rec.autos.simulators

GPL - I'm not trashing it.

Trevor C Thoma

GPL - I'm not trashing it.

by Trevor C Thoma » Fri, 17 Apr 1998 04:00:00


>    My mistake. Sorry Papy and everyone else. Had a huge L/NL mixup in
> that post. The reverse is what is written in Papy manuals. My point was
> that I disagree with Papy suggesting linear for wheels. Everyone I know,
> some of them the best in the biz, use non - linear with both their
> wheels and joysticks. The thought of using linear steering frightens me
> greatly :)

Byron, why on earth would you want to introduce a dead spot and lack of
precision by using non linear, this defeats to the whole purpose of a
precision driving wheel such as the TSW?

I have never used non linear except for experimenting which I
immediately switched :)!

Trev

Michael E. Carve

GPL - I'm not trashing it.

by Michael E. Carve » Fri, 17 Apr 1998 04:00:00


<snip>
% What I'm trying to get at is that compromises have to be made in order to
% transfer the mechanical motion of wheel / pedals / joystick into digital
% inputs to the game engine. None of the currently available control
% combinations are exactly like that used in any race car, let alone a
% Lotus 49 ;-) None of them offer the correct feedback that *does* vary
% with speed - and FF will not be capable of doing so for some time.

% So if one particular compromise is deemed acceptable then why not others?
% Where should the line be sensibly drawn? If an, admittedly unrealistic,
% 'reduce with speed' option allows the *simulation* of the different
% torque required to turn the front wheels at different speeds then is this
% necessarily so evil?

% Just my 2 pence worth.

I too am a little confused about how the car handles at speed on a
straight with full linear settings.  It seems way too sensitive.
However, if Papy is modeling everything they claim to be, this is either
"accurate" or they need some more fine tuning.  I would rather they make
it accurate than plug in a "shim" like "reduce with speed".  Now having
said this, I still think there may be a need for a "reduce with speed"
control setting.  This is due to the quality (or lack thereof) of game
port controllers and controlling devices.  

I am beginning to wonder if the experiences everyone is having is
different based on the speed of their graphics, the precision of their
game port, and the precision of their wheel.  The readings from a
non-calibrating game port vs. a speed adjustable game port can vary
in scale greatly.  Does Papy's optimized controller driver compensate
for the wide scale of readings from different game cards?  Does the
steering react the same with a cheap game port vs. a Thrustmaster ACM?

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Richard Walk

GPL - I'm not trashing it.

by Richard Walk » Fri, 17 Apr 1998 04:00:00


>  Damn it. In this post of mine I confused linear with non linear just
>about everywhere :(((((

>   Let me try again :)

<g>

Corrections noted!

When this subject has been discussed over on the Sports Sims forum on
Compuserve, it seems to be about a 50/50 split amongst the better
drivers. Some like non-linear settings with quite large steering locks
whilst others prefer linear with low lock. A very odd few like linear
settings with *huge* wheel lock - but they're *very* odd <vbg>

Well that's why I suggested a 'reduce with speed' option ;-) Although
actually I do find it easy enough atm. Don't know what it will be like
when running in traffic but the fully linear setting means that it is
very esy to correct slight deviations. With non-linear settings it is all
too easy to end up see-sawing the wheel from left to right and back again
trying to avoid amplifying the original mistake - at least that's what I
find.

And feelings differ <g> For me, I can't get any real feel with the
non-linear setting. I like crisp, responsive controls.

Cheers,
Richard

Richard Walk

GPL - I'm not trashing it.

by Richard Walk » Fri, 17 Apr 1998 04:00:00

On Thu, 16 Apr 1998 15:19:01 GMT, "Michael E. Carver"


>I am beginning to wonder if the experiences everyone is having is
>different based on the speed of their graphics, the precision of their
>game port, and the precision of their wheel.  The readings from a
>non-calibrating game port vs. a speed adjustable game port can vary
>in scale greatly.  Does Papy's optimized controller driver compensate
>for the wide scale of readings from different game cards?  Does the
>steering react the same with a cheap game port vs. a Thrustmaster ACM?

