rec.autos.simulators

NFSPU: If it smells like a sim . . .

jbo..

NFSPU: If it smells like a sim . . .

by jbo.. » Sat, 27 May 2000 04:00:00



<LIBERAL SNIP>

Re-read the review, Tim -- Ty said:

"The 360-degree turn works only when speed is on your side. You may
need to reach 100mph to do this."

If Danny Sullivan could do his "spin and win" at Indy in '85 in an Indy
car doing something in the neighborhood of 200 mph, I would guess that
a real Porsche could do the same on 17" tires at about 100 mph, as Ty
indicated is required in NFSPU.

-- JB

Sent via Deja.com http://www.racesimcentral.net/
Before you buy.

Tim O

NFSPU: If it smells like a sim . . .

by Tim O » Sat, 27 May 2000 04:00:00


>Re-read the review, Tim -- Ty said:

>"The 360-degree turn works only when speed is on your side. You may
>need to reach 100mph to do this."

>If Danny Sullivan could do his "spin and win" at Indy in '85 in an Indy
>car doing something in the neighborhood of 200 mph, I would guess that
>a real Porsche could do the same on 17" tires at about 100 mph, as Ty
>indicated is required in NFSPU.

C'mon John... Do you really think there is ANYTHING in a street car
that you can compare to an Indycar?
At 100mph, then kicked sideways, any street car is as likely to hook
and roll as it is to slide.

We're arguing semantics here. I don't thing Ty's methodology for
testing is accurate. I have no way to substantiate my claims, nor does
he.

Tim

jbo..

NFSPU: If it smells like a sim . . .

by jbo.. » Sat, 27 May 2000 04:00:00




> >Re-read the review, Tim -- Ty said:

> >"The 360-degree turn works only when speed is on your side. You may
> >need to reach 100mph to do this."

> >If Danny Sullivan could do his "spin and win" at Indy in '85 in an
Indy
> >car doing something in the neighborhood of 200 mph, I would guess
that
> >a real Porsche could do the same on 17" tires at about 100 mph, as Ty
> >indicated is required in NFSPU.

> C'mon John... Do you really think there is ANYTHING in a street car
> that you can compare to an Indycar?
> At 100mph, then kicked sideways, any street car is as likely to hook
> and roll as it is to slide.

> We're arguing semantics here. I don't thing Ty's methodology for
> testing is accurate. I have no way to substantiate my claims, nor does
> he.

> Tim

Tim,

There are semantics involved here, but I didn't think we were really
arguing -- just "discussing" the detail. <G>

I didn't really mean to compare a Porsche (or ANY street car) to an
Indy car (either the CART or IRL type), and I do agree that when
attempting such a 360 spin in a street car, a hook-and-roll is as
likely as a well-executed spin.  My point was that spins ARE possible
in street cars, even in more mighty vehicles than Porsches; the
Sullivan Indy example was just one, and I'm sure that as race fans
we've all seen various GT racers spin at many different portions of the
speed/performance envelope.

The type of 360s that Ty is referring to attempting in NFSPU and Viper
are the type of "stunt" driving antics performed by Hollywood special
effects stunt drivers for television, movies, and commercials, and
although they are difficult to execute without damaging self and
vehicle, they ARE do-able.  In NFSPU, it is RELATIVELY easy to do this
type of 360 stunt in various vehicles, but it's NOT simple -- if you've
done the factory driver mode, then it probably took you several
attempts to master this.  If it didn't take you several attempts, then
I bow down to you, because I worked for several hours before I was able
to get the technique down pat.  This type of thing CAN be done in a
motorized vehicle, and it can be done in NFSPU, but it's virtually
impossible to execute such a maneuver in Viper Racing (for me, anyway
-- I tried unsuccessfully for about an hour last night before I gave
up, but I did end up breaking my own personal best at Sunset Mesa,
which was a nice surprise since I did it my first lap out, and I
haven't been playing Viper Racing much at all for the past 5 months or
so <G>).

So, anyway, my intention here wasn't to argue the semantics, but to
discuss the fine points, so please don't feel put-upon by my earlier
response.

-- JB

Sent via Deja.com http://www.deja.com/
Before you buy.

Tim O

NFSPU: If it smells like a sim . . .

by Tim O » Sun, 28 May 2000 04:00:00


>So, anyway, my intention here wasn't to argue the semantics, but to
>discuss the fine points, so please don't feel put-upon by my earlier
>response.

Not at all, John. I just think we're at a stalemate of perspectives
here. I'll try to refine my point, but this is blabby...

I think that the root of my problem lies with the fundamental
methodology of Ty's test. He based his decisions on things that are
fringe things in reality.

Lets try to parallel this to that fringe reality...
My dad had a 72 Plymouth Scamp (same as a Dart) with a 318 that would
do the best donuts of any car I have ever been it.
As a young idiot in the mid-80's, I put the car through such fringe
tests. Aside from excelling at donuts, it did great on the Running
Over Snowman test, and the 60mph over speed-bump test.
If you're a real glutton for punishment, I'll give you full exploits
via e-mail.

The car was abysmal at cornering, and accellerated slower than a
school bus. If I were to use Ty's donut test, the Scamp would be one
of the great cars on the road.
I was stupid, but not stupid enough to try 360's on the highway, but I
think you can understand what I'm saying.

Back to games...
I know a true physics model with simulate everything exactly, but the
thing that I think really matters in a sim is how the car reacts in a
turn under braking or acceleration.
Ty is taking things out on a cars performance fringes, and using it to
compare which game has the most realistic handling.
At first glance, this seems like a good idea. Push the sim to the
corner of it's envelope, and see how it reacts.

The problem is that while Porsche Unleashed is realistic enough to be
lots of fun, Viper feels so much more "right" to me everywhere inside
the envelope.

I have all the sims that Ty tested, and I'll try to start with a fresh
mind and analyze them all again (if I can pry myself away from
Motocross Madness 2!).

Tim


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