The only thing I can possibly think of is a drafting bug. We'll have a look.
The only thing I can possibly think of is a drafting bug. We'll have a look.
> Hi. Does CPR model the car's turbulent wake, and loss of aero downforce for
> the car drafting behind? That might begin to explain some of what I think
> Randy is saying. I, for one, know that car to car contact is easily
> possible.
that's my 2 cents for today :) let me know if all this theorising is
just a load of rubbish:)
Grant Reeve.
On Mon, 10 Nov 1997 08:37:40 GMT, rmagr...@concentric.net (Randy
Be that as it may (and interesting as it was), the point being made
was that ICR2 models wheelspin at low speed and not at rest, and CPR
models to some extent from rest and a much lesser extent from low
speed. How that wheelspin is induced, while interesting, is not the
point. If you apply power to a car in a stable condition (with
steering transients already completed) and you break traction, the
weight balance has undoubtedly contributed but the application of
power is what caused the rear to break loose. This happens in ICR2,
regardless of whether weight is being transferred.
The purpose of testing is to develop the car. The purpose of practice
is to develop a setup. The purpose of doing both of these is to race.
If you can't race....what's the point? Drivers endure the tedium of
testing because it will give a competitive advantage when racing (I
know I did, I hated every minute of it), but testing for testing's
sake sounds like a recipe for boredom. That's my own personal I know,
but I like to race rather than hotlap. I've always found it a very
false scenario, especially knowing that we cannot hurt ourselves -
gives you the freedom to try things that common-sense would hold you
back from otherwise.
read more »
incredibly complicated and the interaction of the tyres and the road
surface is probably the most complicated area of all. >>
Yes, there's more to it than that. However, this is the most basic and
accurate statement. If you want me to go into static friction coefficients
vs. normal/motion friction coefficients, the effect of temperature on those
coefficients, *** deformation and slip angles, etc then we'll lose what few
people we have left actually reading this thread!
is a gross simplification of the physics.>>
Yes it is a simplified explanation. But it is not inaccurate. Simplifying
something does not make it wrong.
attention to the tyres / grip. I understand that one of the main reasons why
Grand Prix Legends is shaping out so well is because Papy have really gone to
town in modelling the tyre / road interaction. >>
I haven't seen it. I'll take your word for it. However, I find that a lot of
the criticisms of CPR regarding grip are coming from people who are using ICR2
as their basis. However, since ICR2 was done, CART has lowered boost to 40
inches, mandated reduced downforce in the chassis and wing configurations, and
yet the records still get shattered each year. Why? Two reasons: engine
manufacturers are finding enough extra horsepower to offset the drops in
boost, and the fact that there is now a fierce tire war going on in CART. The
tires in CART is going to contribute a lot to cars that slide less and grip
more, and this is going to help drop lap times in the absence of downforce or
boost, because cornering speeds can be high regardless.
are referring to is keeping the tyre from _not_ moving laterally.
When cornering oversteer occurs it is due to the _lateral_ force exceeding the
amount of _lateral_ grip in the rear tyres. Since "the friction force keeping
the tyre moving on the road" can only refer to the
grip that keeps the wheel rolling, this has relatively little impact on corner
oversteer.>>
Let me argue the "poorly expressed" angle. You are indeed correct, however,
there is still only so much work a tire can do, both in terms of lateral load
and acceleration/braking load. Hence the friction circle (or traction circle)
you see in textbooks. This is why you cannot corner as efficiently under
heavy braking as you can under trail braking or no braking. If you could
totally separate lateral force loads from the straightline force loads exerted
by the engine turning the wheel, then you braking forces would not affect
cornering and visa versa. But they ARE related and have to do with the total
work the tire can do as its subjected to various straight line and lateral
forces.
comes from the application of the _force_ supplied by the engine applied
to the frictional properties of the tyre and road surface. If the grip is
exceeded there is little or no acceleration! So the statement should read
something like "Wheelspin looseness is induced mainly by the power being
applied through the rear wheels exceeding the grip available from the
rear tyres and road surface.">>
I was referring to the acceleration of the wheel by application of power, but
your re-statement is correct. Yes, ultimately it boils down to an issue of
force: the force applied by the engine, the friction force applied by the
road, and the lateral force applied by weight transfer.
