rec.autos.simulators

GPL -- Still bloody Undriveable - Not Real!

Matthew Knutse

GPL -- Still bloody Undriveable - Not Real!

by Matthew Knutse » Mon, 13 Apr 1998 04:00:00



> > I understand your point.  But how do you explain the phenomemom of a

> > Chris
> > Boll type who can do 1:07 within days of getting this sim?  I'll
> tell
> > you
> > how -- these guys use arcade racing technques.

> Ok. Some of my favourite ARCADE RACERS:....

> Gilles Villeneuve
> Keke Rosberg
> Jean Alesi
> Michael Schumacher
> Alan Jones
> Ayrton Senna
> Jim Clark

> If you have seen any of these guys in action, you'll notice one common

> thing:
> -If their car drives like a dog, they pick it up by the scruff of the
> neck, and pull out a great laptime!! And how? By throwing it around!
> They may not get the pole, but they sure as hell were far ahead of
> their
> team.mates!
> But since you were watching 1963 1.5 litre cars, and thinking there
> were
> no difference to the 3-litre '69 cars, I think that you are probably
> nosing through a book now.

ARGH! '67 cars (need coffee)

--

Matthew Birger Knutsen
Cheek Racing Cars (http://www.racesimcentral.net/~kareknut)

"Racing cars is like dancing with a chainsaw"
       -Cale Yarborough

Luis and Maribel Sot

GPL -- Still bloody Undriveable - Not Real!

by Luis and Maribel Sot » Mon, 13 Apr 1998 04:00:00

Without a doubt, these cars were much harder to drive than their present-day
counterparts.  Of course, an F1 car nowadays can go a lot faster, so things
sort of even out.  1967 cars required a different kind of driving.  The
video "Driving to Win" is an excellent source of information on how to drive
fast.  It's basically a three-day Jim Russel driving school on tape.
Drivers go around Mont Tremblant (correct me if I'm wrong) on Formula Ford
1600s, and there are laps upon laps of in-car footage. They even take the
bodywork off the car so you can see what the driver does with his feet,
which is extremely important.

You'll see that cars are basically just sliding around, even if they seem
perfectly balanced and neutral.  I found it amazing that when a car is
perfectly neutral in handling, it actually means that the front and rear
tires are slipping at the same angle in corners (the difference between
where the wheels are turned, and where the centrifugal force wants to put
them. If the rears slip more, you oversteer, for example).  Anyone who's
driven hubcaps off family sedans in tight turns can appreciate this.

Anyway, I highly recommend this video...In it you'll hear Mario Andretti
compare an Indy Car to the (then) IROC-Zs they used to drive, and the way he
described the IROC was similar to the way you describe GPL...short of
undriveable in comparison!

As to the sim itself, I would personally like to see a better rendition of
speed.  You get some feedback in driving sims, but actually only a tiny
percentage of what you get in real life. The seat of your pants is extremely
important in driving, and because that can't be modeled in home PCs (just
like we can't really have Gs in flight sims), we need all the help we can
get...

L.S.

P.S.
Try playing with the throttle during those turns, you'll see how you can
lift to make it point the right direction, and throttle to tuck the tail
back in.  Also, try not to "trail brake" brake into the corner with this
sim, at first. It's better to do all your braking and shifting in a straight
line.  Then smoothly attack the apex of the turn. I've only played this
thing for a couple of days, so don't ask me about lap times...they still
suck.


>I've put previous posts up about the steering and braking problems I'm
>having with GPL.  Mine is a minority view -- everyone else thinks GPL is
>more or less simulates the real thing when it comes to driving a 67 Lotus,
>Repco-Brabham or Eagle.

>I refuse to believe that all this sliding around simulates a real 60's F1
>car.   The car drives like its a drunk on a dirt road.   I've seen 60's F1
>footage -- the cars do not slide all over the track as they negotiate
>corners or even straights and when they brake they do so cleanly.  I'm not
>even at full speed and I find the car wants to have an off-road excursion.

>When I see Formula 1600 novices try their hands out in one of those
>open-wheeled things, I do not see them meandering all over the track,
>desperately trying to stay in the racing groove, under acceleration,
>braking, at speed.  Even as these novices gain speed they still maintain
the
>racing line.  With GPL, even if you start slow, it is still hard to keep in
>the groove.

