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.
> 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