rec.autos.simulators

GPL Programming Question #2

mark jeangerar

GPL Programming Question #2

by mark jeangerar » Fri, 15 Jun 2001 01:08:33

Is it possible to remove the dynamicness of the dynamic***pit? Have it be like the
replay***pit but while you are driving and with mirrors, speedo, and lefty/righty?

--

Mark Jeangerard

Administrator
GPVL F2 Division
http://www.racesimcentral.net/~m.jeangerard/GPVLF2

Jim Seamu

GPL Programming Question #2

by Jim Seamu » Fri, 15 Jun 2001 11:56:26

eh? What's a dynamic***pit?


> Is it possible to remove the dynamicness of the dynamic***pit? Have it
be like the
> replay***pit but while you are driving and with mirrors, speedo, and
lefty/righty?

> --

> Mark Jeangerard

> Administrator
> GPVL F2 Division
> http://www.racesimcentral.net/~m.jeangerard/GPVLF2

Jesse Blac

GPL Programming Question #2

by Jesse Blac » Fri, 15 Jun 2001 12:38:25

A dynamic***pit moves on the screen in relationship to the forces...If you
stick a tiny piece of tape onto your screen, you can really notice how the
***pit moves around when accelerating and braking.  I have heard about
someone making a camera view that does not move and it mounted on the nose
of the car...And they said it was a lot easier to tell how the car was
handling...but you get no mirrors or any of that fun stuff.  I wish I knew
of a way to turn of the dynamic***pit, because it really doesn't seem to
improve one's ability to drive the car (many hotlaps are done in F10 view
anyways).  Oh well...if anyone DOES have a way to turn it off while keeping
the mirrors, do tell.

JB


>eh? What's a dynamic***pit?



>> Is it possible to remove the dynamicness of the dynamic***pit? Have it
>be like the
>> replay***pit but while you are driving and with mirrors, speedo, and
>lefty/righty?

>> --

>> Mark Jeangerard

>> Administrator
>> GPVL F2 Division
>> http://www.racesimcentral.net/~m.jeangerard/GPVLF2

Doug Millike

GPL Programming Question #2

by Doug Millike » Fri, 15 Jun 2001 13:13:49


> A dynamic***pit moves on the screen in relationship to the forces...If you
> stick a tiny piece of tape onto your screen, you can really notice how the
>***pit moves around when accelerating and braking.  I have heard about

Back at Atari, when I was a consultant to the Hard Drivin' arcade game,
(late 1980's) they found that moving the screen around to simulate "head
toss" from acceleration was very helpful for some large % of the players.
If the sense of the screen movement was reversed, it became very hard
for players to drive.

Of course this may not apply to you, but Atari thought that it was
significant enough to get a patent on this technique...

-- Doug

        Milliken Research Associates Inc.

> someone making a camera view that does not move and it mounted on the nose
> of the car...And they said it was a lot easier to tell how the car was
> handling...but you get no mirrors or any of that fun stuff.  I wish I knew
> of a way to turn of the dynamic***pit, because it really doesn't seem to
> improve one's ability to drive the car (many hotlaps are done in F10 view
> anyways).  Oh well...if anyone DOES have a way to turn it off while keeping
> the mirrors, do tell.

> JB


> >eh? What's a dynamic***pit?



> >> Is it possible to remove the dynamicness of the dynamic***pit? Have it
> >be like the
> >> replay***pit but while you are driving and with mirrors, speedo, and
> >lefty/righty?

> >> --

> >> Mark Jeangerard

> >> Administrator
> >> GPVL F2 Division
> >> http://www.racesimcentral.net/~m.jeangerard/GPVLF2

G M Fud

GPL Programming Question #2

by G M Fud » Fri, 15 Jun 2001 18:14:04

That was really interesting, Doug.  Seriously, I'm not taking the***out
of you.  What else did you learn back in those days that you can share with
this NG?

GMF


> Back at Atari, when I was a consultant to the Hard Drivin' arcade game,
> (late 1980's) they found that moving the screen around to simulate "head
> toss" from acceleration was very helpful for some large % of the players.
> If the sense of the screen movement was reversed, it became very hard
> for players to drive.

> Of course this may not apply to you, but Atari thought that it was
> significant enough to get a patent on this technique...

> -- Doug

>         Milliken Research Associates Inc.

Gregor Vebl

GPL Programming Question #2

by Gregor Vebl » Fri, 15 Jun 2001 19:29:34

I think a better question would be, what did Atari learn from him in
those days ;).

-Gregor


> That was really interesting, Doug.  Seriously, I'm not taking the***out
> of you.  What else did you learn back in those days that you can share with
> this NG?

> GMF

Doug Millike

GPL Programming Question #2

by Doug Millike » Sat, 16 Jun 2001 10:48:44

I've said quite a bit about the Hard/Race Drivin' development here on
r.a.s., but I haven't been saving copies and I don't know if anyone else
has either...

We (Milliken Research) sold Atari source code for a medium-complexity
vehicle model at the start of my involvement on the game.  A good friend
from college was the one that used that source to guide him when he
programmed the car model in HD and also in RD -- but our model was an
"analysis model", not a real-time model...so there were many changes and
tweaks required to get things to run fast enough for a good simulation.

The same basic team that did HD and RD at Atari, later did the Silicon
Motor Speedway (now bankrupt, hopefully will be brought back by new
owners??)

-- Doug

        Milliken Research Associates Inc.


> I think a better question would be, what did Atari learn from him in
> those days ;).

> -Gregor


> > That was really interesting, Doug.  Seriously, I'm not taking the***out
> > of you.  What else did you learn back in those days that you can share with
> > this NG?

> > GMF


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