rec.autos.simulators

GP4 Mini-Review

mark jeangerar

GP4 Mini-Review

by mark jeangerar » Mon, 16 Sep 2002 06:16:45


No problem, any time, it's one of my gifts...  Sorry about that. Never can
be sure how much any one has tried.

I agree. But, why would you expect more? On the track is all I really care
about. I tend to let the little things slide.

As far as steering lock goes, 10 degrees is not enough to get out of the
pits. (Let's forget for a moment that putting it in this menu is a bad
choice.) 14 would be more effective in all respects. Then you must go to the
track and dial in the low sensitivity zone. Sound like a pain in the ass?
Yeah, well I've been adjusting GP4 for six weeks and I'm almost done. My
goal is to simulate driving a high performance car and a very important part
of that is allowing me to exert finely tuned control inputs - getting the
thing to react how I expect. It takes some tweaking. (By comparison I
tweaked GPL for about 3 years before giving up. I have used many mechanical
devices as well as third party software and it never worked out, perfectly.)
Low Sensitivity Zones are not a "help" like steering help is, (I am not
intending to call you a moron, merely covering all bases.) they are there to
help control the slope of the controller curve. So is Reduce With Speed.
Fear not, you may use these adjustments and still be a proper simmer.

My point is, take a couple of weeks with the game and head back to this
screen often. Fortunately, even though this is not the place for steering
lock to be, for once it seems like one setup will work for all tracks.

That kind of statement is not helpful. Unless you mean it, in which case you
have not driven GP4 yet. You need to spend more time tweaking.

I have no problem driving with the real technique you describe above. The
trick is to get the thing on the limit, it's not going to pitch, from either
side of the throttle input, when it's got gobs of headroom traction wise. I
also drive it as you describe in the negative. The point here being that
there is vocabulary. The depth of the traction model stuns me. (Again, not
calling you a moron... ) Watch the real guys again, more closely this time.
They use both techniques you describe and a few more. What I probably like
most is the way the slip angle is represented. I have always had problems in
sims, knowing where the optimum slip angle was. Sawing at the wheel, and
over driving were techniques that became habit. It's so nice to relax, drive
in a realistic manner, and be able to 'feel' the tire on it's way *up* to
the traction limit. A new sensation in my book. And another defining moment
in sim evolution.

There's that menu system again. All the cars have the ability to choose
between 6 an 7 gears. You have to go into the pits and choose it in car
setup. (Another thing that I could personally give a monkey's knuckle
about.)

Unfair. I think we can find these particular anomalies in anybody's favorite
game. :-)

That makes me laugh. They've been fine tuning this software for how long?
They've had the same problem from the beginning. Must be a doozey. (Once
again... monkey's knuckle.)

Let the tracks inspire you to play more, and don't be afraid to get in there
and get your hands dirty. Set the game up to represent reality on your
terms. Learn to use the FOV and sensitivity zones. Get that PO down and if
you are using FF, loose it and build a simple sprung wheel. There is much
GP4 has to offer. The depth of the tire model is fantastic. But there's
more. I find myself using more an more real life driving techniques and,
just as importantly, psychological driving techniques that make me
appreciate this sim more every day.

One thing that GP4 is not strong in is the chassis dynamics dept. That's not
to say they are bad, or in anyway incorrect, they are simply not as apparent
as other games. Once you learn to read it it gives you all you need. My
point in saying this is that if you jump from say, GPL right into GP4, GP4
will seem to lack considerably. But, if you take into account that 90% of
your awareness of the tires is represented through the chassis in GPL and
that GP4 relays tire info as a separate identity on it's own, then you learn
to put the two together to read the situation of the car. I think this may
lead to a more natural interpretation.

