rec.autos.simulators

Sim racing and money.

MadDAW

Sim racing and money.

by MadDAW » Thu, 03 May 2001 01:12:56

For the most part this is very true. Alot can be gained from a very smooth
and constant frame rates. One glaring exception to this is the DTR/DTRSC
games. When playing online the slower computer you have the faster you will
be. To put this to the test a friend of mine took DTR and ran it on a less
than recommended spec system and he was beating Late Models with a pro stock
with minimal setup tuning.  I talked to one of the programmers involved with
the game and he told me that the physics updates were keyed into the frame
rate. He also thought that should help a faster machine be more
controllable. I don't know if most games tie their physics updates to the
frame rate or not, but if they do I can see why one system may "drive"
totally different than another

MadDAWG



Ruud van Ga

Sim racing and money.

by Ruud van Ga » Thu, 03 May 2001 02:44:49



...

Ah! Heresy! (a hype term right now)
I hope he was talking about controller updates. I won't accept physics
updates tied to the framerate anymore.
It's like getting slomo or fastmo when your machine is slow or fast.
Unnecessary and not difficult to get done.

I think most games tie their physics to an internal frequency; GPL
uses 288Hz for example. Controller updates are another issue. GPL ties
that to the framerate (it seems). Don't know about other games. I do
(but I'm not proud of that).

Ruud van Gaal, GPL Rank +53.25
Pencil art    : http://www.marketgraph.nl/gallery/
Free car sim  : http://www.marketgraph.nl/gallery/racer/

J. Todd Wass

Sim racing and money.

by J. Todd Wass » Thu, 03 May 2001 07:20:56

  I still think it's more skill/dedication/driver/whatever than computing
power, even though more power does help.  I got a 1:30.xx lap at Monza on this
system using the default Lotus with a light fuel load:

  60 Mhz Pentium
  32 Mg Ram
 320x200 resolution  
 No 3-D card

  Running the least graphics possible, I got a frame rate of between 2 and 3.
I'll admit, the time scale slowed down to 50% of normal, but still.....  There
are folks that can't get that running 20fps and saying others do it because of
their awesome systems.  BS :-)

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://www.racesimcentral.net/

Wosc

Sim racing and money.

by Wosc » Thu, 03 May 2001 17:19:11

Maybe the fact that you have only been playing GPL has made you a better
drive...when you first played GPL, Id bet you weren't very fast and had
trouble controlling the car...but now it seems easy...so you go play a game
that you played when your driving skills were at pre-GPL level, and compare
the times...I doubt the speed of your computer gave you the 12 seconds...I
think you have just become a better driver.

JB



Ruud van Ga

Sim racing and money.

by Ruud van Ga » Thu, 03 May 2001 20:01:43


...

Lol, Todd, your next investment should really be a decent 3D card.
Pick an old one, a 2nd hand one, all is better than nothing, but make
sure it supports OpenGL so you can enjoy a bit of Racer. ;-)
Really, it's the best gift you can give yourself; really inspires you
to get some graphics going, the speed at which these things are
running now. Painting the entire Carrera track in a bird's eye view
runs at >100fps on my Geforce2MX/PII400. It's real fun. :)

But congratulations on the 1:30 lap, might good under such poor
circumstances. :)

Ruud van Gaal, GPL Rank +53.25
Pencil art    : http://www.marketgraph.nl/gallery/
Free car sim  : http://www.marketgraph.nl/gallery/racer/

JM

Sim racing and money.

by JM » Fri, 04 May 2001 03:58:48




> Lol, Todd, your next investment should really be a decent 3D card.
> Pick an old one, a 2nd hand one, all is better than nothing, but make

I have to say, back when I played a lot of Quakeworld Team Fortress, I
played using a 16mb Cyrix 200 with 1mb S3 trio graphics and I was happy with
the framerate (about 15fps I think).
When I "upgraded" to an Orchid Righteous Voodoo card, I found that due to
the minimum resolution being 512x386, rather than the 320x200 I had been
playing on, the frame rate actually worsened.  Even though it did look a bit
prettier (<10fps).

I've also experienced the DTR go faster "bug" online- I thought it was a
glide/d3d issue at the time.
I know the auto-combat game, Interstate 76 suffers from framrate related
physics- the faster your framerate, the shorter your mortars fly (ouch).

