rec.autos.simulators

Sim Car Feedback-(Long)

Pat Dotso

Sim Car Feedback-(Long)

by Pat Dotso » Wed, 07 Jun 2000 04:00:00

Although I feel that ultimate realism in the
underlying math is the way to go, when it
comes to giving sensory cues to the sim-
driver (whether it's visual, auditory, or
force feedback), I"m not sure ultimate
realism is the way to go.


> GPL models the aligning torque on the front tires. What you feel through
> your hands is pretty close to what you would get.

Great, but don't we need more than that?  I
think that F12K seems to use the lateral-G-
force=FF-wheel-resistance method, and it
works almost as well as GPL.  I think the
perfect simulation of FF should be a
combination of the two forces.

I agree - it would be much better to have
FF effects than a visual indicator on the
screen.

> Michael.



> > Even better than a meter, simply translating the
> > G-force generated by the car into turning
> > resistance on a FF wheel would do the trick.

Michael Youn

Sim Car Feedback-(Long)

by Michael Youn » Thu, 08 Jun 2000 04:00:00



> > GPL models the aligning torque on the front tires. What you feel through
> > your hands is pretty close to what you would get.

> Great, but don't we need more than that?  I
> think that F12K seems to use the lateral-G-
> force=FF-wheel-resistance method, and it
> works almost as well as GPL.  I think the
> perfect simulation of FF should be a
> combination of the two forces.

Aligning torque is what you feel in your hands when driving a real car.
Lateral-G's would peak at optimum slip and then fall off beyond, similar to
what you feel now in GPL, but perhaps not as sharply. This would be modeling
the effect, not the cause, as is the case with aligning torque. At best, I
think it would lag behind enough to make car control difficult. But, I've
never driven anything built that way. Well,  maybe I have, with CPR. If
that's the case, I can say unreservedly that it truly truly sucks.

With all that said, the FF in GPL works for me. Modeling reality is
important; the lessons we learned elsewhere in life apply.

Michael.

Dolle Do

Sim Car Feedback-(Long)

by Dolle Do » Fri, 09 Jun 2000 04:00:00


>    Is it just me or does nobody else think that the car feedback
>can be improved beyond GPL.I posted this many times here and the
snip
>Comments on my idea or ideas of your own????

The WWI flight sim Flying Corps (Gold) has a "stall-o-meter" in the
upper corner of the screen.  It works very well, and shows you with
green-yellow-red colours if you are going to stall.  I can easily see
something like that implemented in a racing sim.  Stalling in a flight
sim is more or less the same thing as losing grip in a racing sim.

Dolle Dolf

Eldre

Sim Car Feedback-(Long)

by Eldre » Sat, 10 Jun 2000 04:00:00



>Even better than a meter, simply translating the
>G-force generated by the car into turning
>resistance on a FF wheel would do the trick.

>--
>PD


>> How about a G-meter?

What about the rest of us who don't HAVE force feedback?<g>

Eldred
--
Tiger Stadium R.I.P. 1912-1999
Homepage - http://www.umich.edu/~epickett
Own Grand Prix Legends?   http://www.vroc.net

Never argue with an idiot.  He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.

Andre Warrin

Sim Car Feedback-(Long)

by Andre Warrin » Sat, 10 Jun 2000 04:00:00


You don't know what you're missing Eldred... I drive a lot more
consistent since the FF patch for GPL. You feel when the car is about
to lose it, so you can react before this happens. Without FF you
notice it when it's allready too late...
Seriously Eldred, buy a ff wheel, you won't regret it! I read that
Logitech will come up with a new FF wheel in a couple of months,
perhaps you should wait for that one.

Andre


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