rec.autos.simulators

GPL difficulty revisited

Lawrence Edward

GPL difficulty revisited

by Lawrence Edward » Mon, 09 Nov 1998 04:00:00

Hi John

Why doesn't it cater for both? Does is have to be one or the other?
I would think people who believe they should have to wait 48 hours after
every crash are very very rare.

If Sierra adopt that approach they'll be bust in a few weeks - that's why. I
know you don't want Sierra to go bust.

I think you'll find that all mass market flight sims have numerous options
to allow beginners to enjoy them more easily - using reduced flight models,
'quick flight' etc. etc.

You don't work in customer services by any chance <g>? Seriously, I hope you
didn't adopt this approach when you were beta testing GPL.

Lawrence Edward

GPL difficulty revisited

by Lawrence Edward » Mon, 09 Nov 1998 04:00:00

Hi John

I'm not "in haste to convince myself" and I don't see why you feel it
necessary to preface your reply with that. I'm just trying to conduct an
interesting thread in a civilized manner.

I would argue that people with limited racing experience are 'dropped into
F1 cars' - take the Goodward Festival of Speed for example (or whatever it's
called). They manage to get round Goodward (a very difficult circuit by all
accounts) without killing themselves.

I agree that Jim Clark (like Stirling Moss) was exceptional. He won 4
Formula 1 races aged 25 and the world title aged 26! I was making the point
that, compared to today, progression was relatively quick.

Misses the mark for me - again a personal preference, not an objective
statement of fact. Please remember that I honestly don't want to spoil it
for others.

Lawrence Edward

GPL difficulty revisited

by Lawrence Edward » Mon, 09 Nov 1998 04:00:00

Hi Jeff

Jeff Vincent wrote in message <3645ea29.10495...@news.wizvax.net>...
>Warning, long rambling road ahead!  :)

I like long rambling roads, not the ones in GPL though <VBG>.

I'm going to clip a lot of your original reply - otherwise this message will
become a small novel....

>   Fair enough, but you're comparing apples and oranges.  In the first
>paragraph, you talk about Moss's (un)familiarity with *a circuit*.  In
>the second, you are talking about our (un)familiarity with the GPL
>game engine (our "car").  Moss had plenty of time in his car, and was
>intimately familiar with it.  After that, learning a new circuit was a
>relatively easy process.

Please define "plenty", Moss had very limited experience of many of the cars
he drove. He changed teams several times during his relatively short career.
True, he did an awful lot of driving from age 14, but he is famous for his
versatility. He could get in an unfamiliar car and drive fast - that is why
he's one of the best IMO. Moss was definitely, unquestionably, often
unfamiliar with the car and the circuit or course.

>   Considering this is a first cut at NASCAR3 (Papyrus's cash cow), it
>does make economic sense.  The feedback from GPL with be helpful in
>shaping N3.  And, between what we've heard here and the
>super-simplistic arcade mode of N2, N3 had *better* have some sort of
>arcade mode to please the masses.  But that not who's buying GPL (or
>even the target market) in the first place.

I am providing feedback - and trying to back it up with sensible arguments.
I see where you're coming from - although I personally reckon that Sierra
were trying to make and market a product which would be a "big seller". I
suppose we shall never know unless someone "in the know" puts us right.

>>Most of the responses I've received from my original post have basically
>>said:

>>- I'm not good enough
>>- I need to practise more
>>- I want to play an arcade game
>>- I need to focus more and stop looking at the countryside as I drive
around

>   Spoken like true die-hards.  :)

I forgot the condescending "you don't have a clue" / "nonsense" response as
well <g>

>   OK, Lawrence, so how many hours *do* you have on the track?  What
>background do you have with auto sims?

>   I'm not asking to see who has the biggest...  I'm asking because
>its pertinent to your GPL experience thus far (and the questions it
>raises).

>   For me, I've driven auto sims for close to five years and I prefer
>Papyrus's offerings in the genre.  I'm a bit rusty (I haven't driven
>much in the past year or two, none at all over the summer).  I bought
>GPL the day it came out and upgraded my computer to enjoy it to the
>fullest (hmmm, $750 to play a $35 game... yup, hardcore! :).  I found
>GPL difficult and challenging at first (but drivable).  After about
>15-20 hours, I started to really get a feel for the cars and can throw
>them around some of the circuits pretty well now (one of my better
>times is 1:07.5 at Watkins Glen in the default Eagle, for instance).
>In fact, I find GPL to be one of the most *natural to drive* sims I've
>seen yet (I'd almost say "easiest to drive" if you wouldn't throw
>tomatos at me :).