In GPL, I've found corners I'd be happy with offline, with a 25+ fps, turn
into complete nightmares at <18fps.  Probably due to fewer controller inputs
than bizarre physics anomolies though.

cheers
John

J. Todd Wass

Sim racing and money.

by J. Todd Wass » Fri, 04 May 2001 06:15:29

  Actually, I've got a P-400 Laptop with a card, but can't plug my wheel into
it.  Sure looks a lot better than the P-60 though!  Managed a 1:25.33 at
Kyalami with the keyboard.  Gotta really mess with the setup to do even half
way decent.  30/30 rear end makes a big difference, then play with the shocks
to get rid of any wobble, etc..  

  When I've got the cash laying around, I think I'll pick up a newer system out
of the classifieds.  There're some fantastic deals out there.

  I'm looking forward to playing Racer someday :-)

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

Mike Whit

Sim racing and money.

by Mike Whit » Sat, 05 May 2001 03:43:01





> ...
> >with minimal setup tuning.  I talked to one of the programmers involved
with
> >the game and he told me that the physics updates were keyed into the
frame
> >rate.

> Ah! Heresy! (a hype term right now)
> I hope he was talking about controller updates. I won't accept physics
> updates tied to the framerate anymore.
> It's like getting slomo or fastmo when your machine is slow or fast.
> Unnecessary and not difficult to get done.

> > He also thought that should help a faster machine be more
> >controllable. I don't know if most games tie their physics updates to the
> >frame rate or not, but if they do I can see why one system may "drive"
> >totally different than another

> I think most games tie their physics to an internal frequency; GPL
> uses 288Hz for example. Controller updates are another issue. GPL ties
> that to the framerate (it seems). Don't know about other games. I do
> (but I'm not proud of that).

I think GPL tries to go with 288Hz, but since it is run on a Microsoft OS
it's possible for the system to be busy and not get back to GPL in time to
maintain a constant 288Hz.  Enough skipped cycles and you've got a clock
smash.
Ruud van Ga

Sim racing and money.

by Ruud van Ga » Sat, 05 May 2001 05:12:16


Ouch, a shame.

Geez, I'm not a good setupper. But that helps me avoid complaints
about my physics system I guess.

Make sure you get FF and a good (nVidia) card; I've now got 2 cars on
the track but it's slowing down on the SGIs, damn. :(
If those maniacs get off my back having me work overtime I'd be able
to finish up a new version (but yikes, the braking twitchyness is back
now that differential code is in)... :)

Ruud van Gaal, GPL Rank +53.25
Pencil art    : http://www.marketgraph.nl/gallery/
Free car sim  : http://www.marketgraph.nl/gallery/racer/

J. Todd Wass

Sim racing and money.

by J. Todd Wass » Sat, 05 May 2001 06:42:21

  I think it might really be constant at 288Hz, or at least in simulation time
it appears to remain this way.  When running GPL on my old Pentium 60Mhz, the
frame rate was down around 2 or 3 fps, and the "sim time" was perhaps 1/2 real
time.  Plus, I could make a lot of steering and throttle adjustments in between
frames and it seemed to "read" them all and react about the same way.

  I could be wrong though...
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

J. Todd Wass

Sim racing and money.

by J. Todd Wass » Sat, 05 May 2001 06:46:43

  Isolate the tire rotation frequency from the rest of the system and step it
up about 10 times.  It'll fix it :-)  

I've got a SuperSport (?) 2 wheel, I think, no FF.  I think I just need a USB
converter (is that it?) to go from the old Soundblaster joystick port into the
laptop port.  Then I'd be able to race.  Then I'd get no work done at all :-)

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

Ruud van Ga

Sim racing and money.

by Ruud van Ga » Sat, 05 May 2001 08:17:21


Hm, I doubt it somewhere; it worked nice before. When I brake 100%, it
starts rotating slowly, as it did a long time before. But no worries,
I haven't checked why my rotation halt doesn't work anymore, so it
might be a little thing. Anything to avoid decadupling my frequencies!
:)

I had a thought the other day about the problem btw; what if:
- You calculate a Fx=100N for example
- The road reaction force is 10N, for example.
- At a timestep of 0.01s you would get a certain rotation speed
- Before moving on, calculate what the road reaction force will be
when running at that new rotation speed
- Magically 'combine' the current and future road reaction force to
come up with a more accurate Fx=...

