rec.autos.simulators

What would be better

Tony Rickar

What would be better

by Tony Rickar » Wed, 31 Dec 2003 20:24:21


>         But, now I have a problem. I don't think my Thrustmaster FF GT is
> adequate for non-FF driving. With what to replace it? -- Mario

I recently found stocks of new Thrustmaster Formula Pro/Nascar Pro on eBay.
Yes a four year old design but a great low cost wheel, shifter & pedal combo
for serious use.

Of course there are a number of higher end wheels (BRD, TSW) which have not
gone down the FF route for the very reasons Tom suggests.

Cheers
Tony

Mario Petrinovic

What would be better

by Mario Petrinovic » Thu, 01 Jan 2004 00:49:31

Tony Rickard :

        Thanks Tony, very much.
        Unfortunately I am not living in US. I am from Croatia. You know,
Balkan. I'll take a Thrustmaster wheel, I have a good experience with TM.
But cannot decide which one right now, because it looks like TM site is down
today.
        Higher end wheels are out of the question. I could afford one, but
adding shipping cost is too much for me. Even if I could possibly stretch
enough to add shipping cost, I still have to bring it into my country. And
my country didn't change much, back from the days of Dracula. You know, at
the entrance we have a huge fat man, with even huger axe. And he demands
that for every wheel I am bringing into country, I also must bring one for a
local pharaon's son. Which maybe also wouldn't be too much, except that that
son isn't used to a simulation wheels, but to real ones. And he just don't
like the one he got with a brand new Rolls-Royce he has, so he wants another
one. IOW, it wouldn't be like 20 % or so taxes, but
I-am-even-afraid-to-think-how-much %.
        Sorry for this, : ), but I just like so much to explain civilized
people in what conditions I am living, so that they don't possibly allow
something like this in their own countries. -- Mario

Tom Pabs

What would be better

by Tom Pabs » Thu, 01 Jan 2004 01:45:37

Andrew,

I was not trying to "preach" but was trying to help out since it didn't seem
to me that he understood that it wasn't "required" to include the original
text in a reply post.

Something tells me that there's something about my posts you think is
inappropriate and since this is a brand new installation of WinXP on a new
computer, I very well could have something set wrong on my newsgroup program
(Outlook Express....which I only use for newsgroups.....not a lot of memory
with how to set it and use it).  Please help me out, if you can.....what's
wrong with my posts?  I will fix it immediately.

Thanks,

Tom

Tom Pabs

What would be better

by Tom Pabs » Thu, 01 Jan 2004 02:09:29

Mario,

The FF effects you speak of (gear twitching when you shift) are not really
FF cues, but audible cues that you have just become accustomed to receiving
via "feel cues" because you race with a FF wheel.  But, I hear you
completely.....once you have those cues.....in any form, you miss them when
they are gone.  I may add another important one (to the shifting gear cue)
and that is when you run over a curb....particularly the FIA type
rumble-strip curbs.

Though we don't use FF in our sims because of reasons I've posted already,
we do use engine/sound vibration actuators which replace those "shifting and
curb" cues with a vibration "twitch" - very easily felt through the steering
wheel (steering train), particularly when running over rumble strip curbing.
There's various ways to do this we've found, but unfortunately - they are
all expensive.  Currently, we use a device called an actuator (they have
other names).  Essentially they are like a big speaker magnet....without the
sound cone.  On my WC***pit, I have two of them (you need to have them
connected to a totally separate amplifier from your primary sound amps)
mounted at the back of the Kirkey racing seat (just above belt level at the
small of your back) and another that is steel-strapped to the steering
column.  The vibration is so accurate, you don't have to look at the tach
for rev-limit shifting and this picks up every shift (I enhanced the "clunk"
shift sound in NR003 to help out this "clank" vibration when shifting) and
vibrates the hell out of the steering wheel when banging the curbs (which is
a no no, in a real race car....except for F1).  We feed this vibration
system with the "rear center channel" of a Dolby 6.1 sound system......that
channel has about 90% of the full sound wave (using the sub-woofer channel
just does not work).....works very well.  The problem:  The total costs is
around $2000 for the equipment......not very cost effective for the average
sim racer.

