rec.autos.simulators

N4 with GPL phsyics?

Tim Wheatle

N4 with GPL phsyics?

by Tim Wheatle » Wed, 19 Apr 2000 04:00:00

i smell toasted bollocks martyn, "i hope they improve the gfx" made me start
smelling bull excretion.

er... of course they will durrrrr! ;o)


> U DECLINED?!!!! WTF Y?

> Md


> >     From what I have seen with the upcoming N4 release, they are using
> > menus very similiar to GPL in fact the setup options look very good.
> >     The physics model is a toned down version of GPL although I declined
> > to try a beta version it appeared that they have made some improvements
> > in the physics but some of the old bugs are still here.
> >     You can expect improved FF and it may be better than GPL's. I
> > just hope they take the graphics and physics up a notch or two in the
final
> > release from what I have seen.

> >     Pete



> > > Ok, so I'm not too up to date with the NASCAR series but I have to ask
> > > something.

> > > The latest thing I've been hearing is that N will have GPL's physics
> > engine,
> > > or that it's physics will be based on GPL.

> > > Now The original thing I heard was that it would have a game engine
based
> > on
> > > GPL. I presumed that meant that how the gamE is structured would be
based
> > on
> > > GPL. Thats fair enough.

> > > But I have to ask, are people just getting the whole idea of the game
> > engine
> > > confused or are they gonna use GPL physics as a base for N4? I can't
see
> > > that working.

> > > As I said, I'm not too up to date on NASCAR sims really but I was
gonna
> > > consider making N4 my first try at the series. This is sorta putting
> > doubts
> > > in my mind.

> > > TIA!

Tony StewartNo

N4 with GPL phsyics?

by Tony StewartNo » Wed, 19 Apr 2000 04:00:00

We will never know why papy is so great.
:)

Skeet

N4 with GPL phsyics?

by Skeet » Wed, 19 Apr 2000 04:00:00

  Yes,your post was the way I took it.Papyrus stated that they would
use their new physics engine for sometime to come.They said that to
model a different car all they would have to do is input all its
variables---grip of the tire compounds,vehicle weight,COG,wheel
base,track,roll bars,etc.Then you have to remember that they modeled
the suspension geometry of the GPL cars and will now have to add the
Nascar suspension geometry to the mix.Plus they are gonna add a much
more extensive aerodynamic model since thats alot of what Nascar is
about.

 I believe that Nascar4 will be pretty easy to drive just due to the
fact that the oval I converted from N2 to GPL is easy as shit.GPL is a
*** because of the tracks that are modeled.Since theres no"seat of
the pants feel" one has a hard time coping with the rear end kicking
out as the cars crest hills that turn and the like.What I would love
from papyrus is a better way of implementing the "feel" of the cars
and Im hoping that it can be done.I think that one way to give a
better sense of speed is to use a better wind noise so its more
noticeable.I recently downloaded Mauritz Lindquitzts(sorry:))
soundpack that has a transmission noise added with the wind noise.It
really does give a better sense of speed and I felt I had more
control.

  I know with all my heart that the diehard Papy fans will scream"Papy
the Gods that they are did the best thats humanly possible so just
take it as it is"but after hearing it I wonder how much more can be
done with just sound.The edge of traction for the tires can be
improved immenslly I feel.I wanna know how hard I am using my tires
and the simple skid sound GPL has doesnt give me this feedback.
Later


>  Lets go back a couple of years.  The year is now 1998.
>Papyrus announces a new racing sim based on an advanced computer
>model of car physics.  In interviews, David K states:
>  (paraphrasing mode engaged)

>  We didn't program a series of fake events, like having the nose dip
>for no other reason than the brake pedal is depressed.  We programed it
>so that when we enter the proper set of numbers the car is simulated in
>100's of calculations.  We could enter the numbers for your very own car
>and if you drove it, it would feel like you were driving a street
>sedan.  Or we could put in the numbers for just about any kind of racing
>car.  So that we can use this basic engine for many different sims.  You
>just have to have the proper calculations for whatever vehicle you want
>to simulate.