maybe for corners which tighten considerably.>>
Correct. But the term "power oversteer" is rather vague and doesn't really
accurately reflect what's going on. You might have the wheel turned the
proper amount and be unwinding it, but applying the power too fast (the "power
oversteer") or you might have the wheel turned too much for the amount of
power you should normally be putting down on exiting the turn. They are one
and the same, but viewed from opposite directions. Either way, the ratio of
wheel-lock To throttle-position is the problem. One of them has to give and
if it doesn't: OVERSTEER.
have lost grip the rear end will then pivot round the centre of gravity - or
front
wheels if they can retain grip ;-) >>
Sorta depends upon the nature of the turn. Grip can be lost all at once or
gradually. High speed turns where you might oversteer in the middle of the
turn is a more gradual because you might gradually push the wheel beyond its
limit as you transfer more and more weight to it at the same throttle
position. Slower speed turns tend to snap the car out pretty suddenly. My
personal worst was at Skip Barber at Laguna Seca pushing too hard through turn
4 and having to pinch the turn on exit. Thank God for grooved tires or I
would have spun for sure...but I caught it almost immediately.
?? IMHO, ICR2 _does_ model power oversteer (and by implication wheelspin), just
not terribly well when compared to GP2 ;-) >>
Well, unless we hear from Papyrus what they did and didn't model, I'm going to
continue to differ with you on this one.
Randy
Randy Magruder
Staff Writer
Digital Sportspage
http://www.racesimcentral.net/
Without saying for sure how realistic the CPR model is, I would say that it is
well within what I'd expect. A lot of my comparative data comes from comments
made by Jacques Villeneuve in his book: "My first season in Formula One". I
don't have it with me right now, but he discusses the way the two cars corner
and slide and what kinds of differences there are between the two. I find GP2
to be consistent to what he says about the cornering and handling of F1 cars,
and CPR to be consistent with what he said about Indy Cars. You definitely
wouldn't expect CPR to handle like GP2. Totally different formulae. (hey I
pluralized that, didn't I? <G>)
I haven't noticed that. I'll take for your word that its there. Is it
possible that they modelled the laying down of rubber on the track? It
wouldn't matter much on high speed straights, but if you got a better run off
of the corner on the racing line it might manifest itself in a higher top
speed at the end of the straight.
Sounds like a bona fide bug to fix.
Hey, we're in agreement about the AI.
I think the guys at MS are aware of who they are dealing with. :)
Sorry for the delay in getting it written. The problem is that I'm trying to
be both thorough and fair. I'm not a real-life Indy Car driver, so I have to
investigate a lot more to find out whether things are real concerns or just
perceptions. I'm also all too aware that it is simply not possible to write a
review of this game that is not going to get me flamed to a crisp by some
segment of the potential audience! So I'm trying to be as thorough as
possible to minimize the smoke coming out of my monitor the day after I write
it :)
There's still more eye-candy on my P133 w/3DFX than there is in ICR2, at least
so far as solitary hotlapping goes, but in a couple of weeks I'll have a P300
and then I can lord it over everyone else <GG>
Agreed. Frustrating. Part of why I have to FORCE myself to do competitive
racing for the sake of my review, but I have to admit I'm not getting much
enjoyment from it.
Take ANY track and you see it. I'm disappointed that the AI is in the state it
is, and you'll see that in the review. At the same time if they can turn
around updates fast enough to address these things, we won't care that much 6
months from now :)
Aww..c'mon -- its better than in Psygnosis Formula One 1.0 for the Playstation
<G> -- just not by much :)
Why did Jacques Villeneuve log so many thousands of hours of testing before his
rookie season in F1? Was it to develop the Williams car? Or to develop
Jacques Villeneuve *IN* the Williams car?
Yup, and you'll notice if you look in your NASCAR 2 or SODA manual that I beta
tested those products. Even though CART is my favorite series, I still love
Papyrus and the work they do.
Well, given that my last name is Magruder, I guess I'm some kind of bastardized
Scot :). I guess that means I'll moan, just not as much as you :)
Oh, man I really do NOT want to revisit our arguments of months ago, but I have
heard my comments on this echoed many times online. It boils down to the fact
that having to turn off all the graphics to get competitive starts, the fact
that the game slows down realtime to keep a 'frame rate' up, the missing
variable weather that is an important part of Formula One (important enough
that it was in the original World Circuit) and lots of other nits and gripes.
Really? Have you tried a P2 300 with a Monster 3D and 64 meg of RAM?
Sounds like my assessment of GP2 with my P133 <G>. Occassionally I do turn on
everything at Monaco and let the computer drive just so I can enjoy the very
pretty slideshow.
