rec.autos.simulators

Expanded F1RS section on Eagle Woman's Racing Sims site

Byron Forbe

Expanded F1RS section on Eagle Woman's Racing Sims site

by Byron Forbe » Sat, 24 Jan 1998 04:00:00



> >problem.  Its like there's a certain spot
> >> in the accelerator travel where a touch back and the engine note drops
> >> like I've just jumped out of the gas, then perhaps 1/4 of an inch and
> >> its okay, and then another 1/4 of an inch (WELL short of fully down)
> >> the pitch zooms up and the rev lights slam .  I feel like I'm playing
> >> with a three way switch instead of an analog pedal.  There's lifting,
> >> neutral-to-mildly accelerating, and slamming it, all in less than an
> >> inch of pedal travel.

> Does this only happen in low gears and are the RPMs shooting up because of
> tire spin.  Check your rear view mirror and see if there is tire smoke.
> I've also noticed that the tires seem to spin more easily for a while after
> you go on the grass or gravel.
> --
> Kevin
> (Remove the "x-" prefix from my address in order to reply via email)

   What they are talking about here is trivial and far from rendering
the game unenjoyable. The sound is silly at times though and was the
first thing that struck me about F1RS. Ubi definantly got this WRONG!
But anyone turned away by these things is missing a great experience.
Ronald Stoeh

Expanded F1RS section on Eagle Woman's Racing Sims site

by Ronald Stoeh » Sat, 24 Jan 1998 04:00:00



> >Under these conditions I can see why you are not thrilled about
> >the game.

> Well, its Ubi's responsibility to fix the bugs in their D3D version.
> Whether you like or hate D3D, its not an excuse for the mirrors
> causing lock-ups.

I still would blame D3D, because a team that can produce such a great
Glide version would not***up with D3D because of incompetence.

There are good APIs, there are bad APIs...

l8er
ronny

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

Dave Henri

Expanded F1RS section on Eagle Woman's Racing Sims site

by Dave Henri » Sat, 24 Jan 1998 04:00:00

 Hey John,
  The main reason the walls are in the Papy sims, I think, is because they
needed a way to keep the online folks honest.  they knew especially with
N2 that eventually they would be going online with multiple drivers and
rather than code some *** penalty system for shortcutters, they put the
walls in...Of course this means we sometimes suffer the painful reality of
having our simultated knees pushed up our simultated nose...but at least
it keeps the online racing somewhat fairer.
dave henrie




> >well.  One thing I've noticed is that camber doesn't seem to have any
> >effect on tire temps.  Has anyone else noticed that?

> I had a moan about that in the Sim News review. A bit wierd. The
> dampers were also wierd originally (reversed) but that was fixed in
> the first patch).

> >And another thing, why don't more people complain about the slow-down
> >glue anywhere off track.

> Another thing I really hate in a sim. I never liked the way Papyrus
> put walls around the tracks, I disliked the way SODA and F1RS have
> grass with velcro-like properties and I even disliked GP2's black
> flag. Where's the fun in*** a wheel of the track only to be
> grabbed and slowed down? It kills the atmosphere. So far TOCA and CPR
> are the ones to do this right :-)  Let me cut corners if that's what I
> really want to do but make the grass and gravel realistically affect
> the car.

> Cheers!
> John

Randy Magrud

Expanded F1RS section on Eagle Woman's Racing Sims site

by Randy Magrud » Sun, 25 Jan 1998 04:00:00


>What AI level?

The only level I race against...the top.

I think it has a lot to do with the 'push' envelope.  They go into a
push condition too easily.

Randy
Randy Magruder
Contributing Reviewer
Digital Sportspage
http://www.digitalsports.com

Randy Magrud

Expanded F1RS section on Eagle Woman's Racing Sims site

by Randy Magrud » Sun, 25 Jan 1998 04:00:00


>Alison did. I mentioned that at Silverstone I used camber to change
>the tire temps so that they were all equal. So in the one time I tried
>setting up the car, the camber worked. Are there any other settings
>which could be affecting that?