>(paraphrazing mode off)

>  So kinda like SCGT, when you input the PROPER array of numbers, the
>sim responds in very different ways.  So a 1967 F1 car would not even
>remotely respond and feel like a 2000 Winston Cup Car.
>dave henrie

ymenar

N4 with GPL phsyics?

by ymenar » Wed, 19 Apr 2000 04:00:00


But you are comparing two totally different racing types.  N4 will be as
hard to be the best as GPL is.  It's so different that you can't simply say
something like that.

Of course in the nature of Stockcars compared to 1967 Formula One cars, it's
more easy to be fast.  Note that if everybody becomes fast, then fast is
simply the "average".  Online, everybody is much closer to others compared
to GPL (in terms of relative distance, which whatever it's a long or short
track doesn't make a difference).  It's not hard to be fast.  It's hard to
be consistently fast.  To do laps within 1/10th of a second for ten laps in
a row.  It's even harder to be consistently FASTER than others, since
everybody is near the same times.

The gap is simply shorter between the slowest and the fastest, but in no way
everybody will do hotlaps easily in N4.  After all, if I check people who
both race GPL and N3, I don't see them leading all laps + getting the pole
in N3 (I included).  So it's not easier to be the fastest, just easier to be
fast.  The gap is smaller, and that creates close racing and more passing as
we all know.  Oh and punting ;)

Nascar Racing 4 will probably make that gap a little bigger, since in the
nature of the new game engine by Papyrus the physics will be more realistic
to the true nature of racing a car.

--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
-- http://www.WeRace.net
-- 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.

Vintoo

N4 with GPL phsyics?

by Vintoo » Wed, 19 Apr 2000 04:00:00

I don't feel the sound is what makes the difference although it would help
quite a bit. The first time I ran the converted Tally track in GPL the sense
of speed was tremendous! I could turn the sound all the way off and still
feel I was screaming at 200mph down the track. I don't really get that in N3
no matter what sounds I could add to it. N3 at tally is like driving on an
icerink, GPL at tally is how I would imagine it to really be, scary as hell
and a little bumpy. I can't wait to see N4 at Tally, it should blow me away!

Vintook


>   Yes,your post was the way I took it.Papyrus stated that they would
> use their new physics engine for sometime to come.They said that to
> model a different car all they would have to do is input all its
> variables---grip of the tire compounds,vehicle weight,COG,wheel
> base,track,roll bars,etc.Then you have to remember that they modeled
> the suspension geometry of the GPL cars and will now have to add the
> Nascar suspension geometry to the mix.Plus they are gonna add a much
> more extensive aerodynamic model since thats alot of what Nascar is
> about.

>  I believe that Nascar4 will be pretty easy to drive just due to the
> fact that the oval I converted from N2 to GPL is easy as shit.GPL is a
> *** because of the tracks that are modeled.Since theres no"seat of
> the pants feel" one has a hard time coping with the rear end kicking
> out as the cars crest hills that turn and the like.What I would love
> from papyrus is a better way of implementing the "feel" of the cars
> and Im hoping that it can be done.I think that one way to give a
> better sense of speed is to use a better wind noise so its more
> noticeable.I recently downloaded Mauritz Lindquitzts(sorry:))
> soundpack that has a transmission noise added with the wind noise.It
> really does give a better sense of speed and I felt I had more
> control.

>   I know with all my heart that the diehard Papy fans will scream"Papy
> the Gods that they are did the best thats humanly possible so just
> take it as it is"but after hearing it I wonder how much more can be
> done with just sound.The edge of traction for the tires can be
> improved immenslly I feel.I wanna know how hard I am using my tires
> and the simple skid sound GPL has doesnt give me this feedback.
> Later


> >  Lets go back a couple of years.  The year is now 1998.
> >Papyrus announces a new racing sim based on an advanced computer
> >model of car physics.  In interviews, David K states:
> >  (paraphrasing mode engaged)

> >  We didn't program a series of fake events, like having the nose dip
> >for no other reason than the brake pedal is depressed.  We programed it
> >so that when we enter the proper set of numbers the car is simulated in
> >100's of calculations.  We could enter the numbers for your very own car
> >and if you drove it, it would feel like you were driving a street
> >sedan.  Or we could put in the numbers for just about any kind of racing
> >car.  So that we can use this basic engine for many different sims.  You
> >just have to have the proper calculations for whatever vehicle you want
> >to simulate.