>   So how does your experience with GPL compare?  How many hours have
>you put into it?  And think about how many hours you will be putting
>into it, in the months ahead.  GPL is definitely not instant
>gratification, but it can offer great satisfaction.

>   What control device are you using?  The keyboard is pointless,
>joysticks work for some (like me), wheels and pedals are prefered by
>many.

>   Are you keeping the frame rate high (over 30)?  If you run at a
>lower frame rate, controlability becomes a problem.

>   If your problem is keeping it on the track, practice with the lower
>level trainers.  The lowest has ~200 HP and very low grip and is good
>for learning to deal with engine torque and cornering.  The advanced
>trainer has similar HP with better tire grip, so its good for a taste
>of higher speed cornering.

>   I haven't used traction control or ABS, but I would assume it would
>make the sim *very* drivable.  Are you using those?  Auto-shifting
>(which I *do* use) also has its disadvantages, as it revs high (torque
>problems in 1st and 2nd) and seems to like to shift at the most
>inopportune times (ie: while cornering). :)  Manual shifting can help
>controlability in such cases.

>   And if it makes you feel any better, I too have trouble sometimes
>keeping it on the track.  As you gain experience, you will see that
>the car is actually very forgiving (far more than other sims with
>radial tires and high downforce) *if you only exceed its limits by a
>small margin*.  As a novice, you far exceed the limits, and fly off
>the track as a result.  With increased experience, you learn the
>limits, and learn how to tip-toe around them.

>   Another factor with keeping it on the track is driving at your own
>pace, not over your head.  I can't count the number of times I've
>struggled to make a pass (for instance, at Rouen against similar-speed
>AI cars) only to fly off the road when I over-cook the next turn.

>   If your problem is that you want to run competitively with other
>cars, there are many ways to tweak the games or its AI.  You can set
>up a new driver profile to race in the trainer classes.  You can
>change the AI speeds at each specific track.  Of course, altering the
>AI will result in non-optimal racing, which is one reason why Papyrus
>did not support this from the start.  But its better than nothing.
>For me, my favorite fix is simply reversing the order of the AI
>drivers, so the first drivers selected are the poorest.  The nice
>thing about this fix is that you can simply increase the field size,
>to include better and better drivers, as your skills improve (and
>you're not altering the AI at all).  Search Deja News or the GPL web
>sites for more info.

>   Stick to one car (the Eagle is very stable for me, and I'm still
>using the defult set-ups) and to one track (Monza or perhaps Watkins
>Glen) while learning.  Once you get around to learning new tracks,
>print out the track map for reference and use the included replays to
>learn corner speeds, braking points, etc.

>   Using all of these options available to us, I can't see how GPL
>*could* be made any easier, aside from a totally unrealistic arcade
>game that "looks like" GPL (ie, the arcade mode of N2).

>   Just as an aside, I've had the game for 5 weeks, probably played an
>hour or two per day, and I've only driven one car and learned four or
>five tracks (well enough to run mid-pack in a novice race) and haven't
>hardly fooled with set-ups at all yet.  That gives you some idea of
>the depth of the sim...

Phew, big breath.... <g>

I'll try and answer as many of those questions as possible.
I first started driving racing games/sims in about 1981 - with Revs, written
by Geoff Crammond for the BBC computer. I haven't stopped since. I have no
idea how many hours I've spent, but I bought GP2 on the day it came out and
have been racing off-line in a Compuserve forum for a couple of years. I
probably have in excess of 1000? hours on GP2.

I have also driven Nascar a quite a lot (say 100 hours - admittedly a few
years ago now), Nascar2 a little, but only the demo of ICR2. I like flight
sims, MS Flight Simulator, Flight Unlimited II and EF2000 are probably the 3
I fly most.

In GP2 my times aren't the best, but they're not too bad either - but then
hopefully this discussion isn't an I'm better than you one <g>. I recognize
that GP2 is a very different kettle of fish from GPL.

I bought GPL on 25 October. I've had the demo for a long time, but only put
in say 20 hours because I found it so difficult and people in this forum
assured me the full game would be easier. I've put in about 20 hours of seat
time in the full version so far, although I often leave it after a while in
dispair....

I'm running a PII400 with 12MB Voodoo2, with frame rates over 30 at almost
all times.

I use a GP500 wheel and pedals from Interactive Racing. I've had the
recentering mechanism modified so if anyone else is reading this please
don't flame me about this being a bad wheel - it's not.

