This is probably gonna generate a lot of heat but that's what newsgroups are
for.
First of all I love GPL but am sick of its disciples in this newsgroup
shooting down every suggestion or complaint about this sim. For example -
There's no speedometer in the***pit view as there shouldn't be because it
wasn't there, but there should be a toggle for mph to be overlayed ala the
arcade view. Now I'm sure the purists will flame that it wasn't there in
real life - well guess what? In real life you weren't looking at a 19" 2
dimensional computer monitor, were you? A speedometer will help you judge
you speed and compensate for the lack of sensation and stereoscopic vision.
I remember a post about how you could download a patch to slow down the
quick glance feature to better simulate the speed of the driver's head as he
looked left or right - Jesus ***ing christ!! There should be a patch to
speed it up to compensate for the lack of peripheral vision.
If you race in the arcade view you might as well be labeled a heretic and
banned from any online racing, but hey let's face it, in real life you can
feel the car shifting it's center of gravity and the back end losing grip.
Racing in the arcade view allows you to see what you can't feel. For me
racing in the***pit view is more fun but I'm not as fast. Now, I think
that the more you practice you can compensate and become faster in the
***pit view, but what your really doing is learning how to figure out the
sim and not drive better. In reality,when your in a corner and the back end
starts to come out do you really realize that because what you see or what
you feel? Think about it.
Let's hear some feedback.
Thanks
JH
Debate over GPL purists and optional driving aids
Jcharm complained that GPL devotees reject every suggestion, such as an optional speedometer or other readouts to compensate for missing physical sensations. Many replied that judging speed by revs, gear and sound works better, while Marc Collins and Bruce Kennewell argued optional aids and features like pitting would help. Former tester Mike Laskey described the design goals and time pressure behind GPL's omissions.
Automated summary.
> A speedometer will help you judge
> you speed and compensate for the lack of sensation and stereoscopic vision.
It wouldn't bother me if there was an option, but
I'd try not to use it. In N2, I was constantly
watching the speed readout in turns, and relied
on it heavily to turn a good lap. GPL is a lot
more fun for me since I'm driving by the virual
seat of my pants, instead of by the numbers.
Really? Never heard of it and would like to try
it, though I'd rather speed it up too. Can the
angle that the view turns be adjusted?
In a sim, it's definitely what you see, with a
good bit of what you hear mixed in. I use
the in-car view, though, because it's a driving
sim and not a flying sim (flying behind the car).
--
Pat Dotson
IMPACT Motorsports
http://www.impactmotorsports.com/pd.html
I agree (and have said since Day 1--that is GPL Day 1) that OPTIONAL
read-outs of various sorts would enhance the sim. and people's ability to
learn it...with the goal of eventually not needing such aids. A 2D monitor
image and nicely placed stereo sound can go a long way, but it is a long,
long way from reality. FFB helps a tremendous amount to fill in the "gaps"
that are left with only the 2D visuals and 2D sound. Someone suggested a
little bar graph affair that could show lateral force and slip angle, yaw
angle, etc.--it could be placed in the letterbox emptiness and...get
this...YOU CAN TURN IT OFF IF YOU DON'T LIKE IT!!!
I am a GPL fan beyond a doubt. It is by far the superior driving/racing
sim. available. It has one fatal flaw in my books--the lack of pitting,
which renders one out of a race even for a very minor mechanical or driving
problem that would have been corrected in the pits in '67. I could care
less about animated pit crew, etc...just have a time "penalty" that you sit
in your stall before you can go on either fully or partially repaired. I
really don't think it would be that difficult to program compared to the
rest of what's in the game.
Anyway, back to your point, I think anything that can provide greater
accessibility to a very hard product to master (and a masterpiece) only
benefits all of us--even the purists--as the only way we'll see another GPL
is if someone can figure out how to blend *** sim. qualities and
popularity (not an easy match).
We'll see if another master can pull it off with GP3.
Marc.
[snip]
[snipped again]
Yes, but it's seems to me (as has been written by many others before me)
that to willingly go online and race others in a driving view where you
don't have mirrors is, at best, somewhat cold-hearted.
DK
Quoted text (9 lines)
> > A speedometer will help you judge > > you speed and compensate for the lack of sensation and stereoscopic vision. > It wouldn't bother me if there was an option, but > I'd try not to use it. In N2, I was constantly > watching the speed readout in turns, and relied > on it heavily to turn a good lap. GPL is a lot > more fun for me since I'm driving by the virual > seat of my pants, instead of by the numbers.Quoted text (17 lines)
> ----- Original Message ----- > Newsgroups: rec.autos.simulators > Sent: Thursday, January 20, 2000 4:05 PM > Subject: Re: Getting tired of the GPL purists > > Probably the biggest reason why I wouldn't want it there is because I > > want to drive a SIM. Not an arcadish Sim. Sounds like the original > > poster wanted a Sim that had body movements of GPL but wanted a NFS type > > of game. > That's not want I wanted at all. I'm 99% happy with GPL. I'm just sick of > the purists who think that anything that is not 100% original to the 1967 > season is blasphemy. I'm just looking for more "realsim compensation" - > aids that will compensate for the fact that I'm driving a computer. > JHQuoted text (11 lines)
> <Snipped> > If you race in the arcade view you might as well be labeled a heretic and > banned from any online racing, but hey let's face it, in real life you can > feel the car shifting it's center of gravity and the back end losing grip. > Racing in the arcade view allows you to see what you can't feel. For me > racing in the***pit view is more fun but I'm not as fast. Now, I think > that the more you practice you can compensate and become faster in the >***pit view, but what your really doing is learning how to figure out the > sim and not drive better. In reality,when your in a corner and the back end > starts to come out do you really realize that because what you see or what > you feel? Think about it.Don't forget that one of the big goals of Matt Sentell's during his design
phase was to replicate as closely as possible the racing in that era, within
the confines of your PC and its crude display system. Actually I fully
agree with most, but not all, of the design decisions. Some folks wanted
telemetry as well - clearly that wasn't part of racing in the 60's but to
display some simple graphs on the screen would have been "trivial", but
there was no way telemetry was going to feature in GPL :-)
Mike.