Anyway, I personally find GP4 to offer more than any other sim. But then,
I'm a traction freak. I love it on the limit.
--

"Nothing gets closer!" - Crammond

mark

mark jeangerar

GP4 Mini-Review

by mark jeangerar » Mon, 16 Sep 2002 06:18:14


I can't imagine how you would come away with this impression. I don't want
to call you a flame monger, but the statement is unrealistically false. It
would be like me saying that I feel no difference between GPL, and SODA or
ICR. While that's a fun statement, and in some obscure ways, vaporously
truthful, it is not a good descriptive and leads to confusion.
--

"Nothing gets closer!" - Crammond

mark

mark jeangerar

GP4 Mini-Review

by mark jeangerar » Mon, 16 Sep 2002 15:57:06

"Damien Smith" <smithwom...@hotmail.com> wrote in message

news:alv1er$1a226$1@ID-110394.news.dfncis.de...

> Mark,

> The reason that most people in this group have a dislike for GP4 mainly
> comes down to physics.  Being a simulation group, obviously means that
> physics is the number one priority for most of us.  Unfortunately, Geoff
> Crammond is quite ignorant of car behaviour (he's not the only one.)
Sure,
> there's some nice things in GP4 like the beautiful track scenary and the
wet
> weather effects.

I can't agree with the first sentence. Most people in this group dislike GP4
because it's the proper r.a.s. thing to do. I agree that the physics could
be subjective to some extent, but as far as what's available for PC, GP4 is
as accurate as any other. IMO, more so, and to small degree.

 >But the physics are primitive.  Want an example?  Try

> turning all aids off, then, while cornering, try violently lifting your
foot
> off the throttle.  Heck, you can even violently pump the throttle with no
> (realistic) consequences.  Try doing that in F1 2002 or better still - a
> real (powerful) car.

You know what? That's a good idea. So I did it. I tried it in GP4, the four
games you mention, my 1987 Isuzu Trooper, and my Gold Firefox with a
balanced Suzuki RM125. (We can go through in depth analysis where I may lay
out detailed descriptions of the actual stages of the tire model in both the
sim and real vehicles but for the purpose of this post you'll have to trust
that I have taken all into account before making comparisons.)

Bearing in mind that I have meticulously set up the driver interfaces in all
of these games and the racing kart...

In the computer games I found next to no difference. Which surprised me. The
experiment raised my opinions of N2K2 and F12002. They all displayed
excellent grip below the limit, in which neither flooring or lifting had
much effect. I would expect this to some degree, depending on hp/weight. At
the limit they all displayed the same general characteristics but with
different personalities. Something I would also expect. I found nothing out
of character if we think of the reactions expected in the most broad terms.
None of them had the resolution of sensation that the real vehicles had, and
one of them had the depth of slip angle represented on a much higher level
than the rest, that was GP4. LFS should not be in this discussion, so
anything I say should not be attributed to it. It would take a whole other
conversation to pick out the inaccuracies in LFS's physics model.

Oddly enough, the Trooper and kart acted very much like the sims when below
the limit. The feel in the tires was almost mute with the major difference
being that I had a direct sense of how much strain was being put on the
tires, no matter how low, in any given maneuver in both of the real
vehicles. (Stay tuned to this thought as it is the very best thing GP4 has
to offer.) Once I approached the limit the cars became very much different
and not altogether unaligned with the sim counterparts. Acclerating,
decelerating, and laccelerating were all aided by very tangable personality
traits which could be desribed as elasticity, grittyness, squirmyness,
scuffing, and so on. Overall, the real cars have a much higher resolution.
Unfortunately, I found the GPL cars handle much more like the trooper than
the kart. I won't believe a 67 F1 car was that bad. On the flip side, I
found GPL to be stunningly realistic physically. (As good as GP4, better
than all the rest.) Which leads me to my next point:

If these sims are all close in their representation of reality then what
makes it a realistic experience?

Simple. Drive model or user interface.

I know you don't want to hear that term. But it's the key. Imagine driving
GPL from a spreadsheet. You would enter braking pressure and steering angle
and the program would come up with a response. How hideous would that be?
Well that's what we are doing. Fortunately, the programmers have also given
us a real time interface.

So directness of input and feedback are key in this real time spreadsheet,
yeah?

> I found it strange that you mentioned the tyre model in GP4.  This is yet
> another category where F1 2002 simply walks all over it.....???

I'm not sure what the problem is with F12002. But the tire model is far to
slow for modern racing tires, the depth is good but lacks authenticity
compared to GP4 in the way the tire breaks loose and how the chassis
responds to that change, and the 'feel' is nonexistent. I suspect you are
using FF and have not set up GP4 well.