>You can all refute me, but until someone with actual 60's racecar
experience
>proves otherwise to me, I'll keep on taking the minority view -- GPL does
>not realistically portray the driving experience.  In fact I'll go on and
>say that driving a 60's F1 car cannot be as difficult as driving this sim.
>Maybe someone should give Dan Gurney a copy of this sim and see what he has
>to say.

Charles Ma

GPL -- Still bloody Undriveable - Not Real!

by Charles Ma » Mon, 13 Apr 1998 04:00:00

I completely agree with you.  GPL definitely could use a "reduce with speed"
option.  Without that option  GPL would be unnecessarily hard to drive, much
harder than the real thing.  You have made an excellent point that Papyrus
should take note of.


>Since you cannot move the steering as fast as when you're moving
>slowly, it is possible to make slight corrections on your trajectory
>that are based on pure reflexes.  I don't think that this is possible
>with the steering wheels we use, because our reflexes cause too strong
>inputs to the wheel.

>I think what Papy's driving sims need is a "reduce with speed" option,
>a la GP2.  That would make the car much more controleable when you're
>on a straightaway in my opinion.  Anyone agrees with me on that?

>A. Renault

Richard Walk

GPL -- Still bloody Undriveable - Not Real!

by Richard Walk » Mon, 13 Apr 1998 04:00:00



Yep! I've always thought that GP2's control options have been the
benchmark for user configurability.

Cheers,
Richard

Richard Walk

GPL -- Still bloody Undriveable - Not Real!

by Richard Walk » Mon, 13 Apr 1998 04:00:00


>But this is just like anyother Papy sim when it comes to road courses.
>They do great ovals games.... but racing on the road leaves a lot to
>be desired. Indycar 1 and 2, nascar 1 and 2.... same problem... drives
>like the cars are on ice. In real racing, drivers will turn lap after
>lap within tenths or hundreths of a sec. Try to do that in PAPY sim on
>a road course. In GP2  (insert collective groan here), I can do this.

It is largely seat time and knowing your own limits. If I set out to
drive consistently then I can pretty much do so regardless of the sim. My
times only vary wildly when I am deliberately seeking the limits. So yes,
I can drive the ICR2 & N2 road courses within a tenth or so.

atm I'm just pushing GPL as hard as possible to learn as much about the
cars as possible, so my lap times are rather erratic. But I'll have a go
at consistency once I've learnt more about how to recover from mistakes.

<later>

OK, I've just done a 20 lap test aiming to be consistent rather than
fast. 14 laps were between 1:09.2 and 1:09.9, the best was 1:08.9 and the
worst 1:10.5. Not brilliantly consistent - and certainly not fast - but
about as good as I was after the same amount of seat time with GP2.

</later>

Personally I consider GP2 to be the pinnacle of first generation offline
racing sims. But GPL, even in this very early form, has taken a big step
forward in vehicle dynamics. I really hope that GC pays attention to it
because if he just builds on GP2 (as he indicated in the PC Format Gold
interview) then he is going to be left behind. Unfortunately he is
somewhat notorious for ignoring the opposition :(

Cheers,
Richard

Richard Walk

GPL -- Still bloody Undriveable - Not Real!

by Richard Walk » Mon, 13 Apr 1998 04:00:00



Do you have any evidence to support this? People are getting 1:07s with
the car being a little untidy. Certainly in my case I know that being
more tidy is the way to improving my lap times. I'm just in the 1:07s but
I'm losing quite a bit through the car getting out of shape. A 1:06 would
be on if I could control the car better. To get to a 1:05 will require
the ultimate in car control, not throwing it about ala CPR, GP2 or F1RS!

Cheers,
Richard

Ferdinand Trauttmansdor

GPL -- Still bloody Undriveable - Not Real!

by Ferdinand Trauttmansdor » Mon, 13 Apr 1998 04:00:00


>At the moment you're saying GPL is like driving on ice ...

YESsSSssssss!  It's a LOT like driving on ice!  I've done some
ice-racing, see <http://www.racesimcentral.net/~trauttf/Ice/>, in both
studded and *** classes.  Even with an underpowered car like a
Chevette, it's still possible to get wheel-spin in 4th gear in the
*** class races.  And closing the throttle too suddenly will also
cause the back end to step out.  Smooth throttle control is essential.