Hi Marc,
I'm sure you'll appreciate that very few faults were fixed during a race in
the 60's, and to implement an entire pitting facility for the player and AI
would have been nice, BUT with very little cost benefit, IMO. I was on the
test team as you may recall, and I know just how much pressure the
developers were under to ship GPL with its current feature-set, never mind
considering adding a whole load more stuff. Like all "wants", it's a kind
of "wait for the next version" situation. Whatever that will be, I don't
know - NASCAR I presume.
Mike.
For me GPL is the only sim where I go faster with the***pit view, because
all the feedback is better in the***pit view (locking tyres etc.), even
the FF, IIRC.
I also don't like the chase view in GPL because the car seems to be floating
on the track. For me it's only useful for the first laps on a new track,
because I can see better which line I have to go.
Well, I'm sucking in GPL anyway...
CU
Zolli
Perhaps there should be mirrors in the arcade view as well - I mean why
bother to have the arcade view at all if it's half-assed??
JH
----- Original Message -----
Newsgroups: rec.autos.simulators
Sent: Thursday, January 20, 2000 4:05 PM
Subject: Re: Getting tired of the GPL purists
> Probably the biggest reason why I wouldn't want it there is because I
> want to drive a SIM. Not an arcadish Sim. Sounds like the original
> poster wanted a Sim that had body movements of GPL but wanted a NFS type
> of game.
That's not want I wanted at all. I'm 99% happy with GPL. I'm just sick of
the purists who think that anything that is not 100% original to the 1967
season is blasphemy. I'm just looking for more "realsim compensation" -
aids that will compensate for the fact that I'm driving a computer.
JH
The best part about GPL is that it 'simulates' what you can feel because the
visual motion is a bit exagerated, and the hints it provides such as
steering wheel shake, and the ability to see the drift angle. I often seem
to drive with about a 30 degree drift angle, which I believe is way more
than normal, but by using such an exaggerated drift angle, you can see the
effect of every weight shift and change in throttle position or turn in. So
by doing this it isn't being pure (like ICR2 where you'd have little drift
until you lost the back end and went off.), but is providing the experience.
That would absolutely GREAT to have ,in order to compensate for the lack
of Field-of-View and g-forces in relation to the real thing.
(and not for "arcade" reasons,as suggested by somebody else in this
thread)
The Force-feedback chair that is on the way might provide
some degree of G-force sensory input to the body,but there
is still the lack a full understanding of the orientation of the
car and which way it is moving in relation to its surroundings
due to the limited field-of-view.
One of the few ways this could be provided is by
displaying that that in analog form on the edge of the screen.
I am sure that this would have a HUGE impact on situation
awareness (which you have you have in real-life cars, but very little
in pc simulations.)
--
Robert S?derberg
If replying by mail,remove the word INGENSPAM from the adress.
Well, pitting was an essential part of F1 in 1967... at least as essential
as many other features and details included in GPL. Weather was also an
essential feature that got dropped. It's fine if there isn't the time or
the skill or the money to do it, but don't claim it wouldn't greatly enhance
the sim.
Quitting a full race 90% of the way through when you are in the lead because
you grazed an armco just slightly is disgusting when you can make it back to
your pit stall and sit there for 30 seconds while an invisible pit crew
gives you a new wheel and tire and a little count down timer ticks away.
You drove away as you would have in the real race (back at 100% mobility),
but with a minor time penalty. I don't think the relative effort to program
this would have been too great. It is certainly in another universe with
weather, which would be phenomenally complex to add and resource intensive
to run.
Had GPL been more popular, it could have been patched in. As it stands, I
am glad some good souls took the time and effort to include great FFB.
Marc.
I
> > really don't think it would be that difficult to program compared to the
> > rest of what's in the game.
> Hi Marc,
> I'm sure you'll appreciate that very few faults were fixed during a race in
> the 60's, and to implement an entire pitting facility for the player and AI
> would have been nice, BUT with very little cost benefit, IMO. I was on the
Quoted text (8 lines)
> > I am a GPL fan beyond a doubt. It is by far the superior driving/racing > > sim. available. It has one fatal flaw in my books--the lack of pitting, > > which renders one out of a race even for a very minor mechanical or > driving > > problem that would have been corrected in the pits in '67. I could care > > less about animated pit crew, etc...just have a time "penalty" that you > sit > > in your stall before you can go on either fully or partially repaired.Quoted text (7 lines)
> test team as you may recall, and I know just how much pressure the > developers were under to ship GPL with its current feature-set, never mind > considering adding a whole load more stuff. Like all "wants", it's a kind > of "wait for the next version" situation. Whatever that will be, I don't > know - NASCAR I presume. > Mike.Agree with everything in this post,as you really need to get
every compensation you can for the limitations imposed on sims
by current PC platforms.(except for reduced physical model !!!!!!!!)
Would you remember any details at all about that posting you mentioned above?
I'm interested in any info at all regarding how the game engine manipulates the
cameras.
Regards.
--
Robert S?derberg
If replying by mail,remove the word INGENSPAM from the adress.
Who said that and where Mike ? I really want to flame somebody, please tell
me 8)
--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."