Let's take understeer, for example. In F12002 it comes on as a function of
speed, regardless of steering angle. It is also too slow, too late, and too
forgiving. The forgiving part was by design, I'm convinced, because a lot of
the drive model in F12002 is delayed to accommodate both the ping to FF
wheels and the average driver. Real understeer can be very progressive with
a street tire at street speeds, but with racing tires and a line that's
already at the limit... well... it can be a real surprise. One thing that is
good about F12002 is the fact that it's consistent. So, while certain
physical portrayals may not be accurate to real life, they are learnable.
Once again the 'Translation Factor' is introduced unnecesarily.

For me though, F12002 has too many flaws in the physics/drive model (which
are interconnected and inseparable) that keep me from embracing it as a sim.
Such as: No obstacle under two inches in height has any effect on the car.
Surface differences do not influence grip. (Both of these bug me because I
want my balls to shrivel when I put a wheel off at 170.) An F1 car that can
be floored in 1st and 2nd gear? C'mon...! There is a huge latency of no less
than 200ms between an action happening in the physics engine and when it is
displayed for the user. (They did do a good job of allowing corrective
measures to be retroactive.)  For the non-FF user, who feels more detail
than the FF user does by the nature of the interface, there is no indication
of grip whatsoever until the limit has been passed. (I understand this is
probably the source of latency in 'feel'.) The perspective is way off and
seeing things in the distance 'proper' is very hard, leading to unnatural
mistake. Upsets caused by variations in surface texture are nonsensical and
therefore uncorrectable. Setup changes do nothing. The controller setup does
not allow for slope adjustments but rather, has deadzones? (Deadzones have
no place in simulation control systems.) Ultimately, even if the latency was
a non-issue, the translation factor is too high for me to consider F12002 a
sim.

> FWIW - The following have a reputation for good physics :-  Nascar 2002,
> GPL, Live For Speed, F1 2002

These reputations are part of the problem. Where GPL earned it's, I have a
distinct suspicion that F12002 is preferred over GP4 because of the name
"Crammond" and prejudices therein.

I was considering going into detail with the flaws in each of the titles
you've mentioned but they are sims of different racing classes and my
comparisons would garner much criticism and the bandwidth is better wasted
on what I find good about GP4 that I don't find in the other sims. (LFS
excluded.) Let me summarize by saying that I find the papy games, even after
the flaws are removed, to be very much chassis driven representations. That
is to say, the information about the tires is derived from the chassis
rather than the tires themselves.

First things first, I think the personality of the tire is on a level that
no other PC game has brought to us before. I can 'feel' the grip
accumulating, which is new, up to the point of optimum slip angle, can feel
it at the limit, have a hard time judging when it's slightly over but can
tell when I'm going to over cook it. The chassis dynamics, physics model,
drive model, and A/V presentation are such that I can drive with
anticipation in the same mental and physical state that I drive a real car
in at the limit. Also a first in PC games. Sure, I can drive GPL with
anticipation but only through translating what it is doing into what
responses will rectify the problems. That is a personal latency that I would
rather not have in my games. (Read - very low translation factor.)

I find the perspective to be head and shoulders above anything that has come
before. I find that I can look more freely where I would in real life. The
distractions that seem to be inherent in every other title I've played are
simply not in this one. This leads again to a more fluid and natural
approach to the mental and physical aspects of driving. (Read - more
realistic.) Peripheral 'senses' are at an all time high in PC simming, I
just 'know' where the wheels are and never give it a second thought. (Or
more dangerously, a second look.)

After that the tracks are great, the chassis responds well to even the most
minor setup change, the graphics and sound are good enough (Which is my
highest rating for graphics and sound.), the AI are fantastic, I can feel
when one or two wheels go light, and I have to state again that the grip is
stunning. Skipping sideways is a real joy.

The only way to 'feel' these thing in any sim is trough a transparent
interface. So that means things like slope control, intelligently applied
controller setup, an open mind, low latency in the game engine itself, and
most unfortunately, no force feedback. The new games have too high a
resolution in responsiveness to allow an electric motor to represent them
and FF by it's nature masks A/V feedback.