> >(paraphrazing mode off)

> >  So kinda like SCGT, when you input the PROPER array of numbers, the
> >sim responds in very different ways.  So a 1967 F1 car would not even
> >remotely respond and feel like a 2000 Winston Cup Car.
> >dave henrie

Skeet

N4 with GPL phsyics?

by Skeet » Wed, 19 Apr 2000 04:00:00

  Sounds good!
 They could call it FART RACING:)

Seriuosly though I think that Papyrus should try marketing a some new
racing series

     New tracks
     Make believe drivers
     New rules

Names like "Papyrus Openwheeled Racing Series"
                   "Papyrus Stock Car Championship Racing"

 They should also concentrate on making the sims as super realistic as
possible as us nuts like it(and Papy for that matter)but not release
it with the total realism physics model.Sim installs with a fairly
realistic physics model but not the full realism setting.Then give a
check box to install full realism setting for true *** racing
experience.

On Tue, 18 Apr 2000 03:18:30 +0100, "Tim Wheatley"


>who needs a cart license?

>can't we race at short beach?

>nuzareth?

>labuma sicka?

>do we need all this?

>can we not edit the name? edit the billboards?

>for god sake it's the sim that counts, not the sticker saying 'cart' that
>sticks on the box.



>> Dave Matson (Papy "Project Director") said in The Pit Stop board over in
>the
>> Sierra forums that they can't secure a CART license. Hence, no chance of a
>new
>> CART sim anytime soon.

>> --
>> -----------------------------------
>> Morgan Vincent Wooten

>> http://www.racesimcentral.net/~morganv/
>> -----------------------------------




>> > >The N4 engine will be based on a heavily altered GPL engine.
>> > >A CART sim would have been easier though. argh.

>> > I'm still surprised that Papyrus haven't continued with their CART
>> > series and have instead chosen to focus on Nascar. Did they ever give
>> > a reason for this?

>> > I haven't seen a decent CART game in years. It's long overdue.

>> > Alpha Omega

>> > ICQ: 70300233

johnjnelso

N4 with GPL phsyics?

by johnjnelso » Wed, 19 Apr 2000 04:00:00

Let's see if I've got this right.
NASCAR hands out it's license right and left, so whenever you look around there's
a Nascar sim you can buy (Nascar 2,3, Nascar Revolution). CART, which is being
completely stomped by Nascar when it comes to TV ratings and popularity, makes it
difficult for sim makers to obtain a license, and thus makes impossible creation
of  the Cart product we're most likely to buy.

Are the CART marketing people total morons or what?


>   Sounds good!
>  They could call it FART RACING:)

> Seriuosly though I think that Papyrus should try marketing a some new
> racing series

>      New tracks
>      Make believe drivers
>      New rules

> Names like "Papyrus Openwheeled Racing Series"
>                    "Papyrus Stock Car Championship Racing"

>  They should also concentrate on making the sims as super realistic as
> possible as us nuts like it(and Papy for that matter)but not release
> it with the total realism physics model.Sim installs with a fairly
> realistic physics model but not the full realism setting.Then give a
> check box to install full realism setting for true *** racing
> experience.

> On Tue, 18 Apr 2000 03:18:30 +0100, "Tim Wheatley"

> >who needs a cart license?

> >can't we race at short beach?

> >nuzareth?

> >labuma sicka?

> >do we need all this?

> >can we not edit the name? edit the billboards?

> >for god sake it's the sim that counts, not the sticker saying 'cart' that
> >sticks on the box.



> >> Dave Matson (Papy "Project Director") said in The Pit Stop board over in
> >the
> >> Sierra forums that they can't secure a CART license. Hence, no chance of a
> >new
> >> CART sim anytime soon.

> >> --
> >> -----------------------------------
> >> Morgan Vincent Wooten

> >> http://www.racesimcentral.net/~morganv/
> >> -----------------------------------




> >> > >The N4 engine will be based on a heavily altered GPL engine.
> >> > >A CART sim would have been easier though. argh.

> >> > I'm still surprised that Papyrus haven't continued with their CART
> >> > series and have instead chosen to focus on Nascar. Did they ever give
> >> > a reason for this?