On the question of what wheel to use:  I don't use "plastic game" wheels any
more.....and I'm not putting anyone down who does because I totally
understand that you all would use real-life, metal, fabricated from real
racing components.....if you could afford them.  I can.....I make
them.....so I do.  That doesn't mean I don't appreciate all the years I
raced with my Thrustmaster plastic wheel (and still had a blast doing it).
But, if I had to go buy one "game-store" racing wheel right now and that was
all I could use, then I would by a Thrustmaster Pro (Digital) 2 racing
wheel.  I used one for many years.....from their very first design.  They
are the best all around controller on the market for the price.....with
paddles for running F1 or other open wheel sims.....and sequential shifter
for GT, sports car and NASCAR sim racing.  You can't beat it......not at any
price for "game level" racing controls.  I even think it is as good as BRD's
controls and I have several of those sets as well as Thrustmasters Digital
Pro 2 wheels.  By the way, on the TM Dig Pro-2.....stick a piece of hard
*** (about a half inch thick) under the brake pedal.....tape it in place
if it won't stay....and you'll improve the "feel" of your brake pedal about
2000%.  Easy, cheap trick....it really works nice on a TM Dig Pro-2
controller (not so well on BRD's or MS FF or AL's controls).

Hope this info helps you to improve your "emersion experience" sim racing?

Regards,

tom

Paulinh

What would be better

by Paulinh » Thu, 01 Jan 2004 02:17:03


Well i go away for a bit and this is what has happened... lol,

So does anyone have a set of these 3d gig`s that you where.. do they
work...?

Andre

What would be better

by Andre » Thu, 01 Jan 2004 02:20:17

On Tue, 30 Dec 2003 16:45:37 GMT, "Tom Pabst"


>I was not trying to "preach" but was trying to help out since it didn't seem
>to me that he understood that it wasn't "required" to include the original
>text in a reply post.

It *is* required so the reader who has not necessarily read the
previous post has some sense of what you are replying to.
--

Help make Usenet a better place: English is read downwards,
please don't top post. Trim messages to quote only relevent text.
Check groups.google.com before asking a question.
Mario Petrinovic

What would be better

by Mario Petrinovic » Thu, 01 Jan 2004 02:33:58

Tom Pabst :

        Thanks. I wasn't strolling computer shops for a long time, but I
hope I'll find it. We have a limited choice over here (in Croatia). I don't
remember that I saw that particular wheel for some time. I remember I used
to see MS non-FF, and the other TM a lot. But they are cheap now. I'll buy
what I find, and can easily replace it for Dig Pro later, if I don't find it
in first try. Yes, it looks like this is the wheel to have. Everybody have
good words for it.
        BTW, I dismantled my Thrustmaster FF GT, and will not use it again,
so I cannot recheck, but believe me, when I shift gears it IS FF, : ).
  -- Mario

Mario Petrinovic

What would be better

by Mario Petrinovic » Thu, 01 Jan 2004 02:45:13

Paulinho :

        I believe some rephrasing would be neceseary here, if you expect
some answer from me (if this is meant for me to answer?). -- Mario

Larry Lindstro

What would be better

by Larry Lindstro » Thu, 01 Jan 2004 04:52:59

Thanks again Tom:

    I have another obstacle.  I have a 21 inch monitor, but it's
on a coffee table and I work, and drive, on a couch.  I'd guess
it's about 5 feet from my face.  So my 21" monitor is smaller
than it seems.

    What are you currently using for a display, and how far is it
from the drivers eyes?

> The tri-monitor display set up you refer to doesn't work.  At least, it
> doesn't add anything to your driving experience.  Your "intuition" about
> that.....that it would add to your sim experience, is just not correct.