With powerful engines driving skinny treaded tires, the GP cars of 67
had to be a huge handful to control.

Because it's Easter weekend, all the stores are closed here.
Otherwise I'd be out buying a memory upgrade and 3dfx card right now.
I can only run GPL in 320x200 screen resolution with all details
turned off and still the frame rate is so slow that I'm always a
second or two behind the action with my steering inputs.  I've just
seen some of the images on The Apex <http://www.racesimcentral.net/; and
WOWWW!  Is that what it's supposed to look like???  I gotta have
it....

        -Ferdinand-

Ferdinand Trauttmansdor

GPL -- Still bloody Undriveable - Not Real!

by Ferdinand Trauttmansdor » Mon, 13 Apr 1998 04:00:00



>>- these guys use arcade racing technques.
>Ok. Some of my favourite ARCADE RACERS:....

>Gilles Villeneuve
>Keke Rosberg
>Jean Alesi
>Michael Schumacher
>Alan Jones
>Ayrton Senna
>Jim Clark

AMEN!

Add Ronnie Peterson to that list.

        -Ferdinand-

Ronald Stoe

GPL -- Still bloody Undriveable - Not Real!

by Ronald Stoe » Mon, 13 Apr 1998 04:00:00


> I understand your point.  But how do you explain the phenomemom of a Chris
> Boll type who can do 1:07 within days of getting this sim?  I'll tell you
> how -- these guys use arcade racing technques.

What exactly are arcade racing techniques? Using cheat codes, using
something
in the sim that is not possible in reality?

Didn't see that on his lap...

l8er
ronny

--
How to get rid of censorship in German game releases
<http://www.gamesmania.com/german/maniac/freedom/freedom.htm>

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

Ronald Stoe

GPL -- Still bloody Undriveable - Not Real!

by Ronald Stoe » Mon, 13 Apr 1998 04:00:00


snip

>     I am sure I have seen the cars from this era consistantly take
> corners with their bum*** out. Also, perhaps one of the differences

Just two days ago I saw footage of Fangio (agreed, late 50's) using
a***pit view camera (!). He was sliding his car around like
crazy...

The footage of the late 60's showed cars doing the same.

l8er
ronny

--
How to get rid of censorship in German game releases
<http://www.racesimcentral.net/;

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

Doug Arna

GPL -- Still bloody Undriveable - Not Real!

by Doug Arna » Mon, 13 Apr 1998 04:00:00


> On Sat, 11 Apr 1998 22:20:56 -0400, "Charles Mak"


> >I undertand your point.  It just sims that there is no other way to
> achieve
> >a fast lap at Watkins Glen without resorting to driving arcade
> style.  This,
> >considering that the qualifying lap at this race in 1967 was in the
> range of
> >1:05.  And back then they didn't resort to 'arcade style: racing to
> achieve
> >those times.

> >What I'm saying is that anyone who can (and probably will) achieve
> 1:05 will
> >only do it driving in a fiendishly arcady style.

> >This is the sad fact of GPL.

> Do you have any evidence to support this? People are getting 1:07s
> with
> the car being a little untidy. Certainly in my case I know that being
> more tidy is the way to improving my lap times. I'm just in the 1:07s
> but
> I'm losing quite a bit through the car getting out of shape. A 1:06
> would
> be on if I could control the car better.

A 1:06 is definitely on.  In the pre-alpha,  my current best is a
1:06.62 (no replay saved - was in race with AI and the sheer size washed
it away). I have a saved 1:06.82 and its very tidy, indeed. One small
puff of smoke in the last turn and nary a tail-wag in sight. The current
build allows you to get rid of all *** habits..........except the
human ones <g>...........if you can figure it out.

BTW, how have you been, Rik?  :)

- Show quoted text -

Ronald Stoe

GPL -- Still bloody Undriveable - Not Real!

by Ronald Stoe » Mon, 13 Apr 1998 04:00:00




> >I think what Papy's driving sims need is a "reduce with speed" option,
> >a la GP2.  That would make the car much more controleable when you're
> >on a straightaway in my opinion.  Anyone agrees with me on that?

> Yep! I've always thought that GP2's control options have been the
> benchmark for user configurability.

Unless you want to switch gears with a joystick axis (TM GP1)!