Quoted text (9 lines)
>> A speedometer will help you judge >> you speed and compensate for the lack of sensation and stereoscopic vision. >It wouldn't bother me if there was an option, but >I'd try not to use it. In N2, I was constantly >watching the speed readout in turns, and relied >on it heavily to turn a good lap. GPL is a lot >more fun for me since I'm driving by the virual >seat of my pants, instead of by the numbers.<snip>
I suggest you go look at comp.sys.ibm.pc.games.action if you cannot live
with us, the *** simracers that are on our own newsgroup made for us,
rec.autos.simulators.
We have been here for years, it is our home and we have some very ***
thoughts. You don't like them? It's possible. But don't come here and say
what we should say or not say. Realism is what we want.
The best racing simulator will be the one we compare to everything else,
higher or lower. Unfortunately, nothing went higher yet, all under they
went. Not to say there will never be a higher one, but when it will then we
will move on and consider it as the Mecca of simracing.
--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."
Not 100% correct, Mike.
Indeed, there were some significant results over the years (pre 1970s) that
were directly arttributable to the driver pitting, whether for a change of
tyre, a splash of fuel or lubricant or even a twist of a spanner on a
suspension component.
When GPL was first mooted the one omission that disappointed me more than
save-game, or weather conditions, was the lack of pitting. Over the length
of a full-on GP distance, this would have been a brilliant inclusion for
those times when we brush a hedgerow or scrape a bridge wall, resulting in a
deflating tyre or a bent tie-rod, for example.
To have had the ability to make a pit stop and then resume the chase would
have added tons of atmosphere to an already brilliant simulation.
--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------
-----------== Posted via Newsfeeds.Com, Uncensored Usenet News ==----------
http://www.newsfeeds.com The Largest Usenet Servers in the World!
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After due consideration my feedback is that you need to pop a Prozac
or two before posting in the future. That way we don't get a tirade,
and hopefully a touch less swearing too.
The point that you are discussing revolves around two issues -
suspension of disbelief on one hand, and fairness on the other. Some
people want a totally immersive experience, to recreate the moments of
Clark, Hill, Gurney and forget the fact they're looking at looking at
a 19" 2 dimensional computer monitor. Others want lots of add-ons
which weren't available in real life to enhance their sim experience,
but then both parties want to race each other online, and while the
latter is happy to race anything, the former can lose the enjoyment
because the experience is gone if you're supposedly engaging in a fair
and equal race but one person is floating fifty feet above the car in
arcade view, speedo, better visibility etc etc.
I certainly can't see it as a problem though, you just find people for
whom this is not a problem and race them. As for people disagreeing
with suggestions, welcome to Usenet.
As to the specific suggestion of arcade view, when in arcade view you
watch a small car move relative to the road which is difficult to
intepret and react to. In-car large areas move relative to each other,
and in a manner any driver understands and knows how to interpret. I
find any racing game far easier from in-car view, but YMMV.
No, it's exactly the opposite. When you drive from arcade view you are
re-learning to drive the car from a totally unnatural position. From
the in-car you use the same visual cues that are used in a real car.
In _neither_ case do you have the physical seat-of-the-pants
indicators available in real-life, but the in-car view is for sure
closest to reality.
Cheers!
John
And what about the timing system ? I know it is realistically implemented,
the way you see
your lap time a lap later ...
But wouldn't be nice if we saw some split time during our laps. To see
directly where
we are losing time, without using external utilities. Being able to made
direct changes to
our setups
And what are the times of other competitors. I mean If I was racing for a
last round in the championship
I would like to how my direct competitor is doing in the race... How many
cars are between us ?
At the moment it's guessing time and the disappoint ment can be great after
the race...
I think this might help a lot of people increasing their performance in GPL,
not only a speedometer
Jimmy
Learn to read the Tach. The Tach is just as good as a Speedo. If real
racers do it, it must work. ;)
Quoted text (7 lines)
> > Yeah, I used the speedo in N2(and ICR,etc) to judge the turns. It took me a > > LONG time to learn to drive in GPL without it, and I'm sure that's why I'm not > > more consistent... With a 15" monitor and some graphics turned down/off, it's > > not always easy to judge youre speed based on what you SEE... > Learn to read the Tach. The Tach is just as good as a Speedo. If real > racers do it, it must work. ;)Quoted text (21 lines)
> And what about the timing system ? I know it is realistically implemented, > the way you see > your lap time a lap later ... > But wouldn't be nice if we saw some split time during our laps. To see > directly where > we are losing time, without using external utilities. Being able to made > direct changes to > our setups > And what are the times of other competitors. I mean If I was racing for a > last round in the championship > I would like to how my direct competitor is doing in the race... How many > cars are between us ? > At the moment it's guessing time and the disappoint ment can be great after > the race... > I think this might help a lot of people increasing their performance in GPL, > not only a speedometer > Jimmy<snip>
% If you race in the arcade view you might as well be labeled a heretic and
% banned from any online racing, but hey let's face it, in real life you can
% feel the car shifting it's center of gravity and the back end losing grip.
% Racing in the arcade view allows you to see what you can't feel. For me
% racing in the***pit view is more fun but I'm not as fast. Now, I think
% that the more you practice you can compensate and become faster in the
%***pit view, but what your really doing is learning how to figure out the
% sim and not drive better. In reality,when your in a corner and the back end
% starts to come out do you really realize that because what you see or what
% you feel? Think about it.
Yes, that is what is happening, one is learning to drive the sim. The
same thing happens in real life, the more time one spends in the***pit
(as opposed attending driver's meetings and reading driving manuals),
the more one learns to drive the race car. There are subtle clues from
the***pit view that will tell one the shape of the car. Spending time
in the***pit allows one to learn how to interpret these clues and how
to react to them. Since it is a sim, one must compensate and learn to
pickup on the subtle clues that Papyrus provided us to learn to drive
quick and consistent.