The problem is in experimenting with the combine. You might find for
example that the future rotation speed leads to a Fr=200N, which means
the 100N Fx would never get it at that speed.
So, for example, you'll just take half of the force if you notice
you're going somewhere that will not be possible.

Ok, very vague. The idea is to use steady state solutions (in the
present and the future) to check whether your integration step will go
out of line. It might as well be worthless. ;-)

Yes, I believe that's it; from joystick port to USB. But make sure you
test it first. ;-) The MSFF wheel for example just sends digital bytes
along at MIDI speed, instead of the old 'clear the pot;
while(pot<magic)wait' joystick routines.
In other words, gameports are not always *compatible* gameports.

Cheers,

Ruud van Gaal, GPL Rank +53.25
Pencil art    : http://www.marketgraph.nl/gallery/
Free car sim  : http://www.marketgraph.nl/gallery/racer/

Ruud van Ga

Sim racing and money.

by Ruud van Ga » Sat, 05 May 2001 08:18:37


Hm, could be yes, if at 2fps you still get some response. The question
then is, at which frequency is the control update running in GPL?

Ruud van Gaal, GPL Rank +53.25
Pencil art    : http://www.marketgraph.nl/gallery/
Free car sim  : http://www.marketgraph.nl/gallery/racer/

J. Todd Wass

Sim racing and money.

by J. Todd Wass » Sat, 05 May 2001 09:50:46

  Who knows?  :-)  Do you run controls through %WM_TIMER?  Or does DirectInput
do things differently?  Either way, I'd guess it's a set frequency in "sim
time", but nothing goes faster than 288Hz real time.  

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

J. Todd Wass

Sim racing and money.

by J. Todd Wass » Sat, 05 May 2001 10:30:39

  That's odd.  Does it happen when the steering is perfectly straight or only
when it's turned?  I have a similar problem where the longitudinal force under
max braking causes a yaw torque when the wheel is turned, even when the wheel
locks, because the longitudinal force is in the tire plane.  Probably a good
argument there for Gregor's slip vector usage :-)  Seems a "correct" Pacejka
model would take care of this automatically though, since the combined lateral
and longitudinal effects are included.  

  Maybe your rotation halt stopped working when you switched to quarternions.  

  >I had a thought the other day about the problem btw; what if:

  I tried something like this a few months ago.  I forget exactly, but I think
it worked pretty well actually, only it worked in reverse.  I think the new
slip ratio was the new calculated slip ratio averaged with the last five or six
slip ratios, with the new slip ratio multiplied into the average a few times,
or something like that.  Seemed to smoothen it out a bit, but don't remember
for sure.  Actually, I think I dumped it once I split the frequencies.

  Something like:
  NewSlipRatio = ((OldSlipRatio1 * 10)+ OldSlipRatio2 + OldSlipRatio3 +
OldSlipRatio4) / 14

  I know you hate the idea of splitting the frequencies, but your example above
is really what the split frequencies seem to accomplish by anticipating
excessively large slip ratios and preventing them from effecting the car's
movement.  The car moves .003 seconds worth, then wheel rotation and new slip
ratio for something like .00001 seconds advancement is calculated, then again
and again, etc..  The slip ratio eventually overshoots where it should be, but
by far less than it would if it was using the same frequency as the rest of the
car, especially when there's a sudden, huge change in wheel torque.  Besides,
if there are enough cycles and a little damping (I don't use any, but
calculating critical damping every .003 seconds as the tire load changes and
applying it would be a good idea, probably letting one cut down the frequency a
bit), slip ratio will swing back and forth, eventually settling at the
"correct" slip ratio.  If the wheel torque isn't big, it'll slowly climb to
about the value the .003 timestep model would produce, so it doesn't mess
anything up.  Anyway, then I move the car with this final slip ratio->torque
value.  It really doesn't cost much in CPU power, but it is a pain to go
through the code and try to cut it up like that, as you can imagine.  I'm glad
I did though :-)  Even with a full size car, when I draw the longitudinal force
vectors in realtime 3-D at the tires, they are a little bit jumpy at only
300Hz.  This effects the handling.  Crank it up to 3000Hz or more and they're
so smooth you can't see a change.

  Just a thought, I know it would hurt to do though :-)

  I'm intrigued by your idea too, however.  Will give it some thought and maybe
come back to you on it.

  lol.  This is the "Sim racing and money" thread!  

  Ok, I'll have to ask the salesperson.  Thanks :-)

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com


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