rec.autos.simulators

More on GP 500 Physics....

Hena Hakkane

More on GP 500 Physics....

by Hena Hakkane » Fri, 25 Jun 1999 04:00:00



>> Wait right there.  Microprose we are talking about here.  Quote
>"especially
>> since although they have no track record of good products."  Have you
ever
>> heard of the best f1 racing sim to this date.  GP2.  created by none
other
>> than microprose.

>It still doesn't mean anything.  They are both different products, by
>different teams

>It's like saying that since Papyrus did GPL that every product that Papyrus
>does it on the same level, which is not true as you can see all the titles
>that were or will be released after GPL (NR99, Craftmans Truck, N3).

Actually it's like saying "since Sierra created GPL then every Sierra
sim/game must be on the same level"

:-)

Hena

Michae

More on GP 500 Physics....

by Michae » Fri, 25 Jun 1999 04:00:00




> >In the alpha code they tried to simulate the effects of moving forward
> >and backwards on the seat. They also simulated the effects of differnt

> <all the good stuff snipped>

> Mark,

> Well we all know that to go faster you need to get partially off the seat to
> take a corner, somebody who can do this is likely to have around 30% more
> speed than the guy who stays on his seat, wondering what the next thought of
> the front tyre is going to be :)  

> All the best,

Hi Mike - I remember you from the old Compuserve racing forums!

Don't you think we'll come back to that old problem of the car racing
sims - one of the reasons people find GPL tough is the feedback they
would get through the "seat of the pants" is missing from a computer sim
and has to be supplied in other ways.

For a bike racing sim, how would you "feel" when the tires are coming to
the limit of their adhesion, either through excess lean angle or too much
power/brakes? I think the ideal way would be through tire squeal, even
though it's not actually authentic. The tire noise should be played
through a 4-speaker surround system so you could sense front/rear grip.

How do they handle this in GP500?

- Michael

Mark S. Mille

More on GP 500 Physics....

by Mark S. Mille » Fri, 25 Jun 1999 04:00:00


You don't have long to wait to try this out.

    -MSM

--
__________________________________________________________________________
Mark S. Miller                       "Be regular and orderly in your life,
Director of Design                    that you may be *** and original
Motorsport Simulations                in your work."

http://www.racesimcentral.net/

johnadani..

More on GP 500 Physics....

by johnadani.. » Fri, 25 Jun 1999 04:00:00

When playing EA Superbike you can tell you about to eat pavement when
The smoke starts coming from the tires.  But sound and smoke would be
Awesome.  The tire screeching could get louder before you eat it.
GP500 looks to be the winner not GP500ccm. Party on>>>>

Sent via Deja.com http://www.deja.com/
Share what you know. Learn what you don't.

Jo

More on GP 500 Physics....

by Jo » Fri, 25 Jun 1999 04:00:00


Tease! Next thing you'll tell is that it will even have
counter-steering.

Joe McGinn
==========================================
Staff Writer for the Sports *** Network
http://www.racesimcentral.net/***.com/
==========================================

Mark S. Mille

More on GP 500 Physics....

by Mark S. Mille » Sat, 26 Jun 1999 04:00:00



> >> You know what might be interesting, is a bike sim that supports two
> >> joysticks - one used for gas/brake and turning, the other used for
> >> leaning in any direction. [...]

> >You don't have long to wait to try this out.

> Tease! Next thing you'll tell is that it will even have
> counter-steering.

We played around with this and found that it wasn't very controllable.
Things got kind of unstable for the capabilities of the input devices. You
will srill be able to control lean and steering independantly, but we sort
of give you the advantage of countersteering for free.

Maybe when we start dialing in the force-feedback stuff (so you can feel the
weight transfer and catch the bike before "bad things" happen) we'll be able
to turn that feature back on.

    -MSM

--
__________________________________________________________________________
Mark S. Miller                       "Be regular and orderly in your life,
Director of Design                    that you may be *** and original
Motorsport Simulations                in your work."

http://www.racesimcentral.net/

Jo

More on GP 500 Physics....

by Jo » Sat, 26 Jun 1999 04:00:00


Sounds interesting, thanks for the feedback. Independent leaning and
steering is more than any other bike sim provides anyway.