You also mentioned a speedometer, well, one can learn to judge the speed
by paying attention to the revs (just like a real race car driver did in
those days). Yeh, maybe Papyrus would have made the game more
accessable to those that need some of the crutches you mention.
However, they didn't provide them and we either learn to adapt without
them or moan their abscence. I get more pleasure learning to adapt
without them, while others seem to enjoy moaning about the shortcomings
of a fine racing simulation of the 1967 F1 season.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
: Yeah, I try to tell people who complain about the missing speedo in GPL that
: what matters in not how fast you drive in a corner, but what gear and revs
: you have in the corner.
Surely not - I mean you don't spin because the engine revs are too
high - you spin because your speed is too high. Sure, it can be
affected if you're braking, accelerating or whatever - but the primary
cause is surely excess speed?
--
Richard G. Clegg Only the mind is waving
Networks and Non-Linear Dynamics Group
Dept. of Mathematics, Uni. of York
www: http://manor.york.ac.uk/top.html
Well stated Bruce...same point, but more articulate. Perhaps I should
refrain from replying to r.a.s. posts at the end of long days 5 minutes
before going to sleep for the night :). For me it is the immersion
quality--I wouldn't feel like I was being unfairly cheated out of something
for the sake of a programming shortcut. It is SO much effort (at least for
me) to drive competitively in GPL, and to be able to do it consistently over
the length of a race requires even more effort. To get to the point where
you only make small mistakes instead of the big dunkers is such an
investment of time and effort that when I make a tiny little mistake in a
race, I don't appreciate having my race ended as a result if it is unlikely
that that would be the result in real life. And let's not forget that GPL's
damage model is far from perfect...it is good, but there are times when it
inflicts more or less damage than would be warranted. It may take a
gargantuan effort to improve it further, but that's another reason to have
minor damage repairable in the pits. It eases the pain of a potential
modelling flaw from another part of the sim.
Marc.
> Not 100% correct, Mike.
> Indeed, there were some significant results over the years (pre 1970s) that
> were directly arttributable to the driver pitting, whether for a change of
> tyre, a splash of fuel or lubricant or even a twist of a spanner on a
> suspension component.
> When GPL was first mooted the one omission that disappointed me more than
> save-game, or weather conditions, was the lack of pitting. Over the length
> of a full-on GP distance, this would have been a brilliant inclusion for
> those times when we brush a hedgerow or scrape a bridge wall, resulting in a
==----------
> http://www.newsfeeds.com The Largest Usenet Servers in the World!
> ------== Over 73,000 Newsgroups - Including Dedicated Binaries Servers
==-----
Quoted text (19 lines)
> deflating tyre or a bent tie-rod, for example. > To have had the ability to make a pit stop and then resume the chase would > have added tons of atmosphere to an already brilliant simulation. > -- > Regards, > Bruce Kennewell, > Canberra, Australia. > --------------------------- > > I'm sure you'll appreciate that very few faults were fixed during a race > in > > the 60's, > -----------== Posted via Newsfeeds.Com, Uncensored Usenet NewsGive it a rest and read the original post. If you really have to endlessly
repeat this rant then do it less mindlessly. Do it to someone who deserves
it. This poster does not.
Marc.
say
> what we should say or not say. Realism is what we want.
> The best racing simulator will be the one we compare to everything else,
> higher or lower. Unfortunately, nothing went higher yet, all under they
> went. Not to say there will never be a higher one, but when it will then we
Quoted text (9 lines)
> > Let's hear some feedback. > <snip> > I suggest you go look at comp.sys.ibm.pc.games.action if you cannot live > with us, the *** simracers that are on our own newsgroup made for us, > rec.autos.simulators. > We have been here for years, it is our home and we have some very *** > thoughts. You don't like them? It's possible. But don't come here andQuoted text (8 lines)
> will move on and consider it as the Mecca of simracing. > -- > -- Fran?ois Mnard <ymenard> > -- May the Downforce be with you... > "People think it must be fun to be a super genius, but they don't realise > how hard it is to put up with all the idiots in the world."I can't wait for N4, because, of course, Papy will remove the speed display
from the OPTIONS for that title, won't they. I mean, after all, the real
NASCAR cars don't have a speedometer.
Marc.
> <snip>
> % If you race in the arcade view you might as well be labeled a heretic and
> % banned from any online racing, but hey let's face it, in real life you can
> % feel the car shifting it's center of gravity and the back end losing grip.
> % Racing in the arcade view allows you to see what you can't feel. For me
> % racing in the***pit view is more fun but I'm not as fast. Now, I think
> % that the more you practice you can compensate and become faster in the
> %***pit view, but what your really doing is learning how to figure out the
> % sim and not drive better. In reality,when your in a corner and the back end
> % starts to come out do you really realize that because what you see or what
Quoted text (26 lines)
> % you feel? Think about it. > Yes, that is what is happening, one is learning to drive the sim. The > same thing happens in real life, the more time one spends in the***pit > (as opposed attending driver's meetings and reading driving manuals), > the more one learns to drive the race car. There are subtle clues from > the***pit view that will tell one the shape of the car. Spending time > in the***pit allows one to learn how to interpret these clues and how > to react to them. Since it is a sim, one must compensate and learn to > pickup on the subtle clues that Papyrus provided us to learn to drive > quick and consistent. > You also mentioned a speedometer, well, one can learn to judge the speed > by paying attention to the revs (just like a real race car driver did in > those days). Yeh, maybe Papyrus would have made the game more > accessable to those that need some of the crutches you mention. > However, they didn't provide them and we either learn to adapt without > them or moan their abscence. I get more pleasure learning to adapt > without them, while others seem to enjoy moaning about the shortcomings > of a fine racing simulation of the 1967 F1 season. > -- > **************************** Michael E. Carver ************************* > Upside out, or inside down...False alarm the only game in town. > =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=>: Yeah, I try to tell people who complain about the missing speedo in GPL that
>: what matters in not how fast you drive in a corner, but what gear and revs
>: you have in the corner.