I've never driven a single seater, although I've been carting a few times.
Each time in carting I've reached the final and once I won with fastest lap.
I'm not totally lame behind the wheel.

I've not "read and misinterpreted" one book, unlike what one respondent in
this forum implied. I've read Ayrton Senna's book, Jackie Stewart's book and
been a subscriber to F1 Racing and various other driving related magazines
etc over the years. I like F1 a lot - although Bernie Ecclestone is slowly
changing that.

>   Is it not selling well?  Any hard data?  My latest CompUSA flyer
>says its a "best seller". :)  Seriously, my impression is that it is
>meeting expectations.

Judging by the various charts posted on the net it is well down the list
already. I even saw it at 92 in one chart of PC software for last week. I'll
admit that I don't have concrete evidence one way or the other.

>   There are *tons* of other sims out there that are easier and can
>provide enjoyment.  There's only one GPL, and we diehards are most
>thankful for it.  It may not satisfy the masses, but the depth of the
>sim and the time spent developing the skills is part of our enjoyment.

>Forgive him for he knows not what he is missing...  :)

This isn't the point though is it. I like GPL, it has some really fantastic
features - I love the era and the driving model is more sophisticated than
any other sim. My argument is that it is very difficult without enough
options to make it easier. Giving an option which would allow easier races
would not be difficult and should have been done IMO. I also think that.
fundamentally, it's too difficult to be realistic.

Thanks for your other suggestions - all of which are eminently sensible IMO.

Lawrence Edward

GPL difficulty revisited

by Lawrence Edward » Mon, 09 Nov 1998 04:00:00

Hi Christer

It would seem that critisizing GPL in this NG isn't just blasphemy, it's
heresy.


>Lawrence, how dare you, GPL is still a religion and will be for another
couple
>of month or so :o).

>Seriously, I think GPL is too difficult and I think it is too unrealistic.
I
>know this is blesphamy, but this is the beauty with NG's, even blesphamy is
>allowed :o). It's the good old freedom of speech thingy.

>My fastest at Monza is a 1:28.04 and it's with a Thrustmaster Formula 1
Pro,
>making me a stick shifter and not a very slow one :o). I have well over
1000
>hours in racing sim; GP2, F1RS and GPL. It's the same amount of time it
would
>take to drive over 600 real F1 races. The names you see in the hotlap
charts of
>GPL also have around 1000 hours or more in racing sims. I dont think they
are
>there because the sucked the first time they tried a racing simulator, on
the
>contrary they noticed that this was something they were good at, in other
words
>they were talented. They pretty easy ended up on their first hotlap chart;
N2,
>GP2, ICR2, etc... but soon someone beat them, which forced them to put in
>another couple of laps at the track. This is how they ended up with 1000
hours
>or more in racing sims.

>What I'm trying to say is that I believe all these sim racers are talented
in
>working a steering wheel, two pedals and a gear changer, and setting up the
car.
>In the hotlap charts of GPL we find drivers who were fastest in N2, ICR2
and
>GP2. This is of course not a coincidence. They are talented drivers with a
lot
>of practice behind them.

>The drivers who raced back in 1967 was born in the 30's and grew up during
the
>40's and 50's. How many people do you think had the possibility to test if
they
>were a talented racing driver in the 40's and the 50's? Compare that to how
many
>people who have the possibility to test there talent in racing sims today.
How
>many Thrustmaster steering wheels has been sold? I know N2 sold around 2
million
>copies and GP2 around 1 million.

>Is GPL too difficult? I dont think it was that hard driving straight at 300
kph
>at Monza back then as it is in GPL. I dont think it was that hard to brake
>consistently lap after lap, as it is in GPL. I dont think it was that hard
to
>feel what the car was doing back then as it is in GPL. I know we have a 2D
>picture and no g-forces, whereas they had both 3D and g-forces, but this
only
>means that we need more feedback to make the experience as difficult as in
real
>life. Any programmer can make a racing sim too hard, even impossible, or
make it
>too easy making it an arcade (easier than it really is), but very few can
make
>it just right. I think Papy made it too hard.