Joe McGinn
==========================================
Staff Writer for the Sports *** Network
http://www.racesimcentral.net/***.com/
==========================================

Mark C Dod

More on GP 500 Physics....

by Mark C Dod » Sun, 27 Jun 1999 04:00:00

Not my product but I am a fan of the effort they are putting into it. Bike
physics are almost inpossible to simulate using a normal input device like a
joystick. However, by studying and modeling the myriad possibilites it is
possible for talented programmers to simulate bike physics as realistically as
POSSIBLE on the PC. I believe that is what the GP500 team is aiming for and the
maximum we can expect. Things that do make a difference but can't be practically
controlled on a PC must be estimated if not directly controlled by the sim
rider.

Sure, I am a cynic too and wait to play the game before judging the hyped up
physics or graphics. I don't think that degrading a product before it's release
is fair. The graphical quality of GP500 can be seen in the releases photos. Lets
all wait and see anbout the physics. I have another BETA session this week and
will give another opinion then.



> >In the alpha code they tried to simulate the effects of moving forward
> >and backwards on the seat. They also simulated the effects of differnt

> <all the good stuff snipped>

> Mark,

> Well we all know that to go faster you need to get partially off the seat to
> take a corner, somebody who can do this is likely to have around 30% more
> speed than the guy who stays on his seat, wondering what the next thought of
> the front tyre is going to be :)   And you also need plenty of weight
> forward, under acceleration everything shifts back and you really got to
> keep that front tyre loaded as much as poss.  I've saved two tank slappers
> caused by a combination of too much speed on shoddy road quality in the last
> 100 miles on my bike, and it is seriously worrying when its happening.  But
> getting to the point, as somebody who is very accustomed to fast lap times
> and close racing in GPL (and who was on the Papyrus test team in fact for
> this product), I'm very aware of some of the physics complexities that are
> involved.  My question to you is similar to John's comment, with my cynical
> British hat on, that so many developers have hyped their physics (and/or AI)
> compared to the other products and within minutes of trying them, for one
> reason or another, I am left feeling totally dissatisfied.  The problem is
> the *** bikers, drivers, racers whatever amongst us have been spoiled
> by the talent of the Papyrus team in their ability to create awesome
> physics, control routines and computer AI, that virtually everything else
> leaves us cold.  My concern is that the EA Superbike game didn't sell
> particularly well, and that in my opinion contains "ok" physics, probably
> the best bike physics available to the public, but to somebody who enjoys
> real biking, it is still very limited as far as recreating the real
> experience.  Sadly, I honestly believe that the GPL engine adapted to a bike
> simulator would be almost impossible to use - therefore difficult to sell...
> and canned "arcade-style" physics featuring wonderful pre-programmed spins,
> slides, or in the case of bikes, low-sides, high-sides, whatever) just won't
> impress me at all.  The delight of the GPL engine is that it is always
> manipulating the many attributes of the car as a result of some fantastic
> calculations of the player inputs, the vehicle and its surroundings.  What
> the car does is always the sum of everything occuring around it, not the
> other way around.  Anyway, enough rambling on, but if you're still reading
> all this, good luck with your product - I am a natural cynic, but that only
> increases the curiosity I have in all the new products - I'm certainly very
> eager to try it and of course I'm looking forward to be impressed :)

> All the best,
> Mike (Yamaha R6)

Mark C Dod

More on GP 500 Physics....

by Mark C Dod » Sun, 27 Jun 1999 04:00:00

Trouble with the Sidewinder is that it is too easy to twist the stick whilst
leaning it over. This is a nightmare in games like Mechwarrior 3 so I would hate
to see how GP500 wpould go with it. I think a thumb controlled analogue input to
replace the hat on top of the joystick would be practical.


> > You know what might be interesting, is a bike sim that supports two
> > joysticks - one used for gas/brake and turning, the other used for
> > leaning in any direction.