I still think, ICR2/N2 are the best in this department. Let the user
decide, how to activate what sim function.

l8er
ronny

--
How to get rid of censorship in German game releases
<http://www.gamesmania.com/german/maniac/freedom/freedom.htm>

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

Doc Wyn

GPL -- Still bloody Undriveable - Not Real!

by Doc Wyn » Mon, 13 Apr 1998 04:00:00

On Sat, 11 Apr 1998 10:59:31 -0600, m...@runningcook.com wrote:

 I'm finally going to get off of lurk mode and into this little
debate:

 First off, a bit of background on myself:

 I've been racing almost anything with wheels (and some things
without) for as long as I can remember, starting with mini bikes
(remember those?) back when I was around 6 or so. I've raced
motocross (back in the '70's), karts (also in the '70's) and
finally gave it all up when it just got too damned expensive to
play with the big boys with the big bucks.

 I got back into racing through autocross events in the last few
years. Dusted off my driving skills and managed to do rather
decently at it over the last few years. In '96, my first year
back behind the wheel competitively, I started out in novice
class with a bone-stock Miata. I won novice class my first time
out, but was 8 seconds behind the overall class winner. By the
time the season was half done I was still winning in novice, but
was still behind the class leaders....but now only by less than a
second per run. By August (and some 120+ runs of extra experience
in the same car) I was now only .007 off the fastest guys.

 I managed to win the season points champ. in C Stock (novice)
and for 1997 moved up to C Street Prepared (allowing me to change
springs, sway bars, etc.). In '97 I managed entered 16 races in
our region...winning 8, with 6 2nd place, a 3rd, and a 5th. (3 of
the events I had fastest time of day for all classes at the
event.) I won the season points champ. by 2 points (that 5th
place finish) over a fella with a very quick Sentra SE-R with all
the hot parts. I also raced out of my region with a local area
sports car club and won CSP all 5 times out, and taking event FTD
all 5 times. I'm rather familiar with car setups and such, and I
believe I am reasonably capable of driving a car to it's
limits...with having enough seat time to become familiar with the
car and it's capabilities and limits.

 Now, on to sims:

 I've also been a computer geek of sorts for the last 20 years,
and having been such, I was naturally drawn to driving
simulators, starting with the original "Pole Position" from Atari
on the 8-bit machines way back in 1984 or so. The original "Test
Drive" for the Atari ST back in 1986 was a giant leap forward, as
were some of the other "sims" to come down the road over the
years. However, none of them have ever seemed much more than an
arcade game to me...even some of the ones which I see folks
raving about in this n.g.

 I tried ICR2, and found it to be rather unrealistic. N2 seemed
to be much more "believe able" to my tastes, but even then
something was missing, and that something was being able to power
slide a car predictably at it's limits. It seems that for the
most part, all "sims" understeer to me. I think this comes from a
sim's inherent limit, that being it's ability to convey that
actual feeling of speed to the driver. I don't think it's
something that will ever be easily overcome on a 2-D
screen...it's something that can only be experienced in a real
car on a real course with real walls/trees/armco/hay bales. The
corner coming up fast....wait...TOO FAST..the honest-to-God "oh
shit, this is gonna HURT!..." is missing, and that can't be
recreated (and thankfully for most sim "drivers" out there, it
won't be!). Until then most of us will overcook the turns and
understeer our way into whatever off track object awaits us.

 I see the constant griping about how "this is unrealistic" vs.
brand x, or brand y , etc. Let me tell you this, based upon my
driving experiences, and I'll say no, I haven't driven an F1 car,
nor anything close to it, but GPL is the closest thing I've seen
to the "real" thing of driving a car at it's limits...any car!. I
was able to load the software, set up the controls, and promptly
hit damn near every off-track obstacle there is/was at the
Glen...and loved every minute of it! For those naysayers out
there, quit your complaining...this *is* realistic.

 Until someone comes out with a hydraulically operated chair that
gives real time "seat of the pants" feedback about a car's
adhesion (or lack thereof), this is a close as it gets. I was
able to immediately get a "feel" for the way the car behaved on
the track...quite unlike the totally disconnected lack of feel in
the other "sims".