Well, first of all, does Pi provide realtime tire temperature telemetry ala
ICR2/NASCAR2? I was unaware that anything other than pressure could be
monitored in real time around the track. When the car pulls into the pits
they touch it with their little metal thermometer on the inside middle and
outside and make adjustments based upon that, but I'm unaware that's something
that they can see in realtime. At any rate, I'd like to see both tire wear
and tire temps shown when I pull into the pits or garage for setup changes. I
agree with you on this one -- just how the heck am I supposed to modify
those?!
Didn't Darrell Cherry do a 1:02 at Laguna in ICR2 with the OLD grip model and
physics model? If someone does a :58 in CPR then you're still looking at real
life-style improvements. Its like the real drivers are chasing the sim
drivers' lap times quite a bit, in ALL the sims including GP2, NASCAR 2 and
ICR2. CART is no exception here..but they aren't unique.
Randy
Randy Magruder
Staff Writer
Digital Sportspage
http://www.digitalsports.com/
Hi Dean:)
> One misconception (among many!) that is growing on this newsgroup regarding
> CPR I must just clear up - you are NEVER "steered away from AI cars to avoid
> crashes" - the only time your steering may be affected is when your front
> wheel(s) collide with another car - then your steering direction may be
> changed as a result of the collision.
> With driving aids off, the sim does not interfere with your control of the
> car in any way.
suffice to say that I don't race the AI at all any more:)
hotlapping is excellent though, if you look past all the minor little
niggles.
i just got my sound drivers working right, some documentation for my
awe64
said that you should turn off full-duplex in directx games, but that
just
screws up my performance. turning it back on gave me another 3-4fps and
that gives me a much better feel of the car. the more framerate i get,
the
better the game feels. now i just need to try it when my Pure3D arrives
in the mail tomorrow morning:)
BTW - this is probably where CPR is currently falling down; not enough
attention to the tyres / grip. I understand that one of the main reasons
why Grand Prix Legends is shaping out so well is because Papy have really
gone to town in modelling the tyre / road interaction.
Not quite correct (or maybe just poorly expressed). The friction force
you are referring to is keeping the tyre from _not_ moving laterally.
When cornering oversteer occurs it is due to the _lateral_ force
exceeding the amount of _lateral_ grip in the rear tyres. Since "the
friction force keeping the tyre moving on the road" can only refer to the
grip that keeps the wheel rolling, this has relatively little impact on
corner oversteer.
You are confusing force and acceleration. The _acceleration_ of the car
comes from the application of the _force_ supplied by the engine applied
to the frictional properties of the tyre and road surface. If the grip is
exceeded there is little or no acceleration! So the statement should read
something like "Wheelspin looseness is induced mainly by the power being
applied through the rear wheels exceeding the grip available from the
rear tyres and road surface."
Oversteer exiting a corner is almost always due to power oversteer,
except maybe for corners which tighten considerably. As it's name
implies, power oversteer is caused by applying excess power for the
current level of grip and is the result of wheelspin. Weight transfer
tends to be pretty insignificant, other than once the wheels have lost
grip the rear end will then pivot round the centre of gravity - or front
wheels if they can retain grip ;-)
<here endeth the physics lesson>
No, see above <g>
IMHO, ICR2 _does_ model power oversteer (and by implication wheelspin),
just not terribly well when compared to GP2 ;-)
Cheers,
Richard
On 11 Nov 1997 21:11:02 GMT, randyb...@aol.com (Randy BORL) wrote:
Again, my own personal opinion, and I'm sure not one shared by the
majority.
Regarding the wet weather, personally I'd rather wet weather had been
left out of CPR rather than implemented badly, and this is what
happend with GP2. In CPR even if thw weather was dynamic it would make
a difference, since you could conceivably have to drive some laps with
slicks on a wet track. As it stands just now for a wet race I put
wets, for a dry race I put slicks - no difference at all to car
performance. So the "wet weather" amounts to a raindrop effect
streaking the screen? Truly cutting edge....
read more »
If the cars in CPR are being simulated then it must be a new form of
"Artificial Stupidity" that is being used, although the stupidity
seems all to real to me.
In any case, while it is nice to fully simulate a field of cars you
must also consider what hardware it will be run on, and PII is
unlikely to become the *** MPU in the marketplace until after
CPR's shelf-life has expired. Perhaps it was just a goof like GP2,
overestimating what the engine was capable of or what would be the
standard system at the time of release?
Cheers!
