by simracers
(on a [wrong] recommendation of some FFB "gurus", and iRacing). As you know,
I am researching this. I found out "the right" way to apply FFB, and this
(RIGHT) way can help people much better than the wrong way they are doing it
right now.
Third thing, "the wrong" way works by creating a (FALSE) tension (by
the mean of Centering Spring, and by that way keeping the car under
control). This isn't that bad idea, the only thing is, as much this is good
in some situations, that much it is bad in some other situations, because
this is all false. The further porblem is if you are trying to develop sim
further, on the basis of this BIASED sensation. This becames worse and
futher away from the reality with every new step you do.
The fourth thing, if people apply FFB the way it was intended, they
could develop it further. For example, it looks like things overheat after
some time (I was using overal 113%). Now, if you know that this AFFECTS the
FFB sensation, then you can develop further in the way of applying some
cooling to wheel. But, if you are applying FFB the false way, you will
never realize what is actually happening within the wheel, and within the
FFB. People, you are all wrong. Instead of chasing who-knows-what (the thing
you will never catch, doing things wrongly), you should do this RIGHTLY,
from the very bottom, up. Now you all think you are very smart, because
everybody is like that, and you shut the mouth to whoever disagrees, the
only problem is, this will lead you nowhere. I know a guy (you know who),
who is world fames FFB guru, but he even doesn't know that Centering Spring
works even if unchecked. THIS is the level of understanding of FFB that is
acceptable, both, by sim community, and by iRacing. Pitiful.
Mario
>Mario Petrinovic:
>> FFB is THE MOST IMPORTANT thing in this business. Without FFB,
>> this is like audio without speakers. You cannot make a picture do a sound
>> for you.
>> We'll see.
Quoted text (24 lines)
>I would completely disagree. Real drivers feel car movement through their >inner ear which matches up with what they see. Check out reserch on >simulator sickness to understand why some people simply can't deal with >when the two are mismatched. > > FFB is a relatively poor way of trying to substitute for inner ear inputs. > I would believe the "swaying seats" are actually a much more promising > method of replacing such a key input. > > For a non driver FFB may provide a means of learning to drive in a sim > environment but for the vast majority who actually drive real cars it is > an aid not a substitute. The graphical cues represent far closer to what a > real driver uses and many real world drivers are very successful with zero > or very low FFB becuase it just represents noise. For others it adds > immersion. > > Speaking of immersion the company Immersion has patented force feedback in > the devices we use and hardware development as such is potentially > hampered by that fact. > > I believe you fit into the category with no real world driving experience > (.i.e. never held a driving licence), Mario? So have no experience of how > the feel of the pants sensation of car rotation translates into the sim > racing world.In article <JM0Tp.36547$[email hidden]>,
[email hidden] says...
>
>
> Speaking of immersion the company Immersion has patented force feedback
> in the devices we use and hardware development as such is potentially
> hampered by that fact.
>
I recall discussions of this years and years ago...
Does the patent just last forever? How long do we have to wait for it to
run out? Does anyone know if there are people waiting to jump on this
technology, once given the chance?
MRSisson
Mario Petrinovic:
BTW Tony, I am claiming that for good FFB you have to adjust latency
("cockpitLookDeadZone", I have it at 0.000715, while the default iRacing is
0.050000). I am claiming that this setting affects FFB very much.
I am claiming that the hight of screen affects FFB very much.
Didn't anybody tell you that this is so? Didn't iRacing tell you
that this is so. Well, I am telling you that this is so.
But, you are telling me that this isn't important for FFB because
you have driver's licence.
And you are not the only one. Exactly the same thing is telling me
the whole sim community. Exactly the same thing is telling me the iRacing. I
am THE ONLY one who is telling that latency and hight of screen affects the
FFB very much. Am I crazy, or the whole world is crazy. Now, what do you
think.
And look now, I will not stop to talk about latency and the hight of
screen, because I am NOT crazy. Get it. Now, you will not stop to talk about
your driver's licence. Why, I don't. You say that you think that FFB isn't
important, because middle ear is important. So, why do you interfere into
the discussion about FFB, then. Let the people who think that FFB is
important help themselves to adjust FFB PROPERLY. Ok? And if you think that
it isn't important, well, good for you.