 For those who need more realism, try an experiment:

 Grab the car of your choice and start making laps...when you
overcook the corner and do a bit of "agricultural racing" and hit
a hay bale (they are rather solid in the real world, even when
dry), take a rubber hammer and smack yourself a few times in the
face and arms...go ahead, get some good bruises so you won't
forget to take a corner a bit easier the next time. Now, go back
to the paddock and change cars to your backup car, since you just
wasted your primary car (remember, it's now a different car, even
if the setup is identical, it won't drive just the same way). If
you crash again, smack yourself a few dozen more times with the
hammer (if it's a really good wreck, like a few end over ends,
break an arm while you're at it). If you survived the physical
abuse end of it, take a week off from driving the sim, since you
now have no car to drive anyway. Your mechanics will call you
when it's ready for you to tear up again (if you're lucky...you
keep tearing up equipment and you'll soon be out of a ride
period.) Maybe now you'll approach driving with a honest to God
this shit is real attitude. (I'm sure there are loads of Senna
fans who wished to God there was something as simple as <Shift -
R> for him.)

>     Edwin do you REALLY think that just because GPL is modeled to drive the
>way it does, that this proves how brave they were back then? I can't believe
>you are that gullible. The letters t-r-e-e are not the same thing as an
>actual tree growing in the ground! It only proves Papy can make a sim that
>uses LOTS of drift.

 I personally think Papy hit it right on the head....those cars
can and will drift like that if you let them. Going fast in a car
with a terrible rear weight bias and way more horsepower than
grip is (and should be) a sobering experience, and one not to be
taken lightly. With that much weight on the rear end, it's going
to try to swap ends every time you hit the brakes too hard or
downshift with a bit too much speed for the downshift...it's also
going to drift with throttle application and steer as much with
the throttle as with the wheel.

 This sim will take loads of time to master, mainly because it's
so damned unforgiving of mistakes, and yet we have it easy...we
just <Shift - R> and we're fixed as good as new. Learning the
limits of the car and the track shouldn't be so easy as crashing
our way to good times....there should be a price to pay for haste
and mistakes. I've put about 5 hours in so far, and I'm down to
consistent 1: 17's with a blast at 1:13 (drifting all the way
around and grinning ear to ear). I know it'll take me a good 10
more hours to go 1:12 consistent, and probably 50+ hours to be
sub 1:10 with no off track excursions.)

 As for arcade driving being fast, smooth will end up being
fastest, but it'll still be in a 4 wheel drift darn near all the
way around the track, and that is not an easy thing to master
given the one obvious flaw of any sim...the lack of "seat of the
pants" feel. GPL does give the driver more visual cues than
anything out there so far...it's up to the driver to make the
best of them.

 As for respecting the drivers of thses machines? Hell, yes. I
seriously doubt that in today's world of aerodynamics and
computer controlled everything, most of today's drivers would be
picking their teeth out of the nearest tree for trying to drive
these crude beasts with the same kind of style as they do today's
cars. I think Senna and Shumacher might have been competitive
back then, but most others probably wouldn't be able to qualify,
much less race. These cars required *drivers*, not someone to sit
behind the wheel and aim it more or less in the right direction.

 I've got Nomex, so flame away if you must.

 Just my $0.02 (and perhaps a bit more)

 Regards to all,

Doc Wynne
CSP #25 Miata
TRSCCA Webmaster
http://www.trscca.org
--
Rubber Chickens lay those little plastic Easter Eggs.                                                                                                                                                                                                          

Jo

GPL -- Still bloody Undriveable - Not Real!

by Jo » Mon, 13 Apr 1998 04:00:00


>Because it's Easter weekend, all the stores are closed here.
>Otherwise I'd be out buying a memory upgrade and 3dfx card right now.

A good plan, but you should check out second hand 3Dfx cards. Now that
Voodoo 2s are out, second hand original 3Dfx cards are cheap and
plentiful.

Joe

John Walla

GPL -- Still bloody Undriveable - Not Real!

by John Walla » Mon, 13 Apr 1998 04:00:00


>So, since you're the new "self proclaimed barometer" , I stand
>corrected. It is a very good simulation of driving. My apologies to
>the group.

Ooof, uffff, mmmmmm <sound of words being inserted in my mouth>. Wow,
did I say that - I don't think so. I was pointing out your self
proclaimed position, not my own. After all, it was your words which
brooked no argument.

If necessary I'll match you step for step ;-)

Cheers!
John


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