rec.autos.simulators

GPL difficulty revisited

Andrew MacPhers

GPL difficulty revisited

by Andrew MacPhers » Tue, 10 Nov 1998 04:00:00

What a man does in the privacy of his own home is... hang on, which NG are we in? S'cuse me while I
just slip out of this leather gear.

That's better. I think for me the bottom line is I'm willing to forgive Papyrus *anything* for giving me such
an incredible driving experience. There are things I'd "like", for instance  I'd love a shift-r equivalent to
restart a race (as in previous Papyrus sims), but while I'm going through the screens to restart I use the
time to beat some sense into my head... "You *will* avoid the AI cars, you *will* take it easy on the 1st
lap, etc etc etc". There are other annoyances, but nothing in life's perfect :-)

Ah, could I agree with. Should? I just buy the software, it's not for me to dictate the rules. This  
"customer is always right" thing has gone way too far in society. I'd have paid 100ukp for this, some
wouldn't pay 5. Horses for courses.

Bet I'm not! :-)) I just think it's *my* fault I don't finish, not Papyrus's. That sounds harsh, but it's true. I
wouldn't dream of blaming Mindscape/Eagle Dynamics because I'm scraping along the bottom of the
Flanker ladder. I love flying their plane, I'm just no good at it!

Not at all, we're both on the same side. I just think the thing that makes GPL a unique and distinctive
product in an overloaded market place is what some don't want to face up to. I'm torn between saying
Papyrus should do what they do best, and saying they should make as much money as possible.
Depends what their goals are. All you can say at the moment is they've developed a strong user base
which is guaranteed to support them in their simulation strategy. That's quite an asset in a volatile
market. There's also something to be said for writing the sims that everyone *wants* to be able to drive
whether they can or not with any degree of success.

I suspect GPL will sell more copies in the UK than Nascar or ICR1/2. Don't quote me on that though! This
may mean it can be a relative success without breaking records.

Another of my problems is that I have a rough grasp of what's involved in games programming. A simple
option is only a simple option on paper. Working it into the main code, debugging, beta testing, all adds
time. Maybe there'll be a patch for some of this stuff. Maybe not. I'm just happy I can drive the sim now,
not q199!

Good point... mind you,  I've never tried so I didn't realise it wasn't possible. I'd rather be bottom of
Division One then top of Division 2 ;-)

Andrew McP... enjoying the challenge of climbing Everest, not jumping on the ski-lift ;-)

Andrew MacPhers

GPL difficulty revisited

by Andrew MacPhers » Tue, 10 Nov 1998 04:00:00

I find stuff like this very frustrating. I don't see anyone being religious about this thing. What I see is lots
of people getting *really* enthusiastic about something which has genuinely revolutionised their racing
sim experience. No-one should have to apologise for that, and for wanting to pass on that enthusiasm,
to help others accept GPL's  limits and reach for them instead of worrying about what might have been.

Sure you can make religious comparisons if you want, but that's to fall back on old cliches when you
should be out there learning to drive :-)

Andrew "Job's Comforter" McP

holysmok..

GPL difficulty revisited

by holysmok.. » Tue, 10 Nov 1998 04:00:00

On Sun, 8 Nov 1998 10:09:55 -0000, "Lawrence Edwards"


>>>>....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.

 You're right in a way.

 But, Grand Prix 2 is still a very tough sim to win consistently, at
least in "Expert Mode".

 Otoh, GP2 has five A/I settings, from Rookie, to Ace. Ace is very
tough. Rookie is very easy.

 Why GPL didn't bother to include this type of option, I'll never
know. It would have been -very- easy to do, as witnessed by the A/I
tweaks that already can be downloaded (it's easy to slow the A/I cars
down). GPL should also have included a simple "save-game" feature too.

 Yes it's tough, GPL takes practice. But, A/I difficulty could
-easily- be added to GPL (via patch). They also could make the
driver-car stick like glue, or slide all over the place.

 No need to wait for the next product. A fairly simple patch is
needed, that's all.

 Options, what a concept..<g>.

 Matt

-Teehole

Quote: "Many games create the ultimate technological experience, but falter
when it comes to creating a compelling story to keep gamers interested".<<

Author:Tim Royal,Computer Games Strategy Plus.