> Surely not - I mean you don't spin because the engine revs are too
>high - you spin because your speed is too high. Sure, it can be
>affected if you're braking, accelerating or whatever - but the primary
>cause is surely excess speed?
Yes, but gear & RPM seems to be the unit of choice for racing drivers to
measure speed in, even when a speedometer is available (several people I
know who compete in classes requiring vehicles to be fully road equipped,
(like "Road Saloons" or "Hot Hatch") actually go to the trouble of taping
over the (fully funtcional) speedometers in their cars for competition or
track driving.
Now /why/ they do this is questionable, and I've had several plausible
explanations, ranging from the fact that the calibration will be totally
screwed as tyre sizes and (in some cases) gearing vary, to the suggestion
that it's one less instrument to keep an eye on as the tachometer will tell
you engine speed and give an indication of road speed. Nevertheless, ask
people how quickly they're going through a given corner and they won't say
"around 75 MPH", they'll say "about 5K RPM in third..."
--
JG
Only the People at Pappy can answer this one. The general concensus amongst
most drivers is that it's use is to be avoided.
MS
I fail to understand how the lack of a speedo (unless we are talking about a
digital readout which IMHO would be totally unsuitable for GPL anyway), is
such a cause for concern. mph is only a yardstick in the same way that rpm
is. If we are talking about using an analogue speedo here surely it is easy
enough to figure out what speed you are doing for given revs in any gear.
Ultimately, the average simmer will lap within just a couple of percent of
the top dogs. Once in this zone, point of concentration should be focused on
braking points turning in to the apex correctly and getting the gas down
earlier in order to shave those 10ths off. I'm not sure how this could be
done if I was staring at a needle!
MS
> >> A speedometer will help you judge
> >> you speed and compensate for the lack of sensation and stereoscopic vision.
a
> LONG time to learn to drive in GPL without it, and I'm sure that's why I'm not
> more consistent... With a 15" monitor and some graphics turned down/off, it's
you
> with experience...
> Remove SPAM-OFF to reply.
Quoted text (8 lines)
> >It wouldn't bother me if there was an option, but > >I'd try not to use it. In N2, I was constantly > >watching the speed readout in turns, and relied > >on it heavily to turn a good lap. GPL is a lot > >more fun for me since I'm driving by the virual > >seat of my pants, instead of by the numbers. > Yeah, I used the speedo in N2(and ICR,etc) to judge the turns. It took meQuoted text (8 lines)
> not always easy to judge youre speed based on what you SEE... > Eldred > -- > Tiger Stadium R.I.P. 1912-1999 > Own Grand Prix Legends? Goto http://gpl.gamestats.com/vroc > Never argue with an idiot. He brings you down to his level, then beatsWrong. You spin because you have too little grip, wheelspin or too high a
slip angle for any given situation . Some people can take a corner at 180
quite safely whilst others would be off at the same spot at 160
MS
It will be an option, Im 100% sure of that ;)
--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."
And it would beat the heck out of Shift-R -- how realistic is that?
>Quitting a full race 90% of the way through when you are in the lead because
>you grazed an armco just slightly is disgusting when you can make it back to
>your pit stall and sit there for 30 seconds while an invisible pit crew
>gives you a new wheel and tire and a little count down timer ticks away.
>You drove away as you would have in the real race (back at 100% mobility),
>but with a minor time penalty. I don't think the relative effort to program
>this would have been too great>
>Had GPL been more popular, it could have been patched in. As it stands, I
>am glad some good souls took the time and effort to include great FFB.
I drive the Arcade view in GPL (I wish there was a computer screen that gave
you periphrial vision and GPL supported it!), but almost never glance at the
MPH. I will maybe look down for a split second on the straightaway just to see
how fast I'm going out of curiosity. Same deal for ICR2, N3, etc. But I do
drive the***pit view on GP2.
Dan Belcher
Team Racing Unlimited
http://simcrash.00game.com
:> Surely not - I mean you don't spin because the engine revs are too
:> high - you spin because your speed is too high.
: Wrong. You spin because you have too little grip, wheelspin or too high a
: slip angle for any given situation . Some people can take a corner at 180
: quite safely whilst others would be off at the same spot at 160
Um... I think speed is the primary determining factor in the side
force which the grip is trying to overcome.
--
Richard G. Clegg Only the mind is waving
Networks and Non-Linear Dynamics Group
Dept. of Mathematics, Uni. of York
www: http://manor.york.ac.uk/top.html
Lets hope so, then all the arcaders can feel justified in buying a
Playstation.
Steve
>I can't wait for N4, because, of course, Papy will remove the speed display
>from the OPTIONS for that title, won't they. I mean, after all, the real
>NASCAR cars don't have a speedometer.
I have some questions:
Why is it that if it's an unrealistic option, but it's included in the
game (arcade view, e.g.) it's a great thing that it is included, but
if it's unrealistic and not included in the game (speedometer, e.g)
it's a great thing that it isn't included?
Is it really realism "we" want or is it just that we see everything
about the game through Papyrus colored glasses?
Why aren't all "options" considered a good idea since they can all be
turned on or off?