> I always felt that a simple third axis like on the MS Sidewinder joysticks
> (the tilt pivot action) would be a great tool to do such a thing.  Turn the
> joystick on it's axis into corners to lean, and left/right to turn the front
> wheel in that direction.

> --
> -- Fran?ois Mnard <ymenard/Nas-Frank>
> -- NROS Nascar sanctioned Guide http://www.nros.com/
> -- SimRacing Online http://www.simracing.com/
> -- Official mentally retarded guy of r.a.s.
> -- May the Downforce be with you...

> "People think it must be fun to be a super genius, but they don't realise
> how hard it is to put up with all the idiots in the world."

Mark C Dod

More on GP 500 Physics....

by Mark C Dod » Sun, 27 Jun 1999 04:00:00

Don't think my wife would let me have one in the lounge room!

> > You'd also need to be quite skilled to make your two hands perform
> > completely unnatural movements like that, with the degree of precision
> you'd
> > need - not sure I could do it!  I'd certainly consider some kind of
> > dedicated controller though, perhaps a knee attachment of some sort since
> > much of the work you do on a bike can be with your knees gripping the
> > tank... but it'd have to be one hell of a physics simulation to make me
> > splash out on buying something like that.

> Grab one of the arcade cycle games with and patch it through the gameport.
> ;)  It'd be really cool, but hardly feasible I'd assume...:)

Mark C Dod

More on GP 500 Physics....

by Mark C Dod » Sun, 27 Jun 1999 04:00:00

Whats the maximum lag time for the game to be playable over the internet? I
assume it will be a few months before Australia got a local AMA Superbike
server.



> > You know what might be interesting, is a bike sim that supports two
> > joysticks - one used for gas/brake and turning, the other used for
> > leaning in any direction. [...]

> You don't have long to wait to try this out.

>     -MSM

> --
> __________________________________________________________________________
> Mark S. Miller                       "Be regular and orderly in your life,
> Director of Design                    that you may be *** and original
> Motorsport Simulations                in your work."

> http://www.racesimcentral.net/

Mark C Dod

More on GP 500 Physics....

by Mark C Dod » Sun, 27 Jun 1999 04:00:00

A goos loud "OH Shiiiiiiiiiiiiiiittttttttt........" fromthe rider would
be fun as well!

> When playing EA Superbike you can tell you about to eat pavement when
> The smoke starts coming from the tires.  But sound and smoke would be
> Awesome.  The tire screeching could get louder before you eat it.
> GP500 looks to be the winner not GP500ccm. Party on>>>>

> Sent via Deja.com http://www.deja.com/
> Share what you know. Learn what you don't.

Jo

More on GP 500 Physics....

by Jo » Sun, 27 Jun 1999 04:00:00


That is a big problem. But if the interface supports assigning leaning
to an axis you could always use feet-based rudder pedals.

Joe McGinn
==========================================
Staff Writer for the Sports *** Network
http://www.racesimcentral.net/***.com/
==========================================

ymenar

More on GP 500 Physics....

by ymenar » Mon, 28 Jun 1999 04:00:00


I agree with you.  Im having a hard time with X-Wing Alliance using the
twist axis.

Everything can be fixed by adding a nice dead-zone for this axis.  I have
done test and when I lean my stick I normally twist the axis in average
3-5degrees.  So if I had a 6degree dead-zone, everything should be perfect.
I do not see a problem here at all.

--
-- Fran?ois Mnard <ymenard/Nas-Frank>
-- NROS Nascar sanctioned Guide http://www.nros.com/
-- SimRacing Online http://www.simracing.com/
-- Official mentally retarded guy of r.a.s.
-- May the Downforce be with you...

"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."

John Walla

More on GP 500 Physics....

by John Walla » Mon, 28 Jun 1999 04:00:00

On Wed, 23 Jun 1999 22:51:57 +0100, "Mike Laskey"


>I'd certainly consider some kind of
>dedicated controller though, perhaps a knee attachment of some sort since
>much of the work you do on a bike can be with your knees gripping the
>tank...

Ooo-er! This of course would open the doors to a whole new generation
of more realistic Leisure Suit Larry games...

Cheers!
John


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