John

GPL difficulty revisited

by John » Tue, 10 Nov 1998 04:00:00

I think he just wants attention! I'm amazed at the patience that so many
people have showed when replying to him.Re your questions, I have to
extrapolate to answer them. My F3 Macon had around 150bhp rather than 400 -
top speed was around 130 mph not 190 so we're dealing with something very
like one of the trainers. In general the answer is yes, by modern road car
standards it needed a very high level of input and concentration. The GPL
cars are actually relatively forgiving by virtue of their tyres. Early
slick-shod cars were pigs to drive because the chassis designs were
basically unchanged. They had much more grip but gave no warning when they
let go. Straight-line stability is always an issue where aerodynamics aren't
used correctly (or at all, as in 1967). In a single seater (or anything
built for the track) the effects are exaggerated by the lack of compliance
in the steering and suspension, making the car respond to every input. In a
road car you can be driving at 90 mph and probably move the steering wheel
two or three inches off centre without getting much in the way of response
because the *** bushes in the steering rack and those in the suspension
take up the slack. Not so in a race car. Back in the late '60s at 130mph or
so, things were twitchy and the GPL cars feel right to me bearing in mind
their much higher top speed. Braking consistency wasn't difficult - there
was always a marker point somewhere - but brake fade was a problem. I don't
know what you mean by "jump". Explain please.

Obviously there's an issue with the controllers that we all use. They don't
do a good job, particularly in as demanding environment as GPL (no feel at
all in the brake pedal) and you have to compensate for that. The biggest
issue though is that of people's expectations. People really do think that
they can jump into a Formula One car and be competitive within a couple of
days (or is that hours?). It's sad. Track driving is more different than
anyone who hasn't done it can possibly imagine. Nothing looks or feels the
way you thought it would and, from personal experience as a ***ager who
enjoyed power-sliding his parents' cars on the public roads and thought he
could step into a race car, it's chastening to find out just how slow you
really are at first. Then you start learning.

I have very fond memories of this period of racing. In 1968 I was taken to
the Grand Prix Drivers' Association showing of "Grand Prix" - which as you
might imagine made a BIG impression so I'm biased in that sense; but I spent
a lot of time at race tracks as spectator and competitor and, as much as any
game can, GPL has captured the driving experience of that era wonderfully.

Nice Monza time. You must send me your setup - I'm still in the high 28s.

John Klemantaski


>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://www.racesimcentral.net/~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)).

Zonk

GPL difficulty revisited

by Zonk » Tue, 10 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.

Do you by chance mean Goodwood? ;)

And in any case, i think you'll find the people doing the pedalling at the
Festival, are certainly not amatuer's.

Retired, perhaps.

Essentially, i seem to recall that the Goodwood revival meeting held recently
was the first to use the circuit- the festival is held on a timed hill climb
course- which uses some of the facility.

Z.

Michael Powel

GPL difficulty revisited

by Michael Powel » Tue, 10 Nov 1998 04:00:00

Hi John,

You're not a relation of the famous racing photographer Klemantaski are you?
That would be too much of a coincidence:-)

I agree with your analysis of the GPL cars - although having had a go in
single seater Formula cars, in real life it's much easier to position the
car within inches of the track edge - better peripheral vision I suppose.

- Michael

Ronald Stoeh

GPL difficulty revisited

by Ronald Stoeh » Tue, 10 Nov 1998 04:00:00


> Hi Christer

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

No, heresy is re-posting a BIG and silly post just to add another silly
sentence!

l8er
ronny


> >Lawrence, how dare you, GPL is still a religion and will be for another

--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"

          |\      _,,,---,,_        I want to die like my Grandfather,
   ZZZzz /,`.-'`'    -.  ;-;;,_              in his sleep.
        |,4-  ) )-,_. ,\ (  `'-'     Not like the people in his car,
       '---''(_/--'  `-'\_)            screaming their heads off!

John Walla

GPL difficulty revisited

by John Walla » Tue, 10 Nov 1998 04:00:00

On Mon, 9 Nov 1998 4:41 +0000 (GMT Standard Time),


>What a man does in the privacy of his own home is...
>hang on, which NG are we in? S'cuse me while I
>just slip out of this leather gear.