> > Let's hear some feedback.
> <snip>
> I suggest you go look at comp.sys.ibm.pc.games.action if you cannot live
> with us, the *** simracers that are on our own newsgroup made for us,
> rec.autos.simulators.
> We have been here for years, it is our home and we have some very ***
> thoughts. You don't like them? It's possible. But don't come here and say
> what we should say or not say. Realism is what we want.
> The best racing simulator will be the one we compare to everything else,
> higher or lower. Unfortunately, nothing went higher yet, all under they
> went. Not to say there will never be a higher one, but when it will then we
realise
> how hard it is to put up with all the idiots in the world."
Quoted text (7 lines)
> will move on and consider it as the Mecca of simracing. > -- > -- Fran?ois Mnard <ymenard> > -- May the Downforce be with you... > "People think it must be fun to be a super genius, but they don'tHe is saying that instead of relying on an
instrument reading, you can judge how fast your
are going by listening to the RPM's, and knowing
what gear you are in.
Once you are used to it, you can know whether
you are going too fast or too slow by using
only your ears, and never moving your eyes
from the road.
It's an effective substitute for a speedometer.
--
Pat Dotson
IMPACT Motorsports
http://www.impactmotorsports.com/pd.html
Quoted text (8 lines)
> : Yeah, I try to tell people who complain about the missing speedo in GPL that > : what matters in not how fast you drive in a corner, but what gear and revs > : you have in the corner. > Surely not - I mean you don't spin because the engine revs are too > high - you spin because your speed is too high. Sure, it can be > affected if you're braking, accelerating or whatever - but the primary > cause is surely excess speed?However it was stated, Marc, we both feel the same when it comes to the lack
of pitting.
Indeed, as you correctly pointed out, collision detection is not of the
highest tolerance, with situations where a wheel has been at least several
inches away from another object yet a collision takes place.
If ever the time comes (and, sadly, economics most likely say it won't!)
that Papyrus do an update or a version 2 then the ability to pit should be
high on their list of tweaks.
--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------
> Well stated Bruce...same point, but more articulate. Perhaps I should
> refrain from replying to r.a.s. posts at the end of long days 5 minutes
> before going to sleep for the night :). For me it is the immersion
> quality--I wouldn't feel like I was being unfairly cheated out of
something
> for the sake of a programming shortcut. It is SO much effort (at least
for
> me) to drive competitively in GPL, and to be able to do it consistently
over
> the length of a race requires even more effort. To get to the point where
> you only make small mistakes instead of the big dunkers is such an
> investment of time and effort that when I make a tiny little mistake in a
> race, I don't appreciate having my race ended as a result if it is
unlikely
> that that would be the result in real life. And let's not forget that
GPL's
> damage model is far from perfect...it is good, but there are times when it
> inflicts more or less damage than would be warranted. It may take a
> gargantuan effort to improve it further, but that's another reason to have
> minor damage repairable in the pits. It eases the pain of a potential
> modelling flaw from another part of the sim.
> Marc.
> > Not 100% correct, Mike.
> > Indeed, there were some significant results over the years (pre 1970s)
> that
> > were directly arttributable to the driver pitting, whether for a change
of
> > tyre, a splash of fuel or lubricant or even a twist of a spanner on a
> > suspension component.
> > When GPL was first mooted the one omission that disappointed me more
than
> > save-game, or weather conditions, was the lack of pitting. Over the
> length
> > of a full-on GP distance, this would have been a brilliant inclusion for
> > those times when we brush a hedgerow or scrape a bridge wall, resulting
in
> a
> > deflating tyre or a bent tie-rod, for example.
> > To have had the ability to make a pit stop and then resume the chase
would
> > have added tons of atmosphere to an already brilliant simulation.
> > --
> > Regards,
> > Bruce Kennewell,
> > Canberra, Australia.
> > ---------------------------
> > > I'm sure you'll appreciate that very few faults were fixed during a
race
> > in
> > > the 60's,
> > -----------== Posted via Newsfeeds.Com, Uncensored Usenet News
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> >Let's hear some feedback.
> After due consideration my feedback is that you need to pop a Prozac
> or two before posting in the future. That way we don't get a tirade,
> and hopefully a touch less swearing too.
It seems that it is you who are the one who is putting out the tirade...
Please specify what of the wished-for "add-on"-features that are not available
in real life.
G-forces? Available. (body sensations)
Car alignment? Available (visual input)
Car body movement in relation to the
surroundings? Available (visual input)
If it is not possible to provde the in the same form on home PC
as which they are available in real life you have to find other ways to provide
them.
For the G-forces ,you can add a FF chair and wheel to get some indication,but
that
is not nearly enough.
The simplest way to add info about car alignment and car movement
(save for building an entire moving***pit platform at home)
is by adding small analog graphs on the sides of the screen,which I am sure
would add a lot to the sim.Then people can scream "telemetry!!!" as much
as they want,but it would still not add any info that wasn't available to the
drivers
in real life in 1967.
I find it a problem to think of a sim with a 90 deg FOV
as a "realistic" experience.Realistic physics model,yes,
but realistic and comparable experience? Pleeeeease.
Then it is a different issue that it happens to be the best
and most rewarding sim on the market.
In the arcade view , you view a larger part of the surroundings
and how they move relative to the car, and thus you have
greater situational awareness
All drivers surely understand the type of input from the***pit view,
but they usually drive with a 200 deg FOV, not with a crippled 90-100 deg FOV,
and they can also turn their heads in an easy way.
Not really.
The arcade view compensate the lack of info about what's going on
with other kinds of info (not more),while the***pit view
is so limited in comparison to the real thing that you still have
to learn in another kind of way than you would in a real race car
(apart from being "a bit" more careful in real life,of course...)