>Is GPL too unrealistic? I think it's unrealisticly hard to drive in GPL as
you
>probably already figured out :o). I also think the AI is a bit unrealistic.
I've
>been starting to fiddle with the npt_override in gpl_ai.ini and when I set
it
>too 1.0 Mr Clark are always qualifying in the low 1:29's. I've done a
couple of
>laps in the Ferrari and also studied the other AI's driving the Ferrari. I
can
>only do around 305 - 306 kph in the Ferrari on the straights, but the AI
are
>hitting 312 every time, so I'm guessing they must have a more powerful
engine
>than mine, thus unrealistic. They also almost always outbrake me into the
first
>Lesmo and Parabolica, they probably have better brakes. If I brake
perfectly I
>can brake as good as they, but never better, not when the npt_override is
at 1.0
>anyway. I also see them do some fast side to side movements on the
straights and
>in corners that I cant possibly do without loosing the rear and I have my
cars
>as far from oversteer as possible.

>Papyrus has their physics engine running at around 300 Hz, thus they are
>sampling the reality 300 times per second. Imagine recording sound with a
>sampling frequency at 300 Hz :o). The comparison is not completely fair,
but I'm
>hoping it puts a finger on a little problem. When sampling you miss
information.
>The problem here is that you have to dampening your physics engine no
matter how
>fast it's running. This dampening is probably a science in itself, thus
very
>hard to get right. I dont think Papy got it quite right.

>/Christer, the blesphamer :o)


>> Hi all

>> My initial criticism was admittedly provocatively worded, so I've tried
to
>> put together a more thoughtful argument. Please don't flame me because I
>> like GPL really <g>.

>> I suppose there are 2 points about difficulty which keep getting
discussed:

>> - is GPL realistic
>> - is it too difficult (no option to make it easy enough)

>> I know it's a slightly different era, but I've just finished reading a
book
>> by Alf Francis, who was Sterling Moss's racing mechanic when Moss was
racing
>> in the early fifties. Several times in the book Francis talks about Moss
>> turning up at a circuit - which he had never raced on before - and
putting
>> in very decent lap times - and then going on to put up a good show at the
>> race. Lots of the other drivers who toured the circuits either
>> professionally or paying for their own drives could get round at
reasonable
>> speeds, though obviously not quite as well as Moss!

>> Lots of you in this forum have put in scores of hours with GPL (indeed
some
>> were involved from the very beginning with beta testing), not to count
the
>> hours on other sims. Real drivers did not put in this amount of practise.
>> Hence my argument that it's not realistic.

>> Now, on to the 'is it too difficult' argument <g>.

>> Please try and put yourself in the position of most people - who want to
be
>> able to get in the car and have a fun race. OK, so we won't win or even
come
>> close to it, but we *must* be able to enjoy ourselves or else the game
has
>> failed IMO.

>> Are you suggesting that GPL was aimed only at the very skilfull,
dedicated
>> drivers who are prepared to put in scores of hours of practise before
they
>> can do a decent full lap? This is not how it was marketed. I simply don't
>> believe this. Why would everybody have put in so much effort over several
>> years at huge expense to produce a product which only a relative handful
of
>> people will enjoy? Surely that doesn't make sense.

>> Most of the responses I've received from my original post have basically
>> said:

>> - I'm not good enough
>> - I need to practise more
>> - I want to play an arcade game
>> - I need to focus more and stop looking at the countryside as I drive
around

>> None of these answer my criticism. GPL is too difficult and that is why
it's
>> not selling well, IMO. The only counter to my criticsm that I can see is
>> that, it's not too difficult, most people find the difficulty level to be
OK
>> to drive - but few have taken this line.

>> Please don't get me wrong, I love GPL and have played it a lot. But I
find
>> GPL too frustrating, the people who produced it have scored an own goal
by
>> making it too difficult. Let's hope they learn from this and the next
>> products will be that much better as a result <g>.

>--
>http://home4.swipnet.se/~w-41236/ (Read all about the "Global online
>racing"-proposal under "For developers". Read it a couple of times, cause
noone
>has understood it the first time they've read it yet :o)).

Graeme Nas

GPL difficulty revisited

by Graeme Nas » Mon, 09 Nov 1998 04:00:00

In the opposite direction I'm really really annoyed that my copy of
Micro Machines doesn't have an option to implement super realistic
physics :)

Joking Aside, I can see where you're coming from in this post but the
simple fact is that Papy made GPL the way it is so that ***
simmmers could enjoy it to its fullest. There are many other games for
the less serious driver to enjoy so really the only option is to either
go and play those or sit there and learn how to handle a GPL car. I know
you've heard this a million times before but take the time to learn it
and you will be rewarded immensely. There's no "quick fix".

And at the risk of being flamed :)
Yes, GPL does have some faults. There are several things I and others
would like to see addressed.