    It's been several years since I tried a tri-monitor setup.  But
I found it added to my emersion.  Looking back, I think it was most
effective for the flight games.  But I did get something from having
roadside objects pass by in my peripheral vision.

    This might be personal taste.  I can feel like I'm in motion
watching nose cam shots, from cars, planes or space ships, if I'm
centered in a movie theater.  Not front row, but a couple of rows
forward of "center-center" is close enough to feed my peripheral
vision while I'm watching the middle of the screen.  So I was
thinking this would translate to sims.

> G-Force is another issue that is mostly over-rated by non race car driving
> sim racers.  Yes, there is some "back of the seat" feel....that is provided
> by g-force in a real race car that is missing in a sim.  But it is not
> something that is tough for the brain to deal with when its missing from the
> simulation experience.  What I mean is, it doesn't cause our brains to
> "discount" the whole experience as unrealistic.  Here's why (and this comes
> primarily from some research that NASA did early on in training the
> astronauts in simulators):

> Our brains are very good a creating a simulated environment for us.....when
> we do tasks in a simulator (fly, race, etc.).  Let's say there are 10
> elements, or "inputs" of data.....that we receive when racing in a real race
> car.  10 categories of data/input to our brains, like:  Sight (visuals),
> sound, smell, g-force, vibration, etc.  If you put the brain into a
> simulated environment that does 5 to 7 of those really well (does them well
> enough to be believable by our brain as real), then the brain helps us out
> and starts filling in the missing items!  However, if we put our brain into
> a simulator environment that does 5 to 7 things really well, but it does the
> 8th thing really badly (like g-forces that are not timed properly to the
> visual event...and I mean the timing has to be dead on perfect....not off by
> a milli-second because our brains can tell when it is), then the brain will
> actually discount and discard all the really good things and say...."Nope,
> this whole experience is not realistic!"

    This is my point about the transparent cockpit.  More screen
real estate dedicated to delivering these queues.  I don't think
I get much from the majority of the screen displaying the car's
dash and the rest of the interior.

- Show quoted text -

> This is why we don't use force feedback controllers.  They are fun, but the
> timing is off....in even the best of them.  This "timing" is not a function
> of the FF controller, but more of the sim software that triggers the FF
> events.  I would love to use it.....show me a sim program that does the
> timing right....and we'll start using them.  In the meantime, we use "sound
> generated vibration" to accomplish something of the same thing.

> Racing from the nose cam:  I think its fun, and sometimes I do it just to
> have fun with it.  But, it is not realistic and while it gives you an
> illusion of speed.....its not an illusion of speed that you get from racing
> in a real racing car.  It's not even close!

> In a real race car, the driver has input as to how hard he's working the
> tires comes from two sensory inputs:

> 1.  Sound.....this represents about 90% of the sensory input he relies on.
> Our sims do an excellent job of this and if set right, our brains totally
> believe the tire squeal they hear in our simulators.

    I've found F1C a little deficient on tire squeal feedback.
Someone recommended importing tire sounds from another sim,
I'll check this out.

> G-force virtually has nothing to do with telling you how hard you are
> working the tires.  Of course, you'll feel the slip angles increase as the
> tire grip fades.....but you can pick that up visually very easily.

    I find this surprising .  You have obviously studied this
and I don't doubt what you are saying.  But it goes against
what I thought I knew.

> As to your last couple of questions.......I don't drive online sims much any
> more.  I wish I could, but I don't have the time to do it, particularly I
> don't have the time to compete in regular league racing because my work
> schedule isn't "regular" and I don't have the time to put the practice hours
> in that a good sim racing league requires.  I really miss it though!

    F1C has a very nice facility, using gamespy, for 24 hour
drop in racing.  The community is friendly with good advice
and conversation between races.  I think F1RST offerers
something similar, but I've only used it for scheduled RASF1
races.  Every one here hates NFS, but I was introduced to
online racing with NFS/Porsche Unleashed.  EA had servers
online that also facilitated 24x7 drop in racing.  Those
servers are now down.