> >> > I haven't seen a decent CART game in years. It's long overdue.

> >> > Alpha Omega

> >> > ICQ: 70300233

Skeet

N4 with GPL phsyics?

by Skeet » Wed, 19 Apr 2000 04:00:00




>> I believe that Nascar4 will be pretty easy to drive just due to the
>> fact that the oval I converted from N2 to GPL is easy as shit.

>But you are comparing two totally different racing types.  N4 will be as
>hard to be the best as GPL is.  It's so different that you can't simply say
>something like that.

  One of the great reasons that papy sims are realistic to me is that
they allow ones true talent to shine.If GPL were easy to drive then
everyone would be lapping the same times but instead you practice for
a year and your still seconds off from the fast guys.You then wonder
to yourself why these guys are so fast and you realize that the same
things happens to real race car drivers.Schumacher seems seconds
faster then alot of the other F1 drivers.I totally agree with your
statement that it will still be hard to go extremely fast but N4 will
even out the times...hopefully.

Yes it will allow the people who enter turns correctly,use the least
amount of steering lock for the turns and know how to get the power
down to excell just that little bit faster and hence show there
skill:)

- Show quoted text -

Stephen Ferguso

N4 with GPL phsyics?

by Stephen Ferguso » Wed, 19 Apr 2000 04:00:00



> > <<The N4 engine will be based on a heavily altered GPL engine>>

> >  I would hope so since a Winston Cup car would handle nothing like a 67
GP
> > car

> Looks like we have somebody who doesn't understand the concept of game
> engines.

Patronising...

And I suspect that Papyrus is tweaking the hell out of their "magic" GPL
engine.  They are throwing in lookup tables, fudge factors, "oops, that
doesn't drive right" corrections.  A rigid-body dynamics simulation is not
the be-all and end-all of capturing the behaviour of a racing car.  Don't
believe the original hype that we heard when GPL was previewed, that the
core engine can model any car you can think of.  GPL is a fine simulation,
and it amazes me that a 20 DOF model can run at 288Hz on a P166 (slash the
graphics and it will), but it is not without flaws.  The rigid bodies are,
by their very nature, too rigid.  Some crazy things happen at high yaw
angles.  I think Tony is actually much closer to the truth than you give him
credit for; the "engine" needs an overhaul to be able to model the bahaviour
of a stock car, with big, gummy tires and truckloads of aero problems.

Stephen

Buck Futte

N4 with GPL phsyics?

by Buck Futte » Wed, 19 Apr 2000 04:00:00

Nascar is much more popular than CART in the US.  I guess Papy reasons
(probably correctly) that they can make more money churning out Nascar
sim after Nascar sim (or more accurately, releasing the same Nascar
sim over and over again).  

Blight

On Mon, 17 Apr 2000 19:08:42 +0100, Alpha Omega



>>The N4 engine will be based on a heavily altered GPL engine.
>>A CART sim would have been easier though. argh.

>I'm still surprised that Papyrus haven't continued with their CART
>series and have instead chosen to focus on Nascar. Did they ever give
>a reason for this?

>I haven't seen a decent CART game in years. It's long overdue.

>Alpha Omega

>ICQ: 70300233

Gregor Vebl

N4 with GPL phsyics?

by Gregor Vebl » Wed, 19 Apr 2000 04:00:00


> A rigid-body dynamics simulation is not
> the be-all and end-all of capturing the behaviour of a racing car.  

True, the true cars do flex a little and this is a problem that race car
engineers try to minimize. The next generation of racing sims should
include body flex in order to increase realism, but since true racecars
are designed to have this all but excluded, adding this to a sim doesn't
bring as much as it complicates the description.

With some additions to it (like proper wing simulation, which is not all
that hard to add), it can, especially if you understand how it works.

Agreed, see above.

I thought you made sense up to this very point. You seem to have a very
poor understanding of what a rigid body model means and what it can
describe. The fact is that only a true rigid body simulation can capture
the true behaviour of a car or any other rigid body at high pitch, yaw
and roll angles. See for example H. Goldstein, Classical Mechanics
(Addison-Wesley) for a good description of what rigid body mechanics is.