> Feel free to ask questions about GP4.  I *have* spent some time with it.
> (It's just that in that time I found a few too many shortcomings)

> Cheers
> Damien

Sure, here's one.

What do you look for in the performance traces help you to decide which
differential settings to change? Right now I'm looking at shaft speed
changes as I would ramp angles in GPL, and input torque like I would ...

read more »

mark jeangerar

GP4 Mini-Review

by mark jeangerar » Mon, 16 Sep 2002 16:06:08

The fact that those numbers aren't reported is of no consequence to me. GPL
shows numbers that indicate what those attributes may be and I can't tell if
the brakes are on or off unless one of the front tires locks up.

Take a hike, ***.
--

mark


mark jeangerar

GP4 Mini-Review

by mark jeangerar » Mon, 16 Sep 2002 16:14:35

How could you possibly think that temp readings have anything to do with a
believable driving experience. That's like saying the steak you just enjoyed
more than any other steak in your life was invalid because it was not Kansas
corn fed. As simulations, all these dopey games we play don't even come
close. I don't care, I want a driving game that's real. If I wanted a
simulation I'd get a math physics degree to start with and Papy and
Infogames would not be on my short list of must buy items.

You are an anti-Crammond troll. If you can't see that you need a hobby...

..oops, that is your hobby.

Tread on, brother,
--

"Nothing gets closer!" - Crammond

mark



> > It is a superior driving simulator because of the
> > tire model alone.

> Oh yeah Mark, where are the tyre temp reading in GP4???

> Again, another idiosyncrasy that flaws a Crammond game.

> --
> -- Fran?ois Mnard <ymenard>
> -- http://www.ymenard.8m.com/
> -- This announcement is brought to you by the Shimago-Dominguez
> Corporation - helping America into the New World...

Ian Bel

GP4 Mini-Review

by Ian Bel » Mon, 16 Sep 2002 21:27:55

I haven't mentioned numbers Mark. The fact is that these settings arent
available in the garage is because the tyre model is hilariously primitive
and takes no account of any of these vital aspects of car physics modelling.
The 'sim' you call GP4 models a constant contact patch which is unaffected
by track camber, roll, and surface changes - kerbs, dips, bumps etc.  I
don't need numbers either, but the reason they are unavailable is not down
to some cosmetic choice in the garage screen, it's simply not modelled.

Cheers

Ian


> The fact that those numbers aren't reported is of no consequence to me.
GPL
> shows numbers that indicate what those attributes may be and I can't tell
if
> the brakes are on or off unless one of the front tires locks up.

> Take a hike, ***.
> --

> mark



> > Nice post where you laud the tire model... the tire model that take NO
> > account whatsoever of Camber, Pressure and temperature... hmm, yes I
> see...
> > Excellent tire model.

Uwe Schuerkam

GP4 Mini-Review

by Uwe Schuerkam » Tue, 17 Sep 2002 02:35:27


> How could you possibly think that temp readings have anything to do with a
> You are an anti-Crammond troll. If you can't see that you need a hobby...

I cannot believe seeing my trusty f2 league admin Mark calling
Ian Bell (co-developer of the GT mod, I believe) an "***".
Something very strange is going on, and I think none of us
should resort to name calling in a discussion of a computer
program.

Maybe we should all get together for a beer or two and help
Ruud's Racer onto  the professional "stage".

Regards,

Uwe

--
mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
Uwe Schuerkamp //////////////////////////// http://www.racesimcentral.net/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
GPG Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61

Ian Bel

GP4 Mini-Review

by Ian Bel » Tue, 17 Sep 2002 02:56:54

He called me an ***??  LOL  Must have missed that one. Sorry if I
bothered you in some way Mark. Really. I do know some well placed people
from the 2nd team involved in the development of GP4, and any information I
posted comes from there. I wasn't guessing.

Hi Uwe, yeah, I set up and coordinate the GT mod team but they all know much
more than me :-) Latest work is looking good btw, you guys are going to love
it.  Doug (Arnao) has been working on the physics for months and this time
in addition to all the cars, we have some of the tracks from the FIA GT
season built and ready too.

