rec.autos.simulators

Papyrus is very very wrong, sorta.

Destroy - Derek Stru

Papyrus is very very wrong, sorta.

by Destroy - Derek Stru » Fri, 23 Oct 1998 04:00:00

Papyrus is wrong, partially anyway.

I just got Viper Racing working with my Wingman Force and I can
honestly say it is incredible.

Most FF efx in racing games are addon or gimmicky. The FF effects in
Viper are definitely NOT gimmicky. This is a sim type game with sim
quality FF effects.  Viper has by far the best FF implementation in a
racing game to date. The accuracy portrayed is phenomenal and not
grossly overstated like so many racing games  currently are. The
subtle and finessed touches add immensely to this game.

Let me state what I noticed in the game:
- collisions with all objects
- accelerating and deceleration forces
- variable assist steering easy at rest that gets harder as speed
increases
- wheel kickback from rehookup of tire from a slide
- loose 'dead' wheel during slides
- dips and bumps in driving surfaces
- impacts from landing from air jumps (car leaving ground)
- wheel chatter or hop on jittery slides
- opposite accel and decel forces when in reverse

This may sound like a few other games but the quality in which these
effects are done all at once in Viper is vastly superior to any other
racing game out there. Every  effect is virtually perfectly done. The
only complaint I have is the 'roughness' in the grass/dirt is barely
perceptible and should be a tad stronger in effect.

Viper is the new killer racing FF app by very large margin.

How is Papyrus partially right? For serious lap times FF just gets in
the way. FF in any racing game will always be a hampering effect. I
don't care how well its done,  its just plain harder to cut a fast lap
time with the small jerks of stick movement  Its a serious hindrance
in serious racing.  However, in not total serious racing, it does  add
a very cool dimension. I can see why GPL doesn't have FF, its damn
hard enough without it but that's still no excuse of not  having the
option of it being  available in the game.

Wanna see what GPL could be like with FF? Try Viper using a FF stick,
preferably a Wingman Force. (Supposedly the MS FF Pro is not as good
'feeling' as the  WF in this game.)

Cossi

Papyrus is very very wrong, sorta.

by Cossi » Sat, 24 Oct 1998 04:00:00

Many of the things u mentioned can be found in GPL or Monaco Grand Prix
Racing, except the damage thingy



Iain Mackenzi

Papyrus is very very wrong, sorta.

by Iain Mackenzi » Sat, 24 Oct 1998 04:00:00

Monaco yes, but no FF in GPL.
I suggest that we start a campaign to get Papy to patch GPL for FF.
What do you think?

>Many of the things u mentioned can be found in GPL or Monaco Grand Prix
>Racing, except the damage thingy



>>Papyrus is wrong, partially anyway.

>>I just got Viper Racing working with my Wingman Force and I can
>>honestly say it is incredible.

>>Most FF efx in racing games are addon or gimmicky. The FF effects in
>>Viper are definitely NOT gimmicky. This is a sim type game with sim
>>quality FF effects.  Viper has by far the best FF implementation in a
>>racing game to date. The accuracy portrayed is phenomenal and not
>>grossly overstated like so many racing games  currently are. The
>>subtle and finessed touches add immensely to this game.

>>Let me state what I noticed in the game:
>>- collisions with all objects
>>- accelerating and deceleration forces
>>- variable assist steering easy at rest that gets harder as speed
>>increases
>>- wheel kickback from rehookup of tire from a slide
>>- loose 'dead' wheel during slides
>>- dips and bumps in driving surfaces
>>- impacts from landing from air jumps (car leaving ground)
>>- wheel chatter or hop on jittery slides
>>- opposite accel and decel forces when in reverse

>>This may sound like a few other games but the quality in which these
>>effects are done all at once in Viper is vastly superior to any other
>>racing game out there. Every  effect is virtually perfectly done. The
>>only complaint I have is the 'roughness' in the grass/dirt is barely
>>perceptible and should be a tad stronger in effect.

>>Viper is the new killer racing FF app by very large margin.

>>How is Papyrus partially right? For serious lap times FF just gets in
>>the way. FF in any racing game will always be a hampering effect. I
>>don't care how well its done,  its just plain harder to cut a fast lap
>>time with the small jerks of stick movement  Its a serious hindrance
>>in serious racing.  However, in not total serious racing, it does  add
>>a very cool dimension. I can see why GPL doesn't have FF, its damn
>>hard enough without it but that's still no excuse of not  having the
>>option of it being  available in the game.

>>Wanna see what GPL could be like with FF? Try Viper using a FF stick,
>>preferably a Wingman Force. (Supposedly the MS FF Pro is not as good
>>'feeling' as the  WF in this game.)

News

Papyrus is very very wrong, sorta.

by News » Sat, 24 Oct 1998 04:00:00

This is 100% on the money when it comes to competition. Unless everyone
races with FF on then with it off you are gonna be able to run faster. I
always thought that would be the case. Now if everyone uses it then it is
great when done properly.

Correct.
BH


Trip

Papyrus is very very wrong, sorta.

by Trip » Sun, 25 Oct 1998 04:00:00


> This is 100% on the money when it comes to competition. Unless everyone
> races with FF on then with it off you are gonna be able to run faster. I
> always thought that would be the case. Now if everyone uses it then it is
> great when done properly.

This is probably the exact reason why Papyrus decided to NOT support
force feedback.

Proper force feedback should make us faster, not slower. Driving sims,
we lose much of the physical feedback we'd get in a real car. As long as
force feedback technology for PC's is not capable of delivering the
subtle feel that would help rather than hinder us, I see no good reason
to have it.

Look at it this way... you'd never hear a driver in real life ask for
less road feel through the steering wheel. The more you can feel, the
faster you can go.

Trips

Raymond Sagiu

Papyrus is very very wrong, sorta.

by Raymond Sagiu » Sun, 25 Oct 1998 04:00:00

Ever wonder what the difference between a real and a simulated car is when it
comes to 'road-feel'??
If you have FF, it's not the wheel...It's the seat... The wheel reacts pretty
much the right way, but drivers feel the car sliding below them before feeling
it in their hands... So they react to their seat rather than wheel. Someone
should invent a FF-cockpit, instead of using only a wheel.
Also, it takes a lot more practice to properly race with FF...You can't learn a
foreign language in an hour, so why should it be any different with steering?
Once you get the hang of the wheel's 'travel' in specific circumstances you
will be better able to counteract.


> > This is 100% on the money when it comes to competition. Unless everyone
> > races with FF on then with it off you are gonna be able to run faster. I
> > always thought that would be the case. Now if everyone uses it then it is
> > great when done properly.

> This is probably the exact reason why Papyrus decided to NOT support
> force feedback.

> Proper force feedback should make us faster, not slower. Driving sims,
> we lose much of the physical feedback we'd get in a real car. As long as
> force feedback technology for PC's is not capable of delivering the
> subtle feel that would help rather than hinder us, I see no good reason
> to have it.

> Look at it this way... you'd never hear a driver in real life ask for
> less road feel through the steering wheel. The more you can feel, the
> faster you can go.

> Trips


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