But in the meantime GPL is still the finest -SIM- there is!

Cheers!

--
Graeme Nash

You know what to do with "don't_spam_me"...
http://www.racesimcentral.net/
ICQ# 11257824

"!?! :/><)*^!!! - Bandini killed me again!"

Christer Andersso

GPL difficulty revisited

by Christer Andersso » Mon, 09 Nov 1998 04:00:00

Perfect, you have hands-on experience and you dont seem to be religious about
GPL. Is the GP car in GPL as hard to drive as the '67 F3 car you drove or is it
harder? Was it really that hard to go straight back then? Was it that hard to
brake consistently? Was it that hard to survive a jump?

/Christer, 1:28.04 at Monza and a curious little fellow, isnt' he :o)?


> Lawrence

> The simple fact is that I and many others have found GPL to be an immensely
> satisfying experience. Some of us have raced cars, some haven't.  I raced
> (by very happy coincidence!) a 1967 F3 car in Monoposto and saloons in
> Production Saloons in the early 70's but if you think that I'm lying go talk
> to Alison Hine, whose excellent "Eagle Woman" web site has been so much help
> to so many people, who has recent experience in single seater racing in the
> US and who was a very active member of the beta testing team and let her
> explain just how realistic GPL is.

> But then maybe everyone is lying to you. Maybe GPL is unrealistically
> difficult. If that's the case, then there are more than a few people
> delivering competitive times in GPL who could have given Jim Clark, Dan
> Gurney, Lorenzo Bandini et al a very hard time. Well maybe but I don't think
> so.

> In the end, the loser is you. Continue to insist that it's the game not you
> that's at fault and you'll learn nothing and miss out on one of the great
> sim experiences. Take the time to learn and it'll be you taking that
> chequered flag.

> John Klemantaski


> >You're right, I haven't driven a single seater. I would be interested to
> >know if you have? If you have driven in a 1960's formula 1 car in a race
> >then OK, you would be in a better position to judge......


> >>I imagine you haven't driven anything with
> >>400bhp - let alone weighing 1200 lbs, nor any single seater nor indeed
> >>anything at all on a race track. What you have done is to read and
> possibly
> >>misunderstand a book on racing in the '50s and draw some quite unwarranted
> >>conclusions.

--
http://home4.swipnet.se/~w-41236/ (Read all about the "Global online
racing"-proposal under "For developers". Read it a couple of times, cause noone
has understood it the first time they've read it yet :o)).
John Walla

GPL difficulty revisited

by John Walla » Mon, 09 Nov 1998 04:00:00

On Sun, 8 Nov 1998 19:18:38 -0000, "Lawrence Edwards"


>Why doesn't it cater for both? Does is have to be one or the other?

It doesn't _have_ to be one or the other, it just "is". You are the
one having trouble accepting that, not I.

Another unmarried marriage guidance councillor? :-) I'm sure
Sierra/Papyrus know that better than we do, so I tend toward enjoying
the results and allowing them to make their own business decisions,
right or wrong. Such choices are better backed up by fact rather than
opinion.

Not all, and even those that do will not have enough to cater for me -
the swine, eh?

Why, because such an approach doesn't agree with your opinion?
Seriously, look at all the people that are enjoying GPL and you will
see that Papyrus have created a true milestone, whether or not it
tickles your joy department. If GPL was right for you it would be
wrong for someone else, and if that sounds like "customer service"
doubletalk then welcome to the world because it's a fact.

Personally I think GPL is a long way from perfect, but I also think it
is by far the best simulation we have seen on the PC. If you aske me
what I would do to change it you'll be disappointed to hear that I
think arcade fans have enough going for them already, and I'd prefer
to see GPL having proper high frequency bumps on the track, modelling
of a racing line, brake fade and wear, further development of
cumulative damage and the like. There are many, many arcade racers on
the PC which those who don't want a sim can go crazy in - why dumb
down the proper sims? The ideal would be to have "one size fits all",
but until that unlikely turn of affairs comes around it's surely
better to supply the different strokes?

Cheers!
John

John Walla

GPL difficulty revisited

by John Walla » Mon, 09 Nov 1998 04:00:00

On Sun, 8 Nov 1998 19:19:53 -0000, "Lawrence Edwards"


>I would argue that people with limited racing experience are 'dropped into
>F1 cars' - take the Goodward Festival of Speed for example (or whatever it's
>called). They manage to get round Goodward (a very difficult circuit by all
>accounts) without killing themselves.