Next time you are driving your real car, try putting a paper cone
in front of your face that limits your vision to 45-90 deg , and then tell me
you
don't have to learn to handle you car in a new way. (and how much you enjoy
it....).
Maybe you should read his post again...it was not at all about adding arcade
help crutches
to the sim,(as he confirmed in a subsequent post) but rather about how to
compensate for the
lack the lack of information imposed by the PC platform.
It seems to me like those people here who are most dogmatically fighting
against
any changes of GPL , under the false name of "realism", are doing just that...
mindlessly fihgting against changes.
They have become so fixated and infatuated with GPL in its current
form , that is a 90 deg FOV on an 17' monitor and an optional FF wheel,
that they think THAT is the most realistic experience possible....
It's a wonder they even are using FF wheels, as FF wasn't working
straight out of the box AFAIK when GPL was released....and thus can be
percieved as a "change" to the original configuration, and thus
an "arcade" Feature.The real tough guys shouldn't need no stinkin' arcade FF,
but should rather be able to infer the movements of the car by the "subtle
cues"
on the screen that Papyrus had put for us there.......
If GPL would have been released before PC steering wheels where available,
I'm sure there would have been those who would have ***ing about the use of
them ....
the real cars had steering wheels , but GPL would then have "been designed for
use with a joystick"
and adding a wheel would have gone outside the original design
specification/configuration..
......and the cry would have rose........"ARCADE !!!"
If there is going to be a mature discussion about what enhances realism,
then people would better start to think hard about features they criticize
beforehand,
and to analyze what underlying information bits those features
represent.The specific feature might have been there in real life, but
the underlying info it represents might be there, and thus you should find a
way
of representing that info in the sim, either by the proposed feature or in some
other way.
Take any bit of info you want as example..G-force or any other.
In real life you feel the G-forces with your body, not just with your hands.
The best way to add his this is with a FF chair I believe,but there are aolso
other ways,
such as putting 2 small arrows in corner , indicating directional and lateral
G-forces.Sure, that graph wasn't there in real life, but the G-force
was there, and it is a good way of representing it.
Also, for anybodys information, personally I would NEVER drive GPL in
anything else but the***pit view,except for possibly learning an new
track the first 10 laps, because you get info you would get through the
side windows of a real car in that view.
..it is only that I don't think a 17" monitor , an FF wheel and GPL
straight-out-of-the-box
is the ultimate height realism that can be achieved on a computer sim,
Just take a trip in any military or commercial REAL flight simulator,
and you'll see what I mean (In Germany you can buy time in a civil simulator
atf Frankfurt Airport,and in the US they have FA-18 simulators aboard
the carrier they have turned in a aerospace museum)
--
Robert S?derberg
If replying by mail,remove the word INGENSPAM from the adress.
Well,maybe not EVERYTHING, upon further thought.
I still race only in the***pit view,but I can understand
the reasons for wanting to race in the "arcade" view,
due to the limitations of the***pit view.
--
Robert S?derberg
If replying by mail,remove the word INGENSPAM from the adress.
Quoted text (8 lines)
>: Yeah, I try to tell people who complain about the missing speedo in GPL that >: what matters in not how fast you drive in a corner, but what gear and revs >: you have in the corner. > Surely not - I mean you don't spin because the engine revs are too >high - you spin because your speed is too high. Sure, it can be >affected if you're braking, accelerating or whatever - but the primary >cause is surely excess speed?Quoted text (10 lines)
>> Yeah, I used the speedo in N2(and ICR,etc) to judge the turns. It took me >a >> LONG time to learn to drive in GPL without it, and I'm sure that's why I'm >not >> more consistent... With a 15" monitor and some graphics turned down/off, >it's >> not always easy to judge youre speed based on what you SEE... >Learn to read the Tach. The Tach is just as good as a Speedo. If real >racers do it, it must work. ;)Quoted text (11 lines)
>I fail to understand how the lack of a speedo (unless we are talking about a >digital readout which IMHO would be totally unsuitable for GPL anyway), is >such a cause for concern. mph is only a yardstick in the same way that rpm >is. If we are talking about using an analogue speedo here surely it is easy >enough to figure out what speed you are doing for given revs in any gear. >Ultimately, the average simmer will lap within just a couple of percent of >the top dogs. Once in this zone, point of concentration should be focused on >braking points turning in to the apex correctly and getting the gas down >earlier in order to shave those 10ths off. I'm not sure how this could be >done if I was staring at a needle!Quoted text (18 lines)
>> : Yeah, I try to tell people who complain about the missing speedo in GPL >> that >> : what matters in not how fast you drive in a corner, but what gear and revs >> : you have in the corner. >> Surely not - I mean you don't spin because the engine revs are too >> high - you spin because your speed is too high. Sure, it can be >> affected if you're braking, accelerating or whatever - but the primary >> cause is surely excess speed? > I believe they are one and the same. If I'm in the correct gear and my > revs are right then I know that I am at the ideal speed for that corner. > In fact, after a while you shouldn't even need to check the rev counter. > I've been driving GPL for so many hours now that the sound of the engine > is enough to tell me whether I am going at the ideal speed. This means > that I don't even have to look at the rev counter and anything that > allows me to keep my eyes on the road and not elsewhere has got to be > useful.Quoted text (21 lines)
>>I fail to understand how the lack of a speedo (unless we are talking about a >>digital readout which IMHO would be totally unsuitable for GPL anyway), is >>such a cause for concern. mph is only a yardstick in the same way that rpm >>is. If we are talking about using an analogue speedo here surely it is easy >>enough to figure out what speed you are doing for given revs in any gear. >>Ultimately, the average simmer will lap within just a couple of percent of >>the top dogs. Once in this zone, point of concentration should be focused on >>braking points turning in to the apex correctly and getting the gas down >>earlier in order to shave those 10ths off. I'm not sure how this could be >>done if I was staring at a needle! >Not *staring* at it, glancing at it. In ICR/NCR, I could brake until I was at >70MPH(for example), then execute the turn at a speed that I knew would keep me >on the track. As for knowing what speed you're doing - I don't see how, >without a gauge. Someone here once asked me what speed I was achieving through >Masta at Spa. I didn't know. I had to look at a replay, and read the speed >readout on the replay screen. In actuality, I really don't know how fast I'm >going in ANY corner. It's just what 'feels' right and controllable. It's only >after I look at my replay and someone else's that I realize I'm 5-10mph slower >at Parabolica, for example.