> I'm asking questions about F1-2002 (and soon, about F1-C) because I am
> needing to make a decision which one of those I'm going to use as the
> software base (and then modify) for a customer simulator we are currently
> building and are about to deliver (in about a month).  In order to make that
> decision, I need to get both of those sims up and running with all the
> "tweaks, bells and whistles".....so I can make an intelligent decision about
> which one I want to use for our customer simulator software.  That's the
> reason for the questions, I've had neither of those sims installed (though
> I've owned both of them ever since they were released).  Again, this is kind
> of a "no time for fun sim racing" story....which I'll try not to whine about
> too much!  LOL.....

    You're going to have a tough time getting much sympathy
from us. : )

    Who's using these simulators you're building?  What are
they using them for?  When ECCI left the consumer market
several years ago they didn't stop making wheels.  I was
wondering who they were selling to.

> So Larry, I guess what I'm trying to tell you is that the current sim racing
> software and hardware we have right now, even on a desktop sim rig.....is
> much more realistic than you are giving it credit to be.  Stop looking for
> some off-the-wall thing that will make it "real".....because frankly, your
> brain doesn't even know what is real if you've not spent a considerable
> amount of seat time in a real race car.

    You are absolutely right.  I don't have a clue what a
real Formula 1 race car handles like.  I can't do a lap
on GPL without asking myself "Why did the car do THAT?"

    What I'm looking for is emersion, to the point where
I feel familiar with the simulated vehicle, and can push
it to it's limits.  Something I've never been able to do.

> Ask around here in r.a.s. about who has done this type of thing, or who has
> built themselves a little "racing rig cockpit and/or maybe a race frame
> rig".....and what it did for their sim racing experience....how much it
> increased their "emersion factor" and fun in their sim racing hobby!  I bet
> you won't find anyone who will say it was a waste of time or money!

> You don't need to spend a ton of money to do some little things that will
> help your brain to stop thinking its sitting at a computer.....and start
> thinking its sitting in a race car!

> Have fun with it,

    Again, I appreciate you taking this time to inform us.

                                                    Thanks
                                                    Larry

Eldre

What would be better

by Eldre » Thu, 01 Jan 2004 06:07:25



>Though we are replacing a physical input with a visual one. I don't believe
>it is purely simulating physics to provide the missing "feel", but there is
>a black art to fooling the brain into "feeling" a rear end slide starting
>before there is a significant visual cue. This can be done without force
>feedback once the driver's brain has been trained by the visual and audio
>cues alone.

How is that 'training' accomplished?  I've had GPL for about 4 years, and I'm
still never sure exactly what the car is going to do.  Very often I'm sideways
before I'm even aware that I've lost traction.  For whatever reason, I'm not
picking up on the visual(and/or aural) cues that the faster guys have
internalized.

Eldred
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Eldre

What would be better

by Eldre » Thu, 01 Jan 2004 06:07:26



>I hope a few of you may have a better appreciation of your racing simulator
>hardware and equipment now.  It does a far better job of simulating racing
>in a real-world race car than you imagine!

Interesting and informative post.  Thanks for sharing.  My only experience in
driving a 'race' car is at the Skip Barber school.  I can attest to limited
vision, and mirrors that are made almost useless by the vibration of the car.
But my experience was limited to just lapping, with little passing, and NO
'racing'.  I'd like to try one of the 'arrive-and-drive' series, but funds
simply won't let me live out my dream.
Oh well...maybe in the next life.

Eldred
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Tony Rickar

What would be better

by Tony Rickar » Thu, 01 Jan 2004 09:25:47


> >Though we are replacing a physical input with a visual one. I don't
believe
> >it is purely simulating physics to provide the missing "feel", but there
is
> >a black art to fooling the brain into "feeling" a rear end slide starting
> >before there is a significant visual cue. This can be done without force
> >feedback once the driver's brain has been trained by the visual and audio
> >cues alone.