>That's better. I think for me the bottom line...

Didn't you just say you were going to take off your bottom-line....?
:-)

Cheers!
John

Zonk

GPL difficulty revisited

by Zonk » Tue, 10 Nov 1998 04:00:00


>> Hi Christer

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

Lawerence,

i prefer to refer to it as GPL-nazism.

Z.

Michael E. Carve

GPL difficulty revisited

by Michael E. Carve » Tue, 10 Nov 1998 04:00:00

I like GPL and yes it is difficult.  But, that's why it is my favorite
sim.  Following the thread here, I should be complaining that NFS3 isn't
"realistic" enough and EA should add more difficulty to it, it's just to
damn arcadish!  But, then I like NFS3, too.  Just not as much as GPL.
If EA, wants me to enjoy NFS3 more and expect me to buy NFS4, they
better make it more realistic and harder to play. ;-)

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

John

GPL difficulty revisited

by John » Tue, 10 Nov 1998 04:00:00

Michael

He's my uncle. No coincidence really; there are only three male Klemantaskis
in the world to the best of my knowledge - my father, his brother and I.
He's just published his autobiography which makes terrific reading if you're
into motor racing history - he and Peter Collins in a Ferrari at 170mph on
public roads in Italy (mid '50s Mille Miglia)! You just prayed that the
locals all remembered to keep out of the way.

As for positioning the car, I'm not sure what the problem is. It may be more
related to the quality of the steering controller and/or the lack of
feedback making it very hard to judge exactly how much lock to apply. You
can do a lot to alleviate the problem by juggling steering ratio and
steering linearity settings. I think that we can see what we need to to
place the car - which is not to say that the whole experience wouldn't be
much, much better with a wider field of vision. Perhaps lookleft/lookright
running on satellite monitors?

John Klemantaski


Christer Andersso

GPL difficulty revisited

by Christer Andersso » Tue, 10 Nov 1998 04:00:00

Great feedback, John. You'll find my setup and lap here -
http://www.racesimcentral.net/
and one spot at Mosport where the car leaves the track for a short moment, cause
you pass a crest at high speed. Was it as hard in real life jumping as it is in
GPL :o)?

From your post it seems as if braking in reality was easier than in GPL?

I really dont think there are sim racers thinking they can be competitive in an
F1 after a couple of days in one :o). I do believe that there are sim racers
thinking that given the same possibilities as for example Micheal Schumacher has
had in his life, they would be competitive :o).

/Christer


> I think he just wants attention! I'm amazed at the patience that so many
> people have showed when replying to him.Re your questions, I have to
> extrapolate to answer them. My F3 Macon had around 150bhp rather than 400 -
> top speed was around 130 mph not 190 so we're dealing with something very
> like one of the trainers. In general the answer is yes, by modern road car
> standards it needed a very high level of input and concentration. The GPL
> cars are actually relatively forgiving by virtue of their tyres. Early
> slick-shod cars were pigs to drive because the chassis designs were
> basically unchanged. They had much more grip but gave no warning when they
> let go. Straight-line stability is always an issue where aerodynamics aren't
> used correctly (or at all, as in 1967). In a single seater (or anything
> built for the track) the effects are exaggerated by the lack of compliance
> in the steering and suspension, making the car respond to every input. In a
> road car you can be driving at 90 mph and probably move the steering wheel
> two or three inches off centre without getting much in the way of response
> because the *** bushes in the steering rack and those in the suspension
> take up the slack. Not so in a race car. Back in the late '60s at 130mph or
> so, things were twitchy and the GPL cars feel right to me bearing in mind
> their much higher top speed. Braking consistency wasn't difficult - there
> was always a marker point somewhere - but brake fade was a problem. I don't
> know what you mean by "jump". Explain please.

> Obviously there's an issue with the controllers that we all use. They don't
> do a good job, particularly in as demanding environment as GPL (no feel at
> all in the brake pedal) and you have to compensate for that. The biggest
> issue though is that of people's expectations. People really do think that
> they can jump into a Formula One car and be competitive within a couple of
> days (or is that hours?). It's sad. Track driving is more different than
> anyone who hasn't done it can possibly imagine. Nothing looks or feels the
> way you thought it would and, from personal experience as a ***ager who
> enjoyed power-sliding his parents' cars on the public roads and thought he
> could step into a race car, it's chastening to find out just how slow you
> really are at first. Then you start learning.

