j...@runrun.demon.co.uk (John Wallace) wrote:
>Would you care to explain it to me? In both cases you apply power in
>excess of the capability of your tyres to grip the road - the wheels
>spin and lose grip , hence wheelspin. The only difference I can see is
>that in ICR2 it doesn't happen from rest. Since we spend the vast
>majority of time in an Indycar when it's moving, I would say that
>MS-CART's "no wheelspin at low speeds" is a _far_ worse problem than
>ICR2's "no wheelspin from rest".
Okay, lets see. There's this thing called a co-efficient of friction
between the rubber and the road, and when the force spinning the wheel
exceeds the friction keeping it stuck to the road, it spins. It
doesn't matter whether the car is moving or sitting still. In the
case of breaking loose in a turn, such as snapping the wheel too hard
on a car without sufficient downforce in the rear, you're causing it
not by wheelspin but by lateral weight transfer. The lateral weight
transfer exceeds the friction force keeping the tire moving on the
road, and the tire breaks free. Wheelspin looseness is induced mainly
by the foreward acceleration of the car exceeding the grip on the rear
end. Breaking loose in a fast turn is mainly due to rapid LATERAL
weight transfer, not excessive acceleration. In slower corners,
wheelspin AND rear weight transfer COMBINE to make going loose more
easy if you give it too much gas while exiting a tight corner or you
fail to release the car on track out (the Skip Barber "O.S." racing
line). IndyCar II models loss of rear adhesion based mainly on its
calculation of weight transfer, not wheelspin. Sometimes it seems
that the two are one and the same, but they aren't. It is simply that
when you feed too much throttle coming out of a tight turn, ICR2
simulates the rapid weight transfer to that wheel and breaks it loose.
Its NOT induced by wheelspin. Agreed?
>Hang on Randy, the developers themselves have been on here saying
>quite candidly that you are steered away from AI cars to avoid crashes
>- it is things like that which compromise it being a simulator along
>with the _horrible_ AI, nothing to do with any badge you ascribe to
>me.
Really? I didn't see an admission. I have seen this effect myself
and agree with you that its there and needs to be addressed, but I saw
the MS guy basically make some comment about how disastrous contact
was between open wheel cars, and not come right out and admit that
they put in a collision avoidance system. In any event, this part of
the simulation breaks down, but it doesn't make the game any less a
simulator when I'm hotlapping on an empty track.
>As far as the driving goes, I still maintain that it is way too
>easy to drive (probably for reasons of making on-line play easily
>accesible) but it is most certainly fun and as realistic as it could
>be given the above dictum.
I don't see where you get that its too easy to drive. Its easier than
ICR2 in some ways, and harder in others. I would EXPECT that the cars
would be grippier than in ICR2 mainly because of advances in the tire
wars and chassis improvements. The records have come down each year,
in spite of CART mandating lower downforce and less boost. Were it
not for 'grippier' cars because of the tire wars, along with better
horsepower and chassis handling, those times would NOT be going down
each year.
>The develpers have done an amazing job IMO,
>but I don't believe that their remit with V1.0 was to make the most
>ultra-realistic simulator possible.
I beg to differ. I think they went for ultra realism as far as the
simple act of driving the car is concerned. If they failed to be
ultra-realistic it was in terms of the actual competitive racing model
(no yellows that I've seen, the collision avoidance system, choppy
frame rate with other cars on the track, the way AI cars make NO move
to avoid you in many cases).
>Actually I would say that fawning praise is more likely to compromise
>CART's descendants than any constructive criticism that could be
>offered. That's not a slight at yourself, everything I've seen from
>you has been both reasoned and reasonable IMO, but a lot of the posts
>do come under the FP category without actually stopping and looking
>beyond the fun factor.
Yeah, but I think CART has gotten more flack than praise. And I think
the degree to which we should be going after them ought to be to some
degree tempered by their responsiveness to our criticisms. They've
been pretty good about helping out here and taking our suggestions
seriously. As long as they continue to do that, I see no reason to
beat them to a pulp :) I don't want to give away my review at
Digital Sports, (www.digitalsports.com), but I'll be done with it in a
few days and you can read my ultimate conclusion for yourself. I'll be
interested in hearing your feedback on it.
>Randy - what is being sold is a CART simulator. CART is not a vehicle,
Well, if you go by what's on the box it says: "Indy Car simulator".