As can anyone in GPL - the difference being the lack of concern about
whether an afterlife exists and if they will shortly be entering it.
The Top Gear presenter managed to hop into an F1 car and get round a
circuit, as did Simon Taylor, albeit about 15 seconds per lap slower
than Satoru Nakamjima...

Cheers!
John

Dean William

GPL difficulty revisited

by Dean William » Mon, 09 Nov 1998 04:00:00

It takes tonnes of patience, and tonnes of practice.  I have every sim that
Papyrus has ever put out.  And up until I go GPL I was always able to do
well, and win races with a Joystick.  No can do with GPL.  You have to have
some type of throttle and braking that isn't ON or OFF (like a button on a
joystick).  I have been able to do better (and have fun) with the Wheel and
Pedals.

Dean


>Hi all

>My initial criticism was admittedly provocatively worded, so I've tried to
>put together a more thoughtful argument. Please don't flame me because I
>like GPL really <g>.

>I suppose there are 2 points about difficulty which keep getting discussed:

>- is GPL realistic
>- is it too difficult (no option to make it easy enough)

>I know it's a slightly different era, but I've just finished reading a book
>by Alf Francis, who was Sterling Moss's racing mechanic when Moss was
racing
>in the early fifties. Several times in the book Francis talks about Moss
>turning up at a circuit - which he had never raced on before - and putting
>in very decent lap times - and then going on to put up a good show at the
>race. Lots of the other drivers who toured the circuits either
>professionally or paying for their own drives could get round at reasonable
>speeds, though obviously not quite as well as Moss!

>Lots of you in this forum have put in scores of hours with GPL (indeed some
>were involved from the very beginning with beta testing), not to count the
>hours on other sims. Real drivers did not put in this amount of practise.
>Hence my argument that it's not realistic.

>Now, on to the 'is it too difficult' argument <g>.

>Please try and put yourself in the position of most people - who want to be
>able to get in the car and have a fun race. OK, so we won't win or even
come
>close to it, but we *must* be able to enjoy ourselves or else the game has
>failed IMO.

>Are you suggesting that GPL was aimed only at the very skilfull, dedicated
>drivers who are prepared to put in scores of hours of practise before they
>can do a decent full lap? This is not how it was marketed. I simply don't
>believe this. Why would everybody have put in so much effort over several
>years at huge expense to produce a product which only a relative handful of
>people will enjoy? Surely that doesn't make sense.

>Most of the responses I've received from my original post have basically
>said:

>- I'm not good enough
>- I need to practise more
>- I want to play an arcade game
>- I need to focus more and stop looking at the countryside as I drive
around

>None of these answer my criticism. GPL is too difficult and that is why
it's
>not selling well, IMO. The only counter to my criticsm that I can see is
>that, it's not too difficult, most people find the difficulty level to be
OK
>to drive - but few have taken this line.

>Please don't get me wrong, I love GPL and have played it a lot. But I find
>GPL too frustrating, the people who produced it have scored an own goal by
>making it too difficult. Let's hope they learn from this and the next
>products will be that much better as a result <g>.

Peter 'kayakr' Ashle

GPL difficulty revisited

by Peter 'kayakr' Ashle » Mon, 09 Nov 1998 04:00:00

I did all the tracks quite a bit, but mexico.  Fired up an on-line race with
an hour practice and finished 2nd of 6-7 people.  But then again they didn't
know the track well either but I got the hang of it pretty quick because I'd
already learned the car.
David G Fishe

GPL difficulty revisited

by David G Fishe » Mon, 09 Nov 1998 04:00:00

but if you think that I'm lying go talk

Alison said the same things last year about F1RS.

David G Fisher

David G Fishe

GPL difficulty revisited

by David G Fishe » Mon, 09 Nov 1998 04:00:00


>>Most of the responses I've received from my original post have basically
>>said:

>>- I'm not good enough
>>- I need to practise more
>>- I want to play an arcade game
>>- I need to focus more and stop looking at the countryside as I drive
around

>   Spoken like true die-hards.  :)

Spoken like guys who have put a sh*t load of hours practicing a certain sim,
had some success, convinced themselves they could now be real race car
drivers, and aren't about to take any criticism of their sim of choice
because then they might just have to come out of their fantasy world.

David G Fisher

David G Fishe

GPL difficulty revisited

by David G Fishe » Mon, 09 Nov 1998 04:00:00

I believe Dave Kaemmer uses a joystick and also other Papyrus employees.
Some of the fastest GPL drivers are using a joystick as well.