Ian
www.simbin.com



> > How could you possibly think that temp readings have anything to do with
a

> > You are an anti-Crammond troll. If you can't see that you need a
hobby...

> I cannot believe seeing my trusty f2 league admin Mark calling
> Ian Bell (co-developer of the GT mod, I believe) an "***".
> Something very strange is going on, and I think none of us
> should resort to name calling in a discussion of a computer
> program.

> Maybe we should all get together for a beer or two and help
> Ruud's Racer onto  the professional "stage".

> Regards,

> Uwe

> --
> mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
> Uwe Schuerkamp //////////////////////////// http://www.racesimcentral.net/
> Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
> GPG Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61

Dave Henri

GP4 Mini-Review

by Dave Henri » Tue, 17 Sep 2002 03:31:33


   Speaking of tracks Ian...I would hope SOMEBODY gets a look at Mt
Tremblant and ***ia International Raceway...two of my new favorite N.A.
tracks.  (yeah I know, not FIA GT, but they do host Sportscar races)
dave henrie

- Show quoted text -




> > > How could you possibly think that temp readings have anything to do
with
> a

> > > You are an anti-Crammond troll. If you can't see that you need a
> hobby...

> > I cannot believe seeing my trusty f2 league admin Mark calling
> > Ian Bell (co-developer of the GT mod, I believe) an "***".
> > Something very strange is going on, and I think none of us
> > should resort to name calling in a discussion of a computer
> > program.

> > Maybe we should all get together for a beer or two and help
> > Ruud's Racer onto  the professional "stage".

> > Regards,

> > Uwe

> > --
> > mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
> > Uwe Schuerkamp //////////////////////////// http://www.racesimcentral.net/
> > Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
> > GPG Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61

mark jeangera

GP4 Mini-Review

by mark jeangera » Tue, 17 Sep 2002 14:23:17

Yeah, that was a little over the top and I apologize to all involved.

For the record, here's what I was thinking yesterday:

"I've had it up to ***ing here with these ***ing ***wits naysaying
every***ingthing they don't ***ing like or think they shouldn't ***ing
like or just ***ing cause shit for *** sake of it. ***ing ***ers ***ity
***."

You may care to notice that you quoted me as saying something to Ian, which
I did in fact aim at Frank.

--

"Nothing gets closer!" - Crammond

mark



> > How could you possibly think that temp readings have anything to do with a

> > You are an anti-Crammond troll. If you can't see that you need a hobby...

> I cannot believe seeing my trusty f2 league admin Mark calling
> Ian Bell (co-developer of the GT mod, I believe) an "***".
> Something very strange is going on, and I think none of us
> should resort to name calling in a discussion of a computer
> program.

> Maybe we should all get together for a beer or two and help
> Ruud's Racer onto  the professional "stage".

> Regards,

> Uwe

mark jeangera

GP4 Mini-Review

by mark jeangera » Tue, 17 Sep 2002 14:26:40

Look, here's my point. I am not trying to build cars here and I get no kick
out of noodling the numbers. I am not trying to pretend I am a mechanic. I
am trying to pretend I am a race driver and that necessarily involves me
'feeling' what the tires are doing. To add to the confusion, I do have
considerable experience *and* talent in driving four wheel vehicles at the
limit, movement analysis, and working with very small time fragments. So I
must not only 'feel' the tires, they have to represent in some way what I
have learned about tires and the program should stay out of my way in
judging those things. Transparency and accuracy, you see? Otherwise, I'm not
convinced and haven't gotten my moneys worth. So, I guess there's tire
modeling and then there's getting that to the user. Drive model?

For all the numbers that GPL and N2K2 crunch and all the adjustment
available they still have no 'feel' at the pavement. So what difference does
it make? You either get the drive model right or all your 'simulations' are
for nothing.

In this particular sense, I mean. The *** thing...

Actually, that's not my point either. My point is that this is r.a.s.. When
someone mentions GP4 or SOS or whatever, there is a point where, having said
what you feel is right, one should quit with the negative posts and
concentrate on something that interests them. GP4 has been out long enough
that people accept that it exists and allow those who enjoy it to feel
welcome to openly discuss it.

