If I mayI think you over state the need to have more tire sounds to
improve driver feedback.
First, in the real world, by the time you hear tire squeal you are on
the down side of the traction curve. Max grip is just before you hear
the tires complain. GPL seems to model this well as evidenced by shorter
stopping distances with minimal squeal. As with the real thing, in GPL
tire squeal is good for crisis management when youve gone over the edge
rather than basic car control.
Second, there are other variables in GPL that can be used to sense the
limitsteering angle & force, petal position & force, visual speed, etc.
Certainly force-feedback-steering will be a big help when the software &
hardware are done right. One thing that can be improved now is brake
petal force. Controllers like the Thrustmaster use a constant spring
rate giving less feel than real car where force at the petal increases
drastically with travel.
I share your frustration though, trying to find and consistently
maintain control at the limit of adhesion. For those of us older guys
who learned to drive fast by the seat of our pants in a real car instead
of a video game, the lack of G-loading in a sim is frustrating.
I like your idea for 3d sound in general...like being able to hear where
a close car is.
Marty
> I have posted here before on my idea of using 3Dsound(hearing the grip
> sounds
> coming from the front or rear or both)to enhance the over/understeer
> feel
> that racing sims lack.