> How is that 'training' accomplished?  I've had GPL for about 4 years, and
I'm
> still never sure exactly what the car is going to do.  Very often I'm
sideways
> before I'm even aware that I've lost traction.  For whatever reason, I'm
not
> picking up on the visual(and/or aural) cues that the faster guys have
> internalized.

That is the "black art", Eldred. What works for some doesn't for others.
There are plenty of respected RAS members who find the EA series provides
plenty of feel for them yet the Papy sims work best for me.

After god knows how many laps of GPL for 4 years I suddenly found approx a
second per minute at each track. I drove FD/F2 for a year before returning
to F1 and finding an instant increase in F1 speed having been pretty ***at
F2!

Cheers
Tony

Tom Pabs

What would be better

by Tom Pabs » Thu, 01 Jan 2004 11:33:09

I guess I'd have to disagree with you on that one.  No biggy, though.

Tom

Tom Pabs

What would be better

by Tom Pabs » Thu, 01 Jan 2004 12:26:39

Hi Larry....

I'll try to answer your questions, but I'm a little pressed for time
tonight....so don't take maybe a short answer or two as my not being
interested in your questions.....they are all pretty good ones.

 "I have another obstacle.  I have a 21 inch monitor, but it's
on a coffee table and I work, and drive, on a couch.  I'd guess
it's about 5 feet from my face.  So my 21" monitor is smaller
than it seems.

    What are you currently using for a display, and how far is it
from the drivers eyes?"

    I have to tell you the couch and coffee table monitor is not good.  But,
you have to live with what you have to live with......so that's all I'll say
about that.

    The monitor I use for personal racing (NASCAR or sports car) is a 21"
and in my***pit it is exactly 18" from my nose.  That is something a tad
on the personal side, but that distance, the screen res I use and the
driving FOV I use pretty much gives me a duplicate field of vision to what I
have in either a GTA car (a type of stock car similar to a Winston Cup car)
or in something like a TransAm car.  In fact, just today I sat in Huffaker's
Jaguar TransAm car, talking with him about the driving view, and how
restricted it is in such a big car (the driver sits way toward the rear of
the car with this huge "boat" like bow that is the hood.....and you can
barely see over it.  I would guess the first instance where you can see the
ground/track in front of you is a good 30 or 40 feet ahead of the car's
nose...maybe more, I didn't measure it but maybe I will go do that
tomorrow).

    I don't use a***pit for open wheel racing (at home), I just sort of
use a "make-do" setup at the office desk where I do my business and the
track graphics work.  I do have a racing seat which I pull up to the desk,
its laid back so my body is in the position of almost laying down on my back
(like in an F1 car, or most open wheel cars).  The steering wheel (with
paddles) is almost full-extension arms length away, but I have the monitor
on a sliding bracket (easy to do, just go buy a rack-mount drawer slides at
most computer surplus stores, they are only about $20 bucks).  This allows
me to slide the monitor towards me and the position I use is where the
monitor almost scrapes my knuckles on the steering wheel (the monitor could
extend closer to me...over the top of the wheel if I wanted to do that).
Since you asked me this question, I just got the seat out and got into the
seating position I use.....slid the monitor into position and then measure
the distance from the screen (21") to my nose.....and it was 18.5 inches!  I
was surprised....that's within a half inch of where I have the monitor in my
more upright driving position (cockpit) for NASCAR racing.

    The other thing I do in both sim setups.....is use the "move screen"
function on the monitor to adjust the FOV "driving point" (that point down
the track where you concentrate your focus at all times....especially in
road racing).  I make sure that point is slightly lower than perfectly
level....to my eyes.  If it is higher than "level" to my eyes, it creates
eye fatigue and my brain doesn't think its realistic....so I lose a
substantial amount of emersion effect.