That's the difference. The engine does not need an overhaul (perhaps
only minor additions like the forces wings produce on the car (lift and
drag)), just the parameters and data that enter the simulation need to
be adjusted so that they match the real car (stickier tyres, more mass
and inertia, more drag and negative lift when making a transition from
GPL to Nascar, for example). That's also the beauty of a true physics
engine. The closer the weight, tyre and aerodynamics parameters are to a
real car the better the simulation will correspond to it. Any fudging
would only spoil this relationship.

To think of an analogy, for example you want to use your computer to
solve a problem, let's say invert a 6x6 matrix. Yes, computers can be
used for things other than games. You write a program (an 'engine') to
invert this matrix by using an algorithm that is used for general
matrices, only that you seet the parameter of the dimension of the
matrix to 6, problem solved.

It happens that after a while you need to invert some 20x20 matrices. Do
you write the program again? No, you just specify a different parameter
(20 for the dimension of the matrix) to the same program ('engine'),
problem solved again.

The sim engines are a bit more complex, but the principle still applies.

-Gregor

Stephen Ferguso

N4 with GPL phsyics?

by Stephen Ferguso » Wed, 19 Apr 2000 04:00:00



> > Don't
> > believe the original hype that we heard when GPL was previewed, that the
> > core engine can model any car you can think of.

> With some additions to it (like proper wing simulation, which is not all
> that hard to add), it can, especially if you understand how it works.

Depends on the level of realism.  I should first say that I went to the
opposite extreme to ymenard in my response, only because we constantly hear
what a perfect simulation GPL is.  Overall I am very impressed with GPL, but
I imagine a lot will have to be added to it to start modeling NASCAR or
CART.  Many months ago the subject of aero came up, and some of us said it
would be perfectly adequate to have a simple lookup-table based aero model
that then applies the appropriate downforce and drag to the rigid connection
point where the wings meet the chassis.  Others (the purists perhaps, or the
zealots) started huffing and puffing and claiming that nothing less than a
full CFD analysis (running in real time, on a PC!) would be worthy of
inclusion in the GPL model.  Actually, you and I agree; I just found
ymenard's response to the other fellow a little patronising.

Trust me, I have a decent understanding of it.  I have dabbled with most of
the commercial rigid body packages, although most of my work now is modeling
the non-linear behaviour of human soft tissues.  My point here was mostly
anecdotal, and based on observations of others (Richard Clegg perhaps) that
strange things start to happen when the car spins too far, which should not
happen with a properly functioning rigid body simulation.  Of course you're
right that such a model is the best way to tackle the complex behaviour of a
car that is seriously out of shape.  In the end, I think the conclusion was
that some of the goofy behaviour was due to graphics slowdown caused by all
that thick *** smoke in the air.  Again, just a little exaggeration on my
part.

- Show quoted text -

But I think alot of these parameters are indeed fudge factors, depending on
the level that they have gone with their aero and tire model, specifically.
Getting the basic rigid body physics right (so the car rotates if you blip
the throttle in mid-air) is pretty easy.  Making a decent aero and tire
model is much more difficult, because these are non-linear phenomena, and
there are no "perfect" mathematical relationships to govern them.  Aero and
tire behaviour will always contain a certain amount of empirical data, and
the flow over a more modern car shape (especially F1) is much more complex
to simulate than the flow over, say, a 1968 F1 car with rudimentary wings.
Likewise, the transitional behaviour of a modern slick is a much more
problem to model than the older tires.  I equate the addition of empirical
data with adding a fudge factor.  As soon as you have to add some sort of
rule based input, then you are "tuning" your simulation to produce something
resembling the real bahaviour, rather than relying solely on well-defined
mathematical relationships, such as the more basic rigid body motions of the
chassis, suspension, engine rotating mass etc.  The aero model, for example,
might be defined by a set of drag and lift equations, but at the end of the
day it will need a lookup table for lift and drag coefficients based on
angle of attack and yaw at the least.  Temperature?  Humidity?  Traffic?
More "fudge factors".