The only thing I could think of is that if you 'curb' the wheels a lot
its the outsides that are going to take most of the beating, but I
just don't see this accounting for the changes.  FWIW, my experience
was at Spa (where, btw, my time is down to 1:51.5 --not bad for a
couple of hours work starting from 2 minutes per lap :) )

I thought we purists didn't like gimmicky solutions to real physics
issues.  This is a gimmick pure and simple.  As far as going off track
is concerned, real racers do it all the time.  Mostly its just putting
a wheel off, but sometimes its worse.  (After sitting in the turn 4
grandstands for Laguna Seca last year, I can tell you that they put
wheels off a lot more than you see on TV! -- the same can be said of
F1 drivers trying to get to and stay at the limit).  But putting a
single wheel off shouldn't cause your speed to drop through the floor
like you just drove onto fly-paper.  As far as gravel traps, they do
bog you down, once you've come to a stop.  While you're still flying
along, they are made bumpy so they throw the car in the air a bit and
help disippate energy that way.  After bouncing along they grind to a
halt or hit a tire barrier, and if the guy is still in the sand, he's
going to have a hard time getting it going again.  GP2 did a
reasonably good job of this.  F1RS's gimmick is inexcusable.

Randy
Randy Magruder
Contributing Reviewer
Digital Sportspage
http://www.digitalsports.com

Randy Magrud

Expanded F1RS section on Eagle Woman's Racing Sims site

by Randy Magrud » Sun, 25 Jan 1998 04:00:00


>I was reading the F1RS FAQ on the UBIsoft web site. There were several
>parts that said something to the effect "if you cannot or do not want to get
>a 3dfx card and the game is still not performing properly, try to return
>it".
>That isn't an exact quote. But that is the spirit of the quote. Clearly if
>you
>don't have 3dfx for F1RS, you will be lacking.

That's a pretty sad excuse for not properly finishing the D3D version.

Randy
Randy Magruder
Contributing Reviewer
Digital Sportspage
http://www.digitalsports.com

Randy Magrud

Expanded F1RS section on Eagle Woman's Racing Sims site

by Randy Magrud » Sun, 25 Jan 1998 04:00:00


>I've got a Pent II With a Diamond Viper 330 AGP. (Almost simular to
>your system).  I've no problem what so ever running F1RS, the D3D
>version. I'm running with mirrors on, using F1RS 1.05. Maybe you should check
>out the nVidia OpenGL drivers, currently in Alpha 2 release. (They are available at The RIVA USERS GROUP http://www.rivazone.com/)

Thanks, but those drivers don't work at all on my AGP STB Velocity 128
(nor do Diamond's drivers)

Randy
Randy Magruder
Contributing Reviewer
Digital Sportspage
http://www.digitalsports.com

Alis

Expanded F1RS section on Eagle Woman's Racing Sims site

by Alis » Sun, 25 Jan 1998 04:00:00

On Thu, 22 Jan 1998 15:03:13 +0100, you wrote:
>Alison, first I would like to thank you for the tip of moving the
>stoppers
>in the GP1 wheel, so I can get 270 degrees lock to lock, love it :o).

Great!

>My problem is this. I would really like to love F1RS, but I'm having
>real
>trouble doing so. I also drive, of course :o), with all the helps off
>and I
>cant "feel" the car as I can in GP2. I have about 800 hours in GP2,

Wow!!

>the last
>500 hours with all helps and aids off, and never over 100% processor
>occupancy. I use the GP1 wheel with T1 pedals. Doing so I have a best
>1:20.2
>at Monza in GP2 and a 1:23.8 at Monza in F1RS, only so you'll know I'm
>serious about sim racing :o). The 1:23.8 is only after an hour or so at
>Monza in F1RS. The 1:20.3 is after about 1500 laps at Monza in GP2 :o).

Geez!  You are dedicated!!  Also damn quick!  My best time so far at
Monza in F1RS is a 1:24.3 after a lot of testing and setup development
yesterday.  I am still learning how to create car setups.

>The
>tyre squeling found in GP2 telling me things that my bottom would tell
>me in
>a real racing car I find abscent in F1RS. In F1RS I dont "feel" how
>close to
>the limit I am in accelerating, braking or in corners :o(. That's my
>main
>concern really. I dont feel the car in F1RS. The only real racing car
>I've
>driven is a Formula Ford and I felt that one :o).