I haven't experimented as these days I seem to find that whenever I alter
something in my machine something else stops working ;-)

I'm using a PII 300 with 3dfx and it's very smooth at 600*400 with all
details on (not smooth enough for me at 800*600 though). I've got an ACM
card and a GP500 wheel that isn't to everyone's liking but I find very
accurate around the centre zone (much better than the TSWs I've tried,
although I think I may be in the minority on that one <g>).

Although I think there probably should be a 'reduce with speed' shim
(nice word, btw <g>) I don't have any trouble controlling the car on the
straights with the full linear setting. I *may* risk experimenting and
disable the ACM / try running at 800*600 or even use the software
rendering and see what differences it makes - but no promises ;-)

Cheers,
richard

Wolfgang Prei

GPL - I'm not trashing it.

by Wolfgang Prei » Fri, 17 Apr 1998 04:00:00



>> Could you explain in a few words what the "Ackerman" is? (and don't
>> just say "no". :)

>The Ackerman angle is the difference in steering lock/yaw  angle between
>the inner and outer front wheels in a turn. Some Ackerman is built-in to
>help reduce understeer, especially on Front wheel drive cars, and for
>tight circuits.

Thanks. Let me see if I understand this correctly (and it is not
off-topic since GPL probably models all this stuff :)

Usually, if you are driving a full circle, the inner and outer front
wheels of a car describe concentric circles with different diameters.
You can influence this behavior (during the designing process) by
changing the angle between the steering knuckle arms.
If one defines the inner wheel to describe the "correct" circle, the
outer wheel could describe a circle that is too big or too small.
If the outer wheel makes a smaller circle, this reduces understeer.

Approximately correct, or like me quite often in GPL, i.e. completely
off-track? :)

--
Wolfgang Preiss       \ E-mail copies of replies to this posting are welcome.

Uni des Saarlands       \ and U.S. law. You have been warned.

Trevor C Thoma

GPL - I'm not trashing it.

by Trevor C Thoma » Fri, 17 Apr 1998 04:00:00


Mike I dont know what the game port has to do with it because I've never
had to use anything but the SB port since I started racing years ago. I
would guess the controller would have a greater effect, I know there was
a world of diff when I switched from my long dead T1 to my TSW.

Trev

Michael E. Carve

GPL - I'm not trashing it.

by Michael E. Carve » Sat, 18 Apr 1998 04:00:00



% > I am beginning to wonder if the experiences everyone is having is
% > different based on the speed of their graphics, the precision of their
% > game port, and the precision of their wheel.  The readings from a
% > non-calibrating game port vs. a speed adjustable game port can vary
% > in scale greatly.  Does Papy's optimized controller driver compensate
% > for the wide scale of readings from different game cards?  Does the
% > steering react the same with a cheap game port vs. a Thrustmaster ACM?
% >

% Mike I dont know what the game port has to do with it because I've never
% had to use anything but the SB port since I started racing years ago. I
% would guess the controller would have a greater effect, I know there was
% a world of diff when I switched from my long dead T1 to my TSW.

Well, then you should give a quality game port a try.  As there was a
work of difference when I scrapped my SB port for a Thrustmaster ACM
game card. ;-)  To be honest the world may have been smaller than your's,
but there is an improvement in the control with a game port that can be
calibrated to the speed of one's computer.  The sampling rate of the
port during calibration can be as much as 400%.  This can and will make
a difference in how a controlling device is read by a program and
therefore can and will make a difference in how the program reacts to
input from the controlling device.

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Grant Reev

GPL - I'm not trashing it.

by Grant Reev » Sat, 18 Apr 1998 04:00:00


I'm finding the game a real pleasure to drive, the feel i get from
the car is awesome, and the more i drive the GPL demo the more i
am able to read from teh car. I've got a P233mmx and run at 800x600
and probably get around 15-20fps which isn't really very much but
it's still pretty good. perhaps i should try 640x480 and see if my
laptimes improve from the 1:08.0's i can do.