Mario
Quoted text (74 lines)
> Tony R: >>I would completely disagree. Real drivers feel car movement through their >>inner ear which matches up with what they see. Check out reserch on >>simulator sickness to understand why some people simply can't deal with >>when the two are mismatched. >> >> FFB is a relatively poor way of trying to substitute for inner ear >> inputs. >> I would believe the "swaying seats" are actually a much more promising >> method of replacing such a key input. >> >> For a non driver FFB may provide a means of learning to drive in a sim >> environment but for the vast majority who actually drive real cars it is >> an aid not a substitute. The graphical cues represent far closer to what >> a >> real driver uses and many real world drivers are very successful with >> zero >> or very low FFB becuase it just represents noise. For others it adds >> immersion. >> >> Speaking of immersion the company Immersion has patented force feedback >> in >> the devices we use and hardware development as such is potentially >> hampered by that fact. >> >> I believe you fit into the category with no real world driving experience >> (.i.e. never held a driving licence), Mario? So have no experience of how >> the feel of the pants sensation of car rotation translates into the sim >> racing world. > > I drive maxy scooter, and have bike driving licence (not car). I > did > drive a car few times. I do feel the grip on bike as well, and drive this > bike whole year, even in winter. > The thing is simple, and is written below (a citation from my > previous post). > Second thing, the FFB we have isn't applied rightly by simracers > (on a [wrong] recommendation of some FFB "gurus", and iRacing). As you > know, > I am researching this. I found out "the right" way to apply FFB, and this > (RIGHT) way can help people much better than the wrong way they are doing > it right now. > Third thing, "the wrong" way works by creating a (FALSE) tension > (by > the mean of Centering Spring, and by that way keeping the car under > control). This isn't that bad idea, the only thing is, as much this is > good > in some situations, that much it is bad in some other situations, because > this is all false. The further porblem is if you are trying to develop sim > further, on the basis of this BIASED sensation. This becames worse and > futher away from the reality with every new step you do. > The fourth thing, if people apply FFB the way it was intended, they > could develop it further. For example, it looks like things overheat after > some time (I was using overal 113%). Now, if you know that this AFFECTS > the > FFB sensation, then you can develop further in the way of applying some > cooling to wheel. But, if you are applying FFB the false way, you will > never realize what is actually happening within the wheel, and within the > FFB. People, you are all wrong. Instead of chasing who-knows-what (the > thing > you will never catch, doing things wrongly), you should do this RIGHTLY, > from the very bottom, up. Now you all think you are very smart, because > everybody is like that, and you shut the mouth to whoever disagrees, the > only problem is, this will lead you nowhere. I know a guy (you know who), > who is world fames FFB guru, but he even doesn't know that Centering > Spring > works even if unchecked. THIS is the level of understanding of FFB that is > acceptable, both, by sim community, and by iRacing. Pitiful. > >>Mario Petrinovic: >>> FFB is THE MOST IMPORTANT thing in this business. Without FFB, >>> this is like audio without speakers. You cannot make a picture do a >>> sound for you. >>> We'll see.On 13/07/2011 07:13, Mario Petrinovic wrote:
> So, why do you
> interfere into the discussion about FFB, then. Let the people who think
> that FFB is important help themselves to adjust FFB PROPERLY. Ok? And if
> you think that it isn't important, well, good for you.
That is a different topic to the one I was disagreeing with, i.e.
"FFB is THE MOST IMPORTANT thing in this business. Without FFB,
this is like audio without speakers. You cannot make a picture do a
sound for you. "
Drivers aren't reliant on feeling everything the car is doing through
the feedback in the steering wheel. The sensation of rotation, the
feeling in the butt as a rear tire scrabbles for grip or locks up, the
feeling through the brake pedal of anti lock brakes engaging, the list
goes on.
Steering feel aids a driver but it doesn't stop Vettel and Hamilton
wringing the best out of a crap Chevrolet Lacetti which is described as
having "lifeless" steering.
FFB provides some input but the way we interpret motion in a static
simulation environment relies on other factors which are of far greater
importance IMHO.
For me personally I can relate simulations far better to what are one to
one relationships with driving a real car. Having sensations put through
an alternative feedback mechanism takes sim racing further away from a
simulation in my view. That is why I compare those people who have only
simulated racing experience and those that do both and have a real
reference point.
FFB can be switched off for many drivers and make no difference other
than immersion. How the car appears to react in relation to the virtual
world is absolutely key to translating what it feels like driving a car.
FFB may help but I would completely refute the phrase "is THE MOST
IMPORTANT thing in this business"
Tony R:
> FFB can be switched off for many drivers and make no difference other than
> immersion. How the car appears to react in relation to the virtual world
> is absolutely key to translating what it feels like driving a car. FFB may
> help but I would completely refute the phrase "is THE MOST IMPORTANT thing
> in this business"
Ok. The thing is that FFB relies on latency, and heavely depends on
how high is your screen.
Mario
On 14/07/2011 23:27, Mario Petrinovic wrote:
> Ok. The thing is that FFB relies on latency, and heavely depends on how
> high is your screen.
What makes it hard for developers is the variability of PC systems.
Anything that puts a load on CPU can cause latency with FFB. So various
settings can appear to resolve the issue simply by reducing the load.
This will vary from machine to machine.
Also our ability to cope with latency (visual or FFB) varies from human
to human. There is some interesting research on this if you are interested.
I am sensitive to visual lag and find vysnc affects me, whereas many
find it makes no difference.
Tony R:
Well, I don't know, yet. For now I set my system pretty correct (I
have to fine-adjsut some things), but I am yet to research on how much
different graphyc settings affect latency. It could be that the majority of
latency can be from wheel. I'll see.
One way or the other, NOBODY talks about that, and when I talk about
that, I am pissed all over in iRacing community, INCLUDING iRacing company
as well. Well, if you ask me, this ISN'T a way forward, just the opposite.
Now, NOBODY will discuss ANYTHING regarding FFB, except STRICTLY if it is in
the line of using only Centering Spring, because of the fear of being
EXPELLED out from the community. I mean, Middle Adges is a little baby
compared to this situation. Lol, terrible.
One way or the other, it is on sim developers (not on ME) to DEVELOP
tools to overcome this situation. If everybody can set their systems the way
I have it set, it will be much more satisfying to them, and with little
further development (standardization, and things like that), this can be
done even much better. INSTEAD, we have a JOKE of FFB existing in sim
communty. Well, I've been beaten by this community, and this can make me
laugh, but I am not a bad pearson, and I really enjoy sim racing, and this
makes me feeling bad.
I mean, did ANYBODY even dare to write something in the line that
hight of screen affects FFB, in iRacing forum. Maybe some people are aware
of that, but they are affraid to be burned on a torch there, and they simply
stay quiet. Otherwise, who knows what can happen. iRacing can even shut down
their account if they talk too much, who knows, lol. Terrible.
Mario


