Personally I think I get more out of simming from keeping an open mind. I
have hated GPL since the day the demo came out but still am trying to see it
"your" way. Just last night I learned a technique that has helped me drive
it more instinctually. There is a difference between saying "Papy games all
suck" and, "Papy has only produced games that I think suck".

Sorry about that *** thing,

mark


> I haven't mentioned numbers Mark. The fact is that these settings arent
> available in the garage is because the tyre model is hilariously primitive
> and takes no account of any of these vital aspects of car physics modelling.
> The 'sim' you call GP4 models a constant contact patch which is unaffected
> by track camber, roll, and surface changes - kerbs, dips, bumps etc.  I
> don't need numbers either, but the reason they are unavailable is not down
> to some cosmetic choice in the garage screen, it's simply not modelled.

> Cheers

> Ian



> > The fact that those numbers aren't reported is of no consequence to me.
>  GPL
> > shows numbers that indicate what those attributes may be and I can't tell
>  if
> > the brakes are on or off unless one of the front tires locks up.

> > Take a hike, ***.
> > --

> > mark



> > > Nice post where you laud the tire model... the tire model that take NO
> > > account whatsoever of Camber, Pressure and temperature... hmm, yes I
>  see...
> > > Excellent tire model.

Darf

GP4 Mini-Review

by Darf » Tue, 17 Sep 2002 21:50:44

I don't know if you read my previous post, but as I said, I hated GPL when
it first came out, but now it is my fave. When I first fired up GP2, I
thought it was pretty good, mainly cos it was the prettiest thing that was
released to date. After trying it for a while, I realised what I later saw
as its limitations. You say that RAS guys won't give GP4 a go just because
it is written by Geoff, or it is not Cool around here to say that it is
good.
The guys from RAS that I have talked to would give it a go if it could be
tweaked to the point where it felt good. I feel the same way, I have always
tried each new sim that Crammond has done, tried to make it feel good, and
then given up.
As I said before, if you or anyone have any suggestions tweaks etc. let us
know and we will give it another crack.
I like to have as many sims as possible to use, and wouldn't deny myself a
good sim just because it was written by Geoff, or cos I thought it wasn't
cool.

IMHO, the qualities that make a good sim in order of importance are:
1. Physics
2. Internet playability with 20 plus players
3. Graphics
4. Car Type ( Open Wheelers preferred )

Darf


Gerry Aitke

GP4 Mini-Review

by Gerry Aitke » Wed, 18 Sep 2002 02:13:51

<SNIP>

For the record:

1. I think real F1 is shit.

2. I think GP4 is shit.

3. I think F12002 is a pretty good sim, and great fun to drive.

4. But...it's not GPL. ;)

Gerry

Dave Henri

GP4 Mini-Review

by Dave Henri » Wed, 18 Sep 2002 10:26:06

  And Remember Mark,  GP4 just came out here in the states...I usually don't
buy two competing products...if others here are like me they will have
likely already purchased F1 2k2 and not have GP4 to compare.
    Both have crappy multiplayer, although at least F1 2k2 has SOMETHING.
     For me the biggest purchase decision for an F1 title, since the few
leagues I run in don't use it, would have to be how much extra use will I
get out of it...here the mods for the EA line crush any other product, at
least at this time.
dave henrie
Damien Smit

GP4 Mini-Review

by Damien Smit » Wed, 18 Sep 2002 16:56:26

Yeah, I actually fired it up the other day and managed to join a two player
only race - both of us had 56K modems and the performance was great.  The
racing too was very intense (for 4 hours!) - despite only having two
players.  I always feel extremely lucky when I find a half-decent open
server with drivers that have a similar level of ability to me.  But to do
it with F1 2002, heck, I was ready to buy a lottery ticket...!


rec.autos.simulators is a usenet newsgroup formed in December, 1993. As this group was always unmoderated there may be some spam or off topic articles included. Some links do point back to racesimcentral.net as we could not validate the original address. Please report any pages that you believe warrant deletion from this archive (include the link in your email). RaceSimCentral.net is in no way responsible and does not endorse any of the content herein.