Stephen

Gregor Vebl

N4 with GPL phsyics?

by Gregor Vebl » Wed, 19 Apr 2000 04:00:00

Stephen Ferguson wrote:

> Depends on the level of realism.  I should first say that I went to the
> opposite extreme to ymenard in my response, only because we constantly hear
> what a perfect simulation GPL is.  Overall I am very impressed with GPL, but
> I imagine a lot will have to be added to it to start modeling NASCAR or
> CART.  Many months ago the subject of aero came up, and some of us said it
> would be perfectly adequate to have a simple lookup-table based aero model
> that then applies the appropriate downforce and drag to the rigid connection
> point where the wings meet the chassis.  Others (the purists perhaps, or the
> zealots) started huffing and puffing and claiming that nothing less than a
> full CFD analysis (running in real time, on a PC!) would be worthy of
> inclusion in the GPL model.  Actually, you and I agree; I just found
> ymenard's response to the other fellow a little patronising.

Now I see your point more clearly. The people wanting a full CFD model
do not know what they are asking for. I agree with your approach to
aero, the full real time CFD model is far, far beyond the reach of the
top 1GHz home processors we use today, and the results of both
approaches would not be distinguished by us mere mortals, at least not
in the normal regimes which matter the most.

> Trust me, I have a decent understanding of it.  I have dabbled with most of
> the commercial rigid body packages, although most of my work now is modeling
> the non-linear behaviour of human soft tissues.  My point here was mostly
> anecdotal, and based on observations of others (Richard Clegg perhaps) that
> strange things start to happen when the car spins too far, which should not
> happen with a properly functioning rigid body simulation.  Of course you're
> right that such a model is the best way to tackle the complex behaviour of a
> car that is seriously out of shape.  In the end, I think the conclusion was
> that some of the goofy behaviour was due to graphics slowdown caused by all
> that thick rubber smoke in the air.  Again, just a little exaggeration on my
> part.

First of all, this is not a problem of the rigid body dynamics
situation, but with modelling the forces on the tyres. Second of all, I
don't think it is wrong at all.

I think that what most people complained about was the fact that of you
went into a corner, developed a yaw and then tried to correct it by
dialing in some opposite lock, the spin would start to develop further.

If this is not what was the issue, then the following explanation can be
skipped.

This is actually the correct behaviour and is in some sense simmilar to
the post-stall regime and aileron reversal with aeroplanes. It happens
when the front tires are way past their optimal slip angles, and two
effects contribute to it.

The first is the fact that while in the regime of small slip angles the
lateral force increases with the slip angle, but after the optimal slip
angle is reached (where the lateral force is the highest) the lateral
force starts slightly decreasing with slip angle. Once you overcook it
you are by default in this second regime. You need to decrease the force
on the fronts in order to stop the spin. If you decrease the steering
lock (and hence the slip angle), the grip on the fronts does not
initially decrease but actually increase, because you are in this
'reversal' regime. Only after you reached below the optimal slip angle
by dialing in further opposite lock and actually found yourself back in
the normal regime (where the lateral force increases with the slip
angle) does the opposite lock start doing it purpose of actually
decreasing the lateral force on the fronts. Sometimes, there is simply
not sufficient opposite lock possible, and even when there is, the
transition time the front tyres spend in the regime of increased lateral
force before reaching the normal regime can produce enough momenum
impulse and hence yaw rate that the recovery is impossible.

The second effect to consider is more complicated and may actually
contribute more. Let us assume that most of the cornering force comes
from the outside wheels (this is true for the cars in GPL which have a
relatively high ceter of gravity). In order to stop a spin we need to
produce a torque on the car that opposes the direction of the spin. Let
us also assume that the lateral force on the tyre does not depend too
much upon its orientation, which is also true at high slip (yaw) angles
for the tyres of the time. These are all plausible simplifications and
may be argued, but it is easiest to show the idea with them. Anyone who
has ever worked in science will know this kind of approach.

Let us assume a right hand turn. With no lock the situation looking from
above on the front wheels looks like this:

Picture 1:
   _           _
  | |  F      | |
  | |---->    | |
  |_|         |_|       ^  
     \       /           \
      \     /              \
       \   /                 \
        \ /                    \  velocity vector
         O c.g.            