And regarding the steering input... i think a gamecard would probably
be a good decision for everyone:) At the moment i have a ***
oscilation in all my joystick axiis that varies from less than 1%
oscillation at 2Hz or so, when the combined total resistance of all
the pots in my wheel are at minimum values, up to about a 4-5%
oscillation at 10-15hz when the total resistances are at maximum.
The oscillations are very visible in any calibration screen, and are
all synchronised over the 4 axis on my T2, so I would say it's my
Soundblaster gameport being rather crap. Has anyone else out there
had this sort of experience before?
I'd love to chuck in a gamecard just to see if this all goes away and
finally gives me smooth control inputs. but in the meantime i can use
it as an excuse for my bad driving :)

Grant.

Doug Millike

GPL - I'm not trashing it.

by Doug Millike » Sat, 18 Apr 1998 04:00:00

More definitions!!!




> > >No, a steering linkage is essentially a four-bar linkage. I can design
> > >a four bar linkage that exhibits non-linear properties. In fact, your
> > >road car has some non-linearity to it (unless the Ackerman is exactly
> > >zero).
> > Could you explain in a few words what the "Ackerman" is? (and don't
> > just say "no". :)
> The Ackerman angle is the difference in steering lock/yaw  angle between
> the inner and outer front wheels in a turn. Some Ackerman is built-in to
> help reduce understeer, especially on Front wheel drive cars, and for
> tight circuits.
> Cheers, Matt

Actually there are several common uses for Mr Ackermann's name, here are
three of them.  Note spelling.  I believe that he was a vehicle designer in
the 1800's...

1.  Steering with 2 kingpins (instead of a single pivot in the middle of an
axle like a farm wagon).

2.  Arranging the individual wheel steer angles so that both front wheels
track a "perfect" geometric turn.  Because the outer wheel is on a bigger
diameter circle, the steer angle required is less.  The result is "toe out"
as the wheels are steered away from center.  Legend has it that this
practice was started to keep from plowing ruts in the gravel of rich
owner's driveways.  

Race cars often vary from this, as they corner with tire slip angles.  Car
designers have their own ideas about the correct amount of Ackermann
correction.

3.  The average steer angle (measured either at the front wheels or
at the steering wheel -- the measurement should specify) required
to negotiate a turn at very low speed, where the tire slip angles are
essentially zero.  The Ackermann steer angle is the reference angle
for a number of handling tests -- the change in steer angle from
the Ackermann angle (as a car corners harder) is the formal definition
of understeer and oversteer.

-- Doug

Ronald Stoeh

GPL - I'm not trashing it.

by Ronald Stoeh » Sat, 18 Apr 1998 04:00:00


snip
> >     Hi Trevor. My email isn't working so I'm using this! Per your post
> above, I am also using the SB port and its worked fine with my TSW untill
> I started driving 3D games. I sent F1RS back for a refund, I sent my TSW
> back to be repaired, and now with the gpl demo the same problem
> over again: the car just veer's off the road as if the pots were bad.
> I've tried every latest driver etc. and it still happens!! please try to
> to help if you can. This is driving me crazy! The games that work fine
> are TOCA, and GP2. The games that don't are F1RS, Ultimate Race Pro, and
> the GPL demo...in these games the symptom is always the same- the car
> just steers right off the track in one or two places (usually the same
> spots) every lap. By the way I have a whole bag full of RadioShack linear
> taper pots, but I don't think the pots are the answer. Any suggestions?
> Anyone...anyone...anyone...anyone...anyone...anyone...anyone...anyone...

How in the world should some games work and some not, if the pots are
kaputt (defective)? Same for the joystick drivers, if they work okay
in one game, it should work in any game.

Of course, the game could be the culprit, but the games you have
problems
with, work like a charm on anybody elses system...

l8er
ronny

--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"

          |\      _,,,---,,_        I want to die like my Grandfather,
   ZZZzz /,`.-'`'    -.  ;-;;,_              in his sleep.
        |,4-  ) )-,_. ,\ (  `'-'     Not like the people in his car,
       '---''(_/--'  `-'\_)            screaming their heads off!