David G Fisher


>And up until I go GPL I was always able to do
>well, and win races with a Joystick.  No can do with GPL.  You have to have
>some type of throttle and braking that isn't ON or OFF (like a button on a
>joystick).  I have been able to do better (and have fun) with the Wheel and
>Pedals.

>Dean

Grant Reev

GPL difficulty revisited

by Grant Reev » Tue, 10 Nov 1998 04:00:00


> Hi all

> My initial criticism was admittedly provocatively worded, so I've tried to
> put together a more thoughtful argument. Please don't flame me because I
> like GPL really <g>.

> I suppose there are 2 points about difficulty which keep getting discussed:

> - is GPL realistic
> - is it too difficult (no option to make it easy enough)

> I know it's a slightly different era, but I've just finished reading a book
> by Alf Francis, who was Sterling Moss's racing mechanic when Moss was racing
> in the early fifties. Several times in the book Francis talks about Moss
> turning up at a circuit - which he had never raced on before - and putting
> in very decent lap times - and then going on to put up a good show at the
> race. Lots of the other drivers who toured the circuits either
> professionally or paying for their own drives could get round at reasonable
> speeds, though obviously not quite as well as Moss!

> Lots of you in this forum have put in scores of hours with GPL (indeed some
> were involved from the very beginning with beta testing), not to count the
> hours on other sims. Real drivers did not put in this amount of practise.
> Hence my argument that it's not realistic.

er, just to leap to the defence of GPL, i disagree :)
If a GPL driver has spent enough time learning to drive their car really
well,
and then go to a track they have never or hardly ever driven before, they
can
be putting in competitive laptimes in short order. For example, the first
15 laps i did at Mosport - 3rd track i tried on the day i got GPL - i
couldn't
stop hitting those damn curbs, but i memorised the track layout. I came back
1 week later and did another 15 laps, and got down to 1:23.3 in my Lotus.
Now, 30 laps is quite a reasonable level of laps to compare with a realistic
1 hour driving session - although i probably killed my virtual self plenty
of
times during those 30 laps ;)
At Kyalami the first time i ever drove there in the full GPL was in an
online
race, i had to learn the track in 10 minutes and try and stay on the track
for a Novice length race, while the guy at the front was doing 1:21.1's.
eek:)
But then the next time i came back several days later, i did 25 laps, and
the last 10 of those laps were all sub 1:22, with a best of 1:21.3. again,
not
bad for about 40 laps total, again well within 2 hours of track time.

The key is that I knew the handling and behaviour of the Lotus pretty well,
and knew how to drive it fast, it was just a matter of learning the track.
But, before anyone jumps on me for trying to say it's easy, it's not. it may
be pretty straightfoward for *me* to drive this fast, but I've had about 4
years of experience in various car sims, i've read books on driving style,
etc. etc. It has taken me 4 years to get this fast, and I know there is
still
a long way to go and a lot of room for improvement in my technique before I
could get anywhere near the fastest guys in the world. I am not the most
talented
driver around, i just keep coming back for more:) I should point out that my
4
years has been a bit on and off, a year on, a year off, so it's probably a
fair
less than that if you take out the periods i didn't drive sims at all, in
case
you thought "4 years? ARGH!"

Again, this too is comparable to the real life drivers. they didn't just
leap
up out of their couch one day with a flash of inspiration after having heard
some cool car racing on the radio and declared "I will go join a F1 team
tomorrow,
and by the end of the week i expect to win, without killing myself in the
process!". no, they raced all forms of cars for many years, before they
would
have gained enough skills to be good enough before they would have even
considered risking their own lives in something as dodgy as a '67 F1 car,
let
alone considering winning.

The way I see it they have tried to model a '67 F1 car. naturally, that's
hard to drive and requires a lot of practice. you've heard that argument a
billion times already, i am sure, so i won't continue:)

correct. this can be solved by reading up on driving techniques and so
forth,
and also:

this is the main part - practicing the skills and reactions required to
keep the car on the track until you do it without really thinking about it.

i can't answer that, only you'd know the answer:)

heh, that's a cheap shot argument so just ignore people who use this one on
you:)

yes it's hard to drive within seconds of hte world records. But i think that
as long as a person thinks they should be driving as fast as the fastest
guys they're never going to enjoy the sim if they're not actually that fast.
So, my suggestion is to focus instead on enjoying driving as well as *you*
can. focus on slowly improving your car control, as your consistancy
improves
you get a buzz out of that. slowly your laptimes will drop bit by bit, each
time you improve a personal record, that's another thing to feel proud of.
think of it this way: you know there's a Looong way to improve, so that will
give the game one hell of a long shelf life, right? :) There are other guys
out there who will lap at similar times to you - you can have awesome
races with people of your own skill level, even if it devolves into a race
where you're simply trying to see who falls off the least :)