I agree 100% with you that this game isn't complete until the AI
issues are resolved and yellows are fully implemented. But I have a
really good feeling they will do just that. So I'd say this game is
great for hotlapping right now, but not so great for competitive play.
>Randy, arguments like this really do detract from anything else you are saying, you're
>attempting to defend the indefensible.
No, I'm trying to make a very important and long neglected point:
that demeaning a game by saying it doesn't deserve to be called a
"simulator" is unfair if your criteria has anything to do with AI.
What we're really doing is making two different conclusions based upon
our world views. In my view the rating as a competitive racing
simulator is hurt dramatically by AI flaws, missing yellows, etc, but
in terms of modelling the handling, setup and overall feel of an Indy
Car, the work they've done DOES warrant the simulator warning.
Perhaps we can agree that they've written an Indy Car "simulator" and
a CART "game".
>Sheesh, let me get my anorak on and I'll sit and pore over Pi data.
>Most racing drivers hate testing, finding it boring and wanting to
>race.
Were it not for that testing, those drivers would NOT be competitive.
The series has gotten VERY competitive. Those that don't test --
don't win. Its that simple. I remember something author Carroll
Smith wrote in "Drive to Win" about Jeff Braun, a race engineer and
driver. His dad wouldn't let him race go-karts in a league until he
could prove to his dad that he could beat the track record. So the
kid had to spend hour after hour getting better and better and better.
Finally, he was able to beat the record on a consistent basis, and he
went out and immediately started winning races. He could have
competed before, but he wouldn't have had that rush of winning early
on. Having the sim there for hotlapping doesn't mean you have to
become a Pi expert...few drivers are data acquisition experts, and
that's where the MS Race Engineer comes in and is one of the reasons I
like it. You know what you have to do, you enable the cones, line
aids, or what have you and you practice, tell the engineer how the car
feels and keep doing that til your times are competitive and you're
ready to race. As fun as racing is, I don't find any joy in being
lapped 4 times by AI cars my first time out.
>Yes we can see where this _could_ be going, but that makes absolutely
>no difference to THIS release, the V1.0 of CPR.
Agreed. I just don't feel that saying that this is not a simulation
is a valid comment, and this is the basis upon which all our arguments
rest, isn't it? I believe it to be a good heading towards great Indy
Car simulation, but not yet a competitive racing simulation. So lets
agree on terms, and we'll probably end up agreeing on conclusion :)
>with a great first product, but I don't see why those good points
>should act like rose-tinted glasses to the flaws.
Perhaps its to some degree to balance the degree of anti-MS rhetoric
shown here. Heck, I'm a software engineer at Borland. I have no
reason to stand up for a Microsoft product -- most of the time I don't
(Visual J++ sucks, nyah nyah nyah <GGGG>), but I like what they are
doing with this sim, even if I agree with you that its really not
ready for primetime until they address performance and AI problems.
>I already know why there is a hiatus and think it's a shame. It's not
>the end of Papyrus involvement in US open-wheel sports (whatever they
>will be called!), so maybe MS/TRI and Papyrus will spur each other on
>to ever greater heights? We can only hope!
Yup. We can only hope. However, it seems that the NASCAR is making
the money for Papyrus right now, and it only makes sense for them to
do whatever makes the most profitable return, even if Papyrus started
out as a bunch of open-wheel fans, as they did....must be gut
wrenching to come to the conclusion that you have to spend your
efforts on a stock car game when you really prefer open-wheelers!
:-)
>So where is the compatability? Or are you happy with an empty track, a
>car detuned for on-line racing and a Pi analysis box?
If MS said, "hey we feel this is a multi-player racing game and we're
not interested in going for ulta-realistic AI", I'd say "okay, nice
hotlapping game...but not for serious use by the ICR2/Gp2/NASCAR2
community" and that would be the end of it. But its not. I think
that we're right to criticise the AI, and they've been right so far in
agreeing to look at the problems we're raising. If they do so, I'll
be a happy guy, and so will you.
>the goalposts have moved somewhat since then.
Absolutely, which is why it amazed me you would trot out superior GP2
performance on your P225, a computer that didn't exist when GP2 was
released!
>_clearly_ set new standards when they were released, as did ICR2 and
>GP2. That is something MS-CART cannot claim,
I disagree with you. I think the Pi analysis
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