Yes, me too!

I think the issue is that F1RS models the real world more correctly than
GP2 in this regard.  In GP2 (and ICR2) the tires squeal when you are
nearing the limit, giving you some good cues audio cues which usefully
substitute for the kinesthetic cues that are missing in a sim.  

However, in the real world, on slicks, you usually don't get much
squealing until you are very close to or even a little past the optimum
slip angle. I think this is what F1RS does, too.  So you have to learn
by experience when you are approaching the limit.  

However, once you do, you will begin to hear squealing in some corners.
For example, I definitely get squealing through Parabolica in F1RS, with
a mildly understeering setup, when I start approaching the limit.

Remember you are comparing a game that you have thousands of hours on to
a game that you have little experience with.  Think back to when you
first started driving GP2, and try to remember how hard it was to know
when the car was at the limit, and to anticipate its behavior.  I think
that if you keep racing F1RS for a while, you will begin to get a feel
for it too.

>In this thread I agree most with Randy's posts about the digital
>throttle
>feeling (yes, I have sensitivity on 100% :o) ),

The "digital throttle" Randy talks about isn't a digital throttle at
all, IMHO.  What is happening is that the engine is coming on the power
band and accelerating very quickly.  Unlike GP2, which has a very
tractable engine with very "friendly" power curve, the engine in F1RS
has a very peaky power band.  Above a certain RPM, the power simply
multiplies with a rush.  When you open the throttle to a certain point,
the engine suddenly begins to develop *so* *much* power that it
instantly spins the rear wheels, thus reducing the load on the engine,
and letting it zing to redline.

Since Renault was heavily involved with the F1RS project, and its
vehicle dynamics model was written by an F1 engineer at Renault, I have
to believe that this aspect of F1RS is more accurate than GP2's.  It's
hard to imagine their letting out the door a product with a less than
scrupulously accurate model of their engine's behavior!

The way I dealt with the peaky power curve was to create some "learning"
setups which had tall low gears, with first gear redlining at about 100
mph.  Then I never used first gear except for starting and getting out
of gravel traps.  By staying down off the peak of the power curve at low
speeds, I found the power was much more manageable, and I could learn to
drive smoothly and manage the throttle better.  Now, after practicing
with these, I can drive with shorter low gears.

>canned spins

For the life of me, I cannot find these canned spins that so many people
talk about.  Yes, when I get on the power in the middle of a spin, the
rotation keeps going on forever as long as I hold the power on.  If I do
a donut, it's perfectly round, and I doubt if this would happen in real
life, although not having seen anyone do donuts in an F1 car I can't be
sure.  For sure, CPR modeled Indycar donuts *really* well; they looked
just like Alex Zanardi's!

But I'm not into racing sims for their donuts.  I was doing some data
collection on the F1RS underbody at Monza yesterday, running a very
low-downforce setup, and I did a *lot* of spins.  Aside from the
aforementioned too-round rotation under power, I never once felt the car
do anything that seemed unrealistic to me.  I've done a lot of spins in
real cars, having spun dirt track karts, a Formula Vee, sports cars and
stock Volkswagen Beetles more times than I care to remember.  Everything
the F1RS car does seems quite real to me.

People have complained that they can't "save" the car after it gets more
than 90 degrees sideways.  In GP2, if you had opposite lock help turned
on, you could save the car when it got pretty sideways, and if you
locked the brakes, the spin would stop - unless you let off the brakes,
when it was very likely to start up again!  Perhaps people gotten used
to these effects in GP2.

But in a real car, long before you get 90 degrees sideways, it's gone.
In race driver school, they teach you to lock the brakes when you know
you're going to spin, so the car will go off in a straight line.  In
F1RS, if you lock the brakes in a spin, the car goes off in straight
line.  If the angular velocity is not too great, the rotation stops; if
it's rotating fast enough, it keeps rotating, and you get these
incredibly realistic skid marks showing the exact path of your rotating
slide off the track.