Byron Forbe

GPL - I'm not trashing it.

by Byron Forbe » Sat, 18 Apr 1998 04:00:00


> And feelings differ <g> For me, I can't get any real feel with the
> non-linear setting. I like crisp, responsive controls.

   Do you race Richard? I would imagine that to someone who races, the
non linear would feel and look silly because of the massive side to side
you mention. Perhaps this partially explains the 50/50 split. I would
imagine also that it would look odd ie to turn the wheel so much yet get
little response. I suppose in the end it's a case of the non linear has
the feel and the linear has the look.
Byron Forbe

GPL - I'm not trashing it.

by Byron Forbe » Sat, 18 Apr 1998 04:00:00



> >    My mistake. Sorry Papy and everyone else. Had a huge L/NL mixup in
> > that post. The reverse is what is written in Papy manuals. My point was
> > that I disagree with Papy suggesting linear for wheels. Everyone I know,
> > some of them the best in the biz, use non - linear with both their
> > wheels and joysticks. The thought of using linear steering frightens me
> > greatly :)

> Byron, why on earth would you want to introduce a dead spot and lack of
> precision by using non linear, this defeats to the whole purpose of a
> precision driving wheel such as the TSW?

> I have never used non linear except for experimenting which I
> immediately switched :)!

  Well, my wheel (Mad Catz) is not near the quality/price of a TSW and
since I have never tried a TSW I cannot compare. But I would assume that
unless the TSW has some type of structure that increases the torque
needed to turn the wheel the more it's turned, that it would be the same
as my wheel! I am sure that I could not drive as smoothly with linear as
I can with NL. I think this is mainly a matter of what people have used
from the beginnings of their sim racing days with a wheel and thus what
they are accustomed/tuned to.
    Also, you mention "dead spot". I find that there is no dead spot or
null zone whatsoever. Just a very precise way to control the car! I see
and sense direction changes with very small movements of the wheel. This
is very handy on ovals and helps me hit those apexs lap after lap on any
track. How you think linear gives you MORE precision compared to NL I
just don't know. I think you are completely wrong! NL is obviously more
precise because you obviously get smoother control as opposed to the
relative twitchyness of linear that is causing obvious problems for many
in the GPL demo. The best analogy I can come up with is that with Linear
it is like you are trying to hit a 1 foot diameter bullseye with a bow
and arrow and with NL the bullseye has a diameter of 2 feet! It sounds
to me as though when you have tried NL you have not increased wheel lock
which would definantly give you the impression that nothing was occuring
just off centre.
Matthew Knutse

GPL - I'm not trashing it.

by Matthew Knutse » Sat, 18 Apr 1998 04:00:00


> 1.  Steering with 2 kingpins (instead of a single pivot in the middle
> of an
> axle like a farm wagon).

Wasn't there an article on this in Racecar Engineering or Race Tech a
few years ago, when an engineer used this single pivot point steering a
stiff spaceframe front axle? He was claiming this would be very
beneficial, but I never managed to grasp the logic in such a steering
system?:))

Matt
--
Matthew Knutsen

Cheek Racing Cars
http://home.sol.no/~kareknut/

Trevor C Thoma

GPL - I'm not trashing it.

by Trevor C Thoma » Sat, 18 Apr 1998 04:00:00

   Hi Trevor. My email isn't working so I'm using this! Per your post

Do other sims such as N2, ICR2 and so on work OK when run in DOS mode?
Can you calibrate the TSW normally in the W95 setup and cal applet?

If you can run OK when in DOS then the prob could be in W95 itself.
Which version do you you have? Which version of Direct X?
Have you tried using the Pro Panel applet from TMs website?

What hardware are you running? Speed etc? I would guess that you may be
running a gamecard?

Give me as many details as you can and maybe I can come up with
something, OK?

Trev


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