John
Well those who aren't interested in this stuff will already be ignoring
it whilst those who are would be able to learn something <g>
Depends how far you are simplifying things. One problem with
simplification in this case is that a tyre at rest can be described with
a high degree of accuracy with relatively simple equations. But take that
tyre at racing speeds and we are really at the limits of mechanical and
mathematical understanding.
Tyres are good, but not that good <g> The main problem with CPR's tyre
modelling is the way in which the rear end starts sliding only for it to
seemingly catch itself. Maybe that's realistic (don't know, never driven
a real CART car) but it doesn't feel like what I believe to be realistic
or match what I see from in car cameras.
BTW - GP2 is my own personal yardstick for how a sim should model tyre
behaviour, even though it doesn't attempt to model some aspects.
OK, _much_ better explaination <g> The "traction circle" is something
that all aspiring racers (whether real or sim) need to grasp.
I always thought that "power oversteer" was a pretty well defined
concept! To me (at least <g>) it means that the rear wheels are spinning
due to excess power being applied. Obviously if the car is still
cornering then the rear wheels can take less lateral acceleration so are
more likely to spin.
I was referring specifically to exit oversteer, although your
explaination is of course true.
What were you driving at Skip Barber btw? My experience is all
theoretical I'm afraid (although I do take the theory quite seriously
<g>).
Cheers,
Richard
>If the cars in CPR are being simulated then it must be a new form of
>"Artificial Stupidity" that is being used, although the stupidity
>seems all to real to me.
If we make the assumption that all of the setup options do influence the
driving model (everyone I've messed about with seems to) then it does
seem to imply that CPR is taking into account more variables than GP2, N2
& ICR2.
Having only tried the demo so far I can't comment on what it is like with
a full field, but for hotlapping CPR gives slightly better framerates on
my PC (o'clocked P166 + 3dfx) than I get with GP2. Undoubtedly CPR
framerates could be better, but I don't find them so awful that they need
especial comment considering the AI and blatant errors in the tyre
modelling.
BTW - liked your "kart" analogy. Yes it does feel like driving one round
the corners. Maybe they just mispelled the title <vbg>
Oh well, back to the zone <g>
Cheers,
Richard
Thanks for the info - it's a normal state of being alive to be both right
and wrong at the same time <g>
Out of interest, do you actually model it as a "circle"? The circle
analogy is a good one for explaining it but the non-circular contact
patch and ability of the wheel to roll makes the circle a bit of a
simplification <g>
Cheers,
Richard
> >ICR2 doesn't model unbounded wheelspin, but gets the traction circle
> >pretty right, which makes the car feel "right" for normal race
> >driving. (But it can't do donuts and other gratuitous displays of
> >excessive throttle application.) So, you're both right, and you're
> >both wrong. :-)
> Thanks for the info - it's a normal state of being alive to be both right
> and wrong at the same time <g>
> Out of interest, do you actually model it as a "circle"? The circle
> analogy is a good one for explaining it but the non-circular contact
> patch and ability of the wheel to roll makes the circle a bit of a
> simplification <g>
Future Papyrus products will undoubtedly get it more right. ;-)
---Jim
Well, its up. Enjoy :)
Um...NO. Perhaps the PC version did, but the original Playstation
Formula One had cars moving right over into you and shoving you off
onto the grass. If you came onto the straight from a right hander and
then the turn at the end of the straight was a left hander, the AI
would move to the right to take the proper line and if you were
already there -- tough.
Yeah...the AI in GP2 is still the best in a sim that I've seen. I
just wish I could run it with more graphics on. Oh well, the P300
should solve THAT problem :)
You can be sure I'lldo that :)
Well, I'd love to see one of the real drivers address this point :)
Randy
Up until very recently, so was mine. My immediate impression of
driving a Skip Barber car was -- it feels like a more powerful go-kart
with a shifter added to it! The brakes do bite hard (again, you have
sedan-quality brakes on a car a third the weight) and of course you're
so snugly tucked into the car that you feel EVERYTHING the car is
doing. Going loose on the exit of turn 4 was fun because a) I caught
it exactly the way the sims tought my muscle memory to do it and b), I
really understood how you can feel the car going loose without
consciously even thinking about it.
Highly recommended. Of course, I'd love to do the 3-day Russell
School at Sears Pt with the downforce & slicks, but Dave would rather
do the 3 day Skip Barber school with no dowforce and grooved tires.
Different strokes I guess.
By the way, a really good book that I've read is "Drive to Win" by
Carroll Smith. Excellent, Excellent book.
Randy