> I have very fond memories of this period of racing. In 1968 I was taken to
> the Grand Prix Drivers' Association showing of "Grand Prix" - which as you
> might imagine made a BIG impression so I'm biased in that sense; but I spent
> a lot of time at race tracks as spectator and competitor and, as much as any
> game can, GPL has captured the driving experience of that era wonderfully.

> Nice Monza time. You must send me your setup - I'm still in the high 28s.

> John Klemantaski


> >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://www.racesimcentral.net/~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)).

--
http://www.racesimcentral.net/~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)).
Christer Andersso

GPL difficulty revisited

by Christer Andersso » Tue, 10 Nov 1998 04:00:00


> Christer, have you got the front and rear ride height the same? If not, the angling of
> the car slows you in the top end. I have noticed that the AI is about 1 mph faster than me
> in the Lotus ie prettywell spot on!

I have the front and rear ride height equal and I have no trouble copying Dave's
and Jure's top speed at Monza, but when in the Ferrari, the top speed has no
chance to the AI Ferraris when npt_override is at 1.0.

Yes, I'm not very slow and I can make very consistent lap times, but I cant
brake consistently, not even close. I get no feedback to tell me when I'm at
optimum braking or have passed it or is not even close. It's even worse trying
to brake side by side with an AI, cause then I cant even hear the little tire
squealing there usually is, not knowing even if I'm way beyond the optimum
braking until one of the fronts lock up, but then it's way too late. It could be
something wrong with my Soundblaster 16, though???

It seems as if the joystick is the best controller for GPL, at least if you
listen to Wolfgang W?ger the fastest GPL driver in the world right now :o).

/Christer, the keyboard is perhaps even faster :o)?
--
http://www.racesimcentral.net/~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)).

Wolfgang Prei

GPL difficulty revisited

by Wolfgang Prei » Tue, 10 Nov 1998 04:00:00


Mr Kaemmer uses a joystick for steering and pedals for accelerating
and braking, AFAIK. Sounds like Dean uses a setup similar to the one I
had before buying a wheel: joystick axis for steering, button one for
gas, button two for brakes. It worked quite well for me in ICR2, but I
can't see it working for GPL.


>>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.

--
Wolfgang Preiss   \ E-mail copies of replies to this posting are welcome.


YUBS

GPL difficulty revisited

by YUBS » Tue, 10 Nov 1998 04:00:00

I agree with both sides of the argument... Myself, I'm not that great, but I
know that A) I'm going to improve and B) Other people out there really rock some
ass. Its unrealistic for me to think that ANY game will cater specifically for
me and my skill level, and even if that did happen then what happens once I
improve? So my solution is simple and to be honest I really don't know why every
game in existence (ok that's a _tad_ to general but you guys get the drift)
doesn't do it... so what's the answer? Simple... OPTIONS, OPTIONS, OPTIONS...
Why not just have an option for everything? The game is a little to hard? Turn
the realism down a bit but turning off certain things... then as you improve
turn them on.. Its a simple idea and I don't know why game companies don't use
it to their advantage. I mean, obviously you'd like to cater to the largest
market possible but they seem to think that hitting the hard-core market is
mutually exclusive with hitting the more arcade market... but its not. Look, a
good programmer will program in a module form for many reasons (easier to
de-bug, can re-use code etc.) so why not just have the user decide which
elements he/she wants to race with, it certainly wouldn't be difficult to
implement (well maybe now, but in production it would be simple). That way a
true hard-core sim junkie can on turn all the options, crank the # of opponents
up, and race with the smartest, fastest AI. A more Arcadie player can turn the
AI speed down, turn off whatever features they don't like and voila! A
re-warding experience for whatever gamer is playing! Sooooo simple, yet soooo
over looked.......

    -YUBS

P.S. Obviously you couldn't make GPL a complete arcade game, and the gamer would
have to have some sort of interest in the time period and setting since even
after turning off all the realism, GPL will never have the exaggerated physics
that arcade racers like.


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