Also, something to bear in mind is that they may well simply have not had
enough time to implemented all teh features they wanted, such as lower
skill level settings, etc. as it was they were hard pressed to make their
deadline. They could have focussed on some of these varying skill level
features,
but at what cost? the full simulation mode would have suffered, perhaps hte
online play would have been less well implemented, etc. either way some
people
would end up sulking and crying foul.

this is all just my own opinion, feel free to disagree:)
Grant.

Jeff Vince

GPL difficulty revisited

by Jeff Vince » Tue, 10 Nov 1998 04:00:00

On Sun, 8 Nov 1998 20:17:32 -0000, "Lawrence Edwards"



>>Moss had plenty of time in his car, and was
>>intimately familiar with it.  After that, learning a new circuit was a
>>relatively easy process.

>Please define "plenty", Moss had very limited experience of many of the cars
>he drove. He changed teams several times during his relatively short career.
>True, he did an awful lot of driving from age 14, but he is famous for his
>versatility. He could get in an unfamiliar car and drive fast - that is why
>he's one of the best IMO. Moss was definitely, unquestionably, often
>unfamiliar with the car and the circuit or course.

   I haven't read the book, or know much about Moss, so I can't cite
specifics.  However, I think the cars that he drove were, in general,
more similar and familiar than someone driving GPL the first time.  A
more apt analogy might be between the different cars of GPL, once you
become comfortable with one.

   No matter how good GPL or N3 are, N3 is going to sell a lot more
copies on the strength of the NASCAR name.  GPL just won't show up on
the radar for a lot of NASCAR fans.  So this did give them some
latitude in how they did the sim.

<much clipped>

<sim racing credentials established>

   So you know racing sims, that's not the problem.  The only thing
that caught my eye in your resume is your extensive experience in GP2
and relative lack of same in Papyrus sims.  One factor in your
problems with GPL might be a lack of familiarity with Papyrus sims.
I'm the opposite way, I've driven a lot of Papyrus sims and other sims
(GP1, GP2, MS C:PR) have never felt as comfortable for me.  That may
be just a personal bias, or it may be true of others as well.

   I only drove the demo a little as well, mostly because I had other
things to do this summer.  I had three impressions from it:
1. This is going to be challenging (or "hard" or "difficult"),
2. This is going to be GREAT!, and
3. I'm going to need to upgrade my PC.  :)

   I drove the demo a bit again when the Monza track was released.
With the full release, it did seem easier to drive (and faster times),
most likely due to better setups.

<clip hardware credentials>

   Your hardware's not a problem.

   Is that Jackie Stewart's "Faster"?  I dug out my old paperback copy
and read it this summer.  A bit overwrought at times, but a good look
at the human side of drivers of the time.

   From what I've heard on RAS, not a lot of people take advantage of
the trainers.  Even when they can be used in races (which is fairly
common knowledge here).  So would it have paid dividends for Papyrus
to put more time into these trainers (or other aids)?  We may never
know.  They had to decide where to put their resources, and their
choice was to concentrate on the GP end, and let the user find his own
means to get there.

   After running GPL for 10 days or so, I felt I had hit a wall at
Monza; my times had plateaued around 1:34.0.  But I kept at it.  And,
I'm not sure from where, but I started picking up speed, so now I'm
running in the 1:31s.  (I think it was becoming more comfortable with
sliding the car in a controlled manner and attacking the Lesmos2 and
Parabolica exits more agressively, for what its worth.)

   Practice matters.  It varies for everyone, some pick it up quickly
(like Sterling Moss) and others take longer.  I would guess that you
are on the verge of the sort of "breakthrough" I described above.  All
I can tell you is to keep at it.  Stick with one car and one track, so
you limit what you have to learn.  Drive within your limits, gradually
expanding your personal envelope.  Download replays and try racing
online to see how other human drivers cope (remember, the vast
majority of online humans are inferior to the AI drivers :).  Tweak
the AI as necessary to create races to keep you interested.  Hopefully
in a few weeks you'll come back and tell us you've turned the corner.

   And this thread has made some people think a bit.  Keep this up and
they'll throw us both out of here.  :)


NAR Northeast Regional Contest Board site - points and more...


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