Obiwan <[email hidden]> wrote in message
news:01bf647e$71de1560$0be264c3@default...
Robert,
Then use the head panning option. Once you get use to it, it really
works very well. I have the panning on the right and left bottom buttons on
my MSFF wheel. Easy to use, and very effective.
Joel Willstein
[email hidden]
Quoted text (18 lines)
> > > Obiwan <[email hidden]> skrev i inl�gg > > > > > > > > > > Agree with everything in this post,as you really need to get > > every compensation you can for the limitations imposed on sims > > by current PC platforms.(except for reduced physical model !!!!!!!!) > > Well,maybe not EVERYTHING, upon further thought. > I still race only in the cockpit view,but I can understand > the reasons for wanting to race in the "arcade" view, > due to the limitations of the cockpit view. > Robert S�derberg > [email hidden]Quoted text (8 lines)
>I can guarantee to you that, without even having to look at the dash, >that my speeds through the Masta are consistently within a couple of mph >of each other when I do it right (This 'right' of course is all very >subjective <g>). Having a speedo would not improve my ability to take >that section any quicker. It will only be when I finally get around to >looking at replays of the hotshoes and compare my speed through there to >theirs that I'm gonna say to myself 'Oh sh*t! Time for a rethink.'. >:-)
Joel Willstein <[email hidden]> skrev i inl�gg
<86prh0$2of$[email hidden]>...
I do,I do..however,
1) I dont like the speed it moves,..
I would like to be able to adjust it,bot faster and slower for comparison.
...at least have the same of features and ease of moment
as the virutal cockpits in the flight sims.
2) it's no comparing the head panning to what it would be like
to have GPL with three screens.......
that would at least BEGIN to approximate the sensory input
of the driver situation in real life!
--
Robert S�derberg
[email hidden]
If replying by mail,remove the word INGENSPAM from the adress.
Quoted text (14 lines)
> > > > Well,maybe not EVERYTHING, upon further thought. > > I still race only in the cockpit view,but I can understand > > the reasons for wanting to race in the "arcade" view, > > due to the limitations of the cockpit view. > > > Robert S�derberg > > [email hidden] > > Robert, > Then use the head panning option. Once you get use to it, it really > works very well. I have the panning on the right and left bottom buttons on > my MSFF wheel. Easy to use, and very effective. >Seeing how your talking in "what ifs"
Better than just "3 screens" would be a head mounted display (high res) with
head tracking! Now your fully immersed.
"Obiwan" <[email hidden]> wrote in message
news:01bf68fc$83cf2020$04e264c3@default...
on
Quoted text (17 lines)
> > > Joel Willstein <[email hidden]> skrev i inl�gg > <86prh0$2of$[email hidden]>... > > > > > > > Well,maybe not EVERYTHING, upon further thought. > > > I still race only in the cockpit view,but I can understand > > > the reasons for wanting to race in the "arcade" view, > > > due to the limitations of the cockpit view. > > > > > Robert S�derberg > > > [email hidden] > > > > Robert, > > Then use the head panning option. Once you get use to it, it really > > works very well. I have the panning on the right and left bottom buttonsQuoted text (20 lines)
> > my MSFF wheel. Easy to use, and very effective. > > > > I do,I do..however, > 1) I dont like the speed it moves,.. > I would like to be able to adjust it,bot faster and slower for comparison. > ...at least have the same of features and ease of moment > as the virutal cockpits in the flight sims. > 2) it's no comparing the head panning to what it would be like > to have GPL with three screens....... > that would at least BEGIN to approximate the sensory input > of the driver situation in real life! > > > -- > Robert S�derberg > [email hidden] > If replying by mail,remove the word INGENSPAM from the adress. > >>> Robert,
>> Then use the head panning option. Once you get use to it, it really
>> works very well. I have the panning on the right and left bottom buttons on
>> my MSFF wheel. Easy to use, and very effective.
If I had extra buttons on my wheel, it might work. I don't - so I have to feel
for the right keys...<crash!>
<g>
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Own Grand Prix Legends? Goto http://gpl.gamestats.com/vroc
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
>
>>> Robert,
>>> Then use the head panning option. Once you get use to it, it really
>>> works very well. I have the panning on the right and left bottom buttonson
>>> my MSFF wheel. Easy to use, and very effective.
>
>If I had extra buttons on my wheel, it might work. I don't - so I have tofeel
>for the right keys...<crash!>
><g>
>Eldred
>--
I've tried this, and it usually makes me fall off the chair! <vbg>
Matt/GPLEA
Matt,
You constantly pan your head when you drive your own car. You just have
to get use to the method that gpl uses. But once you do, it's a great aid.
Joel Willstien


