Another thing that is remarkable is the modeling of "pendulum effect"
due to the center of mass of the car being near the rear of the car.
Under certain spin conditions, when the car gets partway around, the
rate of rotation goes up due to this mass being swung around the front
wheels, which are at that point gripping better.  The sensation is kind
of like being slung around in a slingshot.  This can happen in almost
any rear-engined car, I believe, and is very familiar to me for the
aforementioned embarrassing reasons.  In F1RS, it's eerily like the real
thing.

To me, the F1RS car's spin behavior seems to be the result of a very
sophisticated vehicle dynamics model that is accurately modeling what
the car would do under any given set of conditions.  

The fact that power-on spins are more circular than they probably are in
real life is most likely due to the omission of some factors which are
likely not relevant in most other conditions, or possibly too costly to
model, such as small variations in surface roughness across small
distances.

>and the
>engine
>sound. I read somewhere that the engine sound in F1RS is recorded from a
>Renault F1 in a test rig. I dont think that's the best way of recording
>the
>engine sound for an F1 sim? The best way IMO would to let all the test
>drivers for the team take one of the cars in the team out for a spin.
>Mount
>one microphone in each ear of the driver, record a couple of laps and
>some
>special other engine events :o). Then in the sim you'll have the correct
>sound for each car as it sounds through a helmet :o))).

I think this is what Psygnosis did for their F1 game.  It sounded great,
too.

After a few hundred laps in F1RS, the sound has definitely grown on me.
At first, the "stepping" really annoyed me.  This is the audio
equivalent of poor frame rate, where the sound card is not updated
frequently enough and so instead of a smooth rise in pitch, you get a
series of rising notes like an organ going up the scale.  

However, with a 3Dfx card, the CPU is not so busy and it updates the
sound card more often, so this stepping goes away except when I'm
spinning the wheels in first gear.  Since I don't do that very much any
more, I don't notice it.

The actual wave form sounds a lot like what I hear on ESPN.  It lacks
the burbles and warts present in real life, however, which GP2 models so
well.  Despite this, I find that now I have grown quite fond of the
sound in F1RS.  It has a crispness and immediacy that I like a lot.

>I wont mention the menus,

<grin>  Better left unmentioned!

>but the AI I'll give a go at. Did a couple of
>starts at Melbourne yesterday viewing my car from the outside and even
>if
>I'm right behind another car into the first corner they ran into me from

>behind far to often :o(. Then I watched them going at each other for a
>couple of laps and they do things I haven't seen real F1 drivers do.

Some people like the AI in F1RS, and I think the AI cars are ok to race
alongside of, but I agree that at the start they tend to be a bit too
maniacal.  I'd rather race against real people any day!

>Please, help me like F1RS and then perhaps we could have a race or two
>on
>Kahn or Kali :o)?

<grin>  Well, I don't think I can make you like it if you don't.
However, if you give it some time, even a fraction of what you've put in
on GP2, I think you will find it growing on you.  It's a complex sim,
and the car is very difficult to drive hard, as it should be.  I believe
it's hard to drive for the right reasons.  I think you have to get good
enough at driving it hard to get consistently near the limit in order to
really appreciate it.

I went back to GP2 last night now that I've got a fair number of hours
on F1RS.  It reminded me of going back to my old 1980 RX-7 after I'd
spent some time in my new (at the time) 1986 RX-7.  Familiar,
comfortable, but somehow more crude, more raw, less refined and precise.
It felt like an old car compared with a new one.

One thing I particularly noticed was the difference in ...

read more »

Alis

Expanded F1RS section on Eagle Woman's Racing Sims site

by Alis » Sun, 25 Jan 1998 04:00:00



>>And another thing, why don't more people complain about the slow-down
>>glue anywhere off track.

I complained about this somewhere.  I think I called it "sticky grass".

And ICR2.  :-)

I totally agree with John that this stupid idea should bite the dust
right now.  

To prevent people from doing serious shortcutting, the sims could use a
"gate" concept similar to that used in SODA, but the gate would be
invisible.  These invisible gates would be at any place on the track
where illegal shortcutting might conceivably allow quicker times than
staying on the track.  If you miss the gate, your lap doesn't get timed,
or in a race you get a penalty.

Such gates already exist in F1RS; for instance, if you miss the chicane
at the top of the hill at Imola, or shortcut the esses in the parking
lot at Melbourne you get a penalty.  So it's quite do-able, and I feel
there's no excuse for the sticky grass.