    But as I said, this is all something of a personal taste and since I
spent....and spend a fair amount of time in real race cars, I try to make it
as close as possible to the real visual geometry as I can.....so brain
accepts that its in a race car and not sitting at a computer screen.

    Truthfully, the whole discussion of driving view and driving position is
relative to only two things.  1) If your desire is to reproduce something
close to what real driver's experience, then you must reproduce something
close to the same visual geometry they experience.  2) Short of that, you
should choose a visual geometry that works for you, is comfortable and that
immerses you in your sim racing to best extent possible.........that is
totally personal and up to you and your own enjoyment....IMHO.

"I've found F1C a little deficient on tire squeal feedback.
Someone recommended importing tire sounds from another sim,
I'll check this out."

That is one of the first things I did a few days ago when I was installing
F1-2002 and tweaking it for my taste (cars, car sets, tracks, controller
settings, etc.).  Since I do sound editing for engine sounds and "fx"
sounds, I just modified the existing tire squeal.......which EA may have
correct (never sat in a current year F1 car and listened to the tire
squeal......but it would surprise me if it is as "flat" as EA's sound).
This was a huge improvement I think, in the emersion factor for
F1-2002....at least for me (I had to make major changes to the driving FOV
as well).  There's plenty of tire squeals around you can try.......go get a
few and see which ones work for you.

"I find this surprising .  You have obviously studied this
and I don't doubt what you are saying.  But it goes against
what I thought I knew."

That's kind of the point I have been trying to make a couple of times here.
Some things are the way they are....in a real race car but they surprise you
when you first experience them.....because they don't at first seem logical.
Therefore, if you sim race, but have never raced in a real race car, then
you are kind of chasing your tail aren't you.....trying to make assumptions
about what should be "real!"  Some assumptions you make will be
correct.....and many will not be correct.

"Who's using these simulators you're building?  What are
they using them for?  When ECCI left the consumer market
several years ago they didn't stop making wheels.  I was
wondering who they were selling to."

I can't tell you who.....by name, that's information protected by an NDA
with the customer.  I will tell you the customer is a real-life race team,
the sim is being used (will be used...for the one we are building at the
moment) to improve the team driver's "race craft" experience and this is
being done in conjunction with a "racing coach" that gives instruction "in
person" and over an Internet connection while racing with the driver online
(private race).  The "race coach" is employed by me, I also did most of his
training over the last two years (in sim racing).  He is an accomplished
driver himself (has won a couple of ALMS races in the last 24 months).

We also have four sim racing "demo" units in the upstairs mezzanine portion
of our race shop.  Two are open wheel sims, one is setup for stockcar sim
racing and the other is setup right now to simulate a Porsche GTSR
racing/testing.  Local driver's based at Infineon rent seat time from me in
these simulators, and two "race teams" based at Infineon use them to do
driver evaluations (before putting prospective drivers into the seat of
their very expensive, real race cars).

Most of what ECCI is doing now is making "bullet-proof" racing sim controls
for "arcade" machine type demos and displays.....all non-pro racing stuff.
You can not destroy an ECCI controller and they are smooth.  But, they are
way too bulky....and not very realistic in feel.

We custom fabricate all of our controllers, using as often as possible the
real racing pedals, wheel, etc.....from whatever racing car our simulation
is trying to reproduce/replicate.  We just completed a set of pedals for the
current sim we are building to be delivered to this race team.  This is not
something anyone in the sim racing community would be interested
in......believe me.  These pedals are going to cost the race team (as part
of the sim they are buying) about $5,500 (and I'm not making much money on
them.....that's dang near my cost to fabricate them).  The over-all price of
the sim will be close to $100K when completed.

Hope this answers most of your questions?

Regards,

Tom

Eldre

What would be better

by Eldre » Thu, 01 Jan 2004 12:26:54



>I guess I'd have to disagree with you on that one.  No biggy, though.

Disagree with who?

Eldred
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