Let us consider this a balanced situation, so that the torques produced
by all wheels (including rears) are 0 and the car maintains a slip
(towards the up-left direction) if no steering corrections are applied.
The force on the outside wheel is for the sake of simplicity considered
negligible. Consider now the case when the driver tries to recover by
dialing some opposite lock:

Picture 2 (okay, so the lines are not perpendicular, imagine them to be)
:

       ^  
    F /
 /\  /
 \ \/
  \ \
   \/
     \
      \
       \
        O c.g.

As the force becomes closer to perpendicular to the vector between the
center of gravity (c.g.) while the magnitude of the force stays roughly
the same, the torque actually increases so the net torque of all tyres
is not 0 anymore but actually contributes to the direction of the spin.
Only if the magnitude of the force diminishes enough to cancel this
effect (the tyre gets back into the normal slip angle regime) does the
opposite lock help, otherwise it can actually cause harm and you would
be better of dialing in some further lock INTO the spin.

- Show quoted text -

> But I think alot of these parameters are indeed fudge factors, depending on
> the level that they have gone with their aero and tire model, specifically.
> Getting the basic rigid body physics right (so the car rotates if you blip
> the throttle in mid-air) is pretty easy.  Making a decent aero and tire
> model is much more difficult, because these are non-linear phenomena, and
> there are no "perfect" mathematical relationships to govern them.  Aero and
> tire behaviour will always contain a certain amount of empirical data, and
> the flow over a more modern car shape (especially F1) is much more complex
> to simulate than the flow over, say, a 1968 F1 car with rudimentary wings.
> Likewise, the transitional behaviour of a modern slick is a much more
> problem to model than the older tires.  I equate the addition of empirical
> data with adding a fudge factor.  As soon as you have to add some sort of
> rule based input, then you are "tuning" your simulation to produce something
> resembling the real bahaviour, rather than relying solely on well-defined
> mathematical relationships, such as the more basic rigid body motions of the
> chassis, suspension, engine rotating mass etc.  The aero model, for example,
> might be defined by a set of drag and lift equations, but at the end of the
> day it will need a lookup table for lift and drag coefficients based on
> angle of attack and yaw at the least.  Temperature?  Humidity?  Traffic?
> More "fudge factors".

A physics model by any other name would still be a physics model. When
doing physics you always have to have in mind that what you are doing is
just an approximation, it can never be totally exact. The boundary
between exact and approximation can be hard to determine sometimes.

But there is a difference between fudging it and approximating
something. Approximating means deviating from reality for the sake of
simplicity, but at the same time knowing in what ways you are deviating
and therefore when the deviations will be noticable. Fudging it means
making something work without knowing how. There is a huge difference in
both approaches.

Tyre and aero model always involve a bit of fudging, true. But there are
a few properites that these models have to obbey so that they still at
least do not contradict reality, the main one being that the energy can
only be lost by the forces produced if no power is applied.

-Gregor

Mark Gum

N4 with GPL phsyics?

by Mark Gum » Wed, 19 Apr 2000 04:00:00


Ok, now, let's really go back to 1998.
Did anybody think to save all those screenshots
and the little trailer movie that Papy put out when they
had the GPL-engined Nascar '3' up and running?
I did. I will put it together into something web-based.
Yes, they HAVE had it in development that long. They
were originally shooting to make it N3, but, it had
way too steep system and operator requirements.
So instead they released what we have had as N3,
and put it on the back burner, continuing to tweak
it up till it's big showing at E3. That's why it's coming
out now; the systems have caught up, and I think,
they have made it a little easier for the operator.
Later. -Mark

Eldre

N4 with GPL phsyics?

by Eldre » Wed, 19 Apr 2000 04:00:00



>Let's see if I've got this right.
>NASCAR hands out it's license right and left, so whenever you look around
>there's
>a Nascar sim you can buy (Nascar 2,3, Nascar Revolution). CART, which is
>being
>completely stomped by Nascar when it comes to TV ratings and popularity,
>makes it
>difficult for sim makers to obtain a license, and thus makes impossible
>creation
>of  the Cart product we're most likely to buy.

>Are the CART marketing people total morons or what?

Yep, that sounds about right...<sigh>

Eldred
--
Tiger Stadium R.I.P. 1912-1999
Own Grand Prix Legends?  Goto  http://gpl.gamestats.com/vroc

Never argue with an idiot.  He brings you down to his level, then beats you
with experience...
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