I was at Mosport for the Trans-Am race and sat in Moss Corner. You would be
surprised how many people bobble that corner everytime. I only saw a few
drivers consistently hit the proper apex out of Moss Corner and onto the
straight. The 2 cars hitting the marks consistently also finished 1 and 2.
most people would turn to late and go off the road or they would be late
getting on the gas to tighen the line. Lots of cars were getting mad loose
in the middle between moss corner too and many of them took to the beach.
The camber in that corner is really wacky plus it has a blind apex.
I'll be at the ALMS race there this weekend and will probably be sitting in
Moss corner again.
> Hmmm, that is interesting. I would like to know what you think here:
> You know the tightest turn at Mosport, the one that looks like a double,
but
> never ends up being one? Out of probably more than 1000 laps there I can
> honestly say I've apexed the second one correctly, only twice. It does not
> matter where I look or how fast I am going, I am always late or early.
> Sometimes I drive back and forth through it. Going up is much easier. Now,
> in real life, that would be one of the easiest corners to get right ever
> time. There is so little speed there and crown, where the turn drops off
> into the following straight, will allow you to line the car up visually,
and
> perfectly every time. Any ideas on why that happens?
> In GP3 I get the same loss of focus in slow turns that every one else
does.
> Framerate?
> I noticed that in GP3 I have a tendency to look off the screen when
> approaching tight corners. That doesn't bug me so much. I just wait for
the
> thing to come back in view. I thought that in GPL I was always looking
more
> foreword. I video taped myself driving both games at Monaco. I kept my
gaze
> at 1 to 2 points ahead at all times.
> GP3 - I had thought that my eyes followed the road. Instead I found out
that
> I turn my head quite a bit and my eyes stay straight forward in my head.
My
> hands follow my sighting points quite naturally and the driving posture
> (which is dynamic in this explanation) is good. I noticed that I don't
tilt
> my head unless I want the car to turn more.
> GPL - First thing I noticed was that my eyes are much higher. Like I'm
> looking at the top of the monitor. Next, there is a lot more head
movement.
> While I'm looking straight forward while setting up corners, my head is
> weaving around. I presume, to combat the dynamic***pit. I'm beginning to
> understand why I'm so off balance in GPL. Obviously the steering wheel is
> much more active, but there seems to be an unnatural progression from the
> eyes to the hands. I haven't been able to figure out what the problem is
> there, yet.
> I feel much more comfortable turning my head to look trough a corner than
I
> do looking straight forward. It seems more natural to me.
> --
> "Racing! - Science for the action minded."
> mark
> > >It just occurred to me that the center of my 17 inch monitor is 35
> inches
> > >from the bridge of my nose. Maybe sim makers should add a little
> adjustment
> > >for that in their games. I can't get any closer and as Asbjorn says, he
> > >doesn't want to get any further.
> > Mark, I've put up something that illustrates exactly what changing
> fields of
> > view in a racing sim does. The last picture is a field of view that
> matches
> > your 17 inch monitor and 35 inch viewing distance. That is, this field
of
> view
> > would make your FOV and the 3-D world/camera match exactly, giving the
> best
> > possible sense of speed.
> > http://www.racesimcentral.net/
> > I agree that it's a good idea to allow users to adjust the FOV to
their
> > liking. Before, in the DOS days, it was rather tricky since if you used
a
> 90
> > degree (or other convenient) FOV you could take some mathematical
> shortcuts and
> > make things run faster, and might have had to do too much extra work to
> allow
> > adjustability. Nowadays, it's easy to do (at least with OpenGL it is,
I'd
> > imagine DX isn't too much more difficult to adjust.)
> > Todd Wasson
> > ---
> > Performance Simulations
> > Drag Racing and Top Speed Prediction
> > Software
> > http://www.racesimcentral.net/