Eagle Woman



Remove the spam blocker NOSPAM to email me.
http://www.racesimcentral.net/~alison

papa..

Expanded F1RS section on Eagle Woman's Racing Sims site

by papa.. » Sun, 25 Jan 1998 04:00:00

Damn .....all that and more. Nice post....

PAPA DOC

>But I really like *driving* F1RS; not since ICR2 have I found a sim so
>compelling.  I think its driving model is the most realistic of any yet
>released.

>Alison



Pierre PAPA DOC Legrand
Infamous
Pink Flamingo Pilot...

Richard Walk

Expanded F1RS section on Eagle Woman's Racing Sims site

by Richard Walk » Sun, 25 Jan 1998 04:00:00



>A
>classic example is at Spa.  There's a double left hander (I forget the
>turn #'s/names) where the first one seems to drop me to 3rd gear and
>then I can accelerate up through 4th gear and take the second one flat
>out since its more of a kink.  Even if I've gotten by an AI car
>earlier, it seems to be able to take that 3rd gear first left faster
>than I am, and it takes all I've got to hold him off, mainly because I
>just can't get in the throttle that fast without pushing right off the
>road.

I know the place you're talking about. I haven't tried Spa against the AI
so I don't know if that's a problem for me. I'll give it a go next time I
fire up F1RS.

Is F1:Ce available for the PC (and preferably as a demo <g>)?

Engine sounds apart, F1RS does a pretty good job. The power differences
are obvious but the handling is also subtly different.

No <g>

Some are OK. The model is obviously rather simplified, but Imola, Suzuka,
Adelaide, etc seemed to capture the atmosphere (if not the exact details)
very well.

Cheers,
Richard

Byron Forbe

Expanded F1RS section on Eagle Woman's Racing Sims site

by Byron Forbe » Sun, 25 Jan 1998 04:00:00


> Yes tire spin absolutely. I did some checking on this yesterday. Also when
> you
> downshift and your revs max out (another complaint), it is because they were
> supposed to, because it was over the same rpm that the gear normaly
> redlines in. i.e. the way it should be. As I have driven the car more this
> rarely
> happens anymore.

   Ditto
Byron Forbe

Expanded F1RS section on Eagle Woman's Racing Sims site

by Byron Forbe » Sun, 25 Jan 1998 04:00:00


> First of all, I'm trying really hard to get to the point where I
> really like F1RS.  Every time I hear the sound I'm reminded of what a
> steep challenge it is, though <GG>  Seriously, I've spent a couple of
> hours at Spa and gone from a doggone disgraceful 2 minute lap down to
> 1:54.  I had a 1:52 going but spun out in the bus-stop chicane.  Oh
> well.  One thing I've noticed is that camber doesn't seem to have any
> effect on tire temps.  Has anyone else noticed that?  I looked at the
> temps, and then changed camber and tires, and the next set showed much
> the same results.  I got drastic in my changes, and still the same
> results.  The outsides were always too hot no matter how much negative
> camber I added.

   Yes, same problem here with camber. A definate bug that will
hopefully be fixed in the next patch.
Byron Forbe

Expanded F1RS section on Eagle Woman's Racing Sims site

by Byron Forbe » Sun, 25 Jan 1998 04:00:00


> Alison did. I mentioned that at Silverstone I used camber to change
> the tire temps so that they were all equal. So in the one time I tried
> setting up the car, the camber worked. Are there any other settings
> which could be affecting that?

    I have tested this at Monza and it does not work correctly
irrespective of springs/dampers etc. It's just wrong. I was just
wondering if it could possibly be that I did not have the desktop set to
800 * 600.

    I think the traps are not too bad but the grass is ridiculous. There
should be more dramatic results from puting a wheel off instead of globs
of speed being taken off. It makes it more arcady.

David Schi

Expanded F1RS section on Eagle Woman's Racing Sims site

by David Schi » Sun, 25 Jan 1998 04:00:00



Yes, I'm using the 3dfx 2.4 drivers available on www.3dfx.com.  Don't
know whether every 3dfx card maker supplies NT Glide drivers.

Dave.


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