rec.autos.simulators

GPL -- Still bloody Undriveable - Not Real!

Edwin Solhei

GPL -- Still bloody Undriveable - Not Real!

by Edwin Solhei » Mon, 13 Apr 1998 04:00:00


>     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.

I dont know about you.... but I for one know a thinor two about racecars and
theirs mechanics and handling...
What I'm saying is given the limitations they had back then and we have now
(i.e stone-hard tires, no downforce what-so-ever and a punchy engine) the
cars were bloddy difficult to drive... and THAT goes to show that some of
the men who raced flat out with these machines were as brave as the come.
Watch some old footage from Spa or something and you'll - hopefully - get
the picture.

If people cant handle the cars in GPL.... then thats not mine nor Papy's
problem.
They should either put up or shut up IMHO!
--
Best,
Edwin Solheim
ed_ on NROS

The Paddock - a legendary site..: http://www.racesimcentral.net/
Cheek Junior Team: http://www.racesimcentral.net/~solhmrek

Bruce Kennewel

GPL -- Still bloody Undriveable - Not Real!

by Bruce Kennewel » Tue, 14 Apr 1998 04:00:00

THANK GOD for the fact that you have spoken up, Doc!! :-)
I was starting to think that  was fighting a losing battle here over the past
several days in my meagre efforts to convince some of the nay-sayers that yes,
indeed, this simulation is the first to approach reality.

Thank you for your comments........I don't feel so alone now! :-)


> (Lots of great stuff snipped).

--
Bruce.
(At home)
Michael E. Carve

GPL -- Still bloody Undriveable - Not Real!

by Michael E. Carve » Tue, 14 Apr 1998 04:00:00


% Finally, someone who has this thing in perspective! I too can't
% believe people are defending this game so vigorously. It's pretty fun
% to drive, but I think its going to suck for racing. It's just to hard
% to run consistant laps. In 10 laps, my times will have a 10 sec range.
% I know a bunch of you are going to say I need more practice.... true.
% 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.

Funny, I ain't the best sim driver out there, but guess what, I can do
it lap after lap on road circuits in both ICR2 & NASCAR2 (and I don't
even like ice skating <G>).  

% Bottom line IMO, there are 2 schools, Geoff Crammond and Papyrus. I
% like the Crammond way. People who disagree.... hmmm...let me guess
% which one you like.

Speaking of schools, maybe these jokers need to be taken out to a Skip
Barber School and educated as what it means to drive a race car.

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

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

Michael E. Carve

GPL -- Still bloody Undriveable - Not Real!

by Michael E. Carve » Tue, 14 Apr 1998 04:00:00


<snip>
% > and I takes some of the fun out of the game.  I find it interesting that
% > after I spin or run off course when I think I'm going relatively slow
% > and go to the replay, the replay shows me going twice as fast as I
% > thought.

% No visual cues???? It has the best 3D***pit anywhere and you say this?
% You guys are just plain hopeless I'm afraid! This sim gives more
% feedback as to what's going on than any other by a mile! It seems your
% so pitiful that you can't even get yourself thru the process of learning
% the braking points. LOL. Give the man some wings before he kills
% himself!

I have to agree, especially if one is not getting a good fast frame rate
display, the "visual" cues of speed are just flat out missing.  The
better the frame rate the better the visual cues for judging one's
speed.  We are talking about the 3d tub and the cues given by its
movement, as this reflects what one is doing to the car, but not speed.

F1RS gives good "visual" cues for speed (track tecture, shadows on the
track, close fences or trees flashing past, light playing off and
through the trackside objects, etc.).  Hopefully once Papy gets the
graphics engine optimized we will see a better sense of speed in GLP.
I certainly need it.  I need every little "cue" I can get to control
this beast!

% > I know that I will get flamed for this,but IMHO this demo is not what it
% > is cracked up to be(I do realize it is a pre-alpha), it's just the new
% > kid on the block and with time you will see more and more criticism,
% > constructive or otherwise.

%     And the fools that do will get flamed just like you if it's as
% obvious as this that they're just that hopeless. It took everyone hours
% and hours to get good at sims like ICR2/GP2 and I thank Papy very much
% for making GPL the same. It's what makes for greatness - not some stupid
% arcade kiddy thing that is mastered in half an hour and boring you
% shitless half an hour after that!

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

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

Mik

GPL -- Still bloody Undriveable - Not Real!

by Mik » Tue, 14 Apr 1998 04:00:00



>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.

All my positions are self proclaimed (they're mine).... I generally
try not to take someone else's position. You should too. :-)

hey sheep!

Byron Forbe

GPL -- Still bloody Undriveable - Not Real!

by Byron Forbe » Tue, 14 Apr 1998 04:00:00


> I played the hell out of the ICR1. I loved it. In fact, I was the
> first person to break 1:04 at laguna(the old papyrus BBS used to keep
> track of those things). But even with all the time and practice, it
> was still harder than hell to turn lap after lap of consistant times.
> Racing nose to tail is what make sims fun to me.... keeping it on the
> road isn't. Crammond's way of doing things allows me to do that.
> Papyrus's doesn't. In the papyrus sims, I spend way to much effort
> keeping it off the wall, not racing with the other cars.

   I could go on and on here but I wont. This is just complete garbage.
I just ran and won a 24 hour enduro race with Black Squirrel at Mid Ohio
(maybe the hardest of all ICR2 tracks) and out of 4 drivers over 24
hours we had 1 crash. See here
http://www.miracing.com/endurance/e24ii/index.html
    I find GP2 harder. It's a matter of which sim you spend the most
time with. GP2 was so bad cpu wise in traffic that I think what you say
is even more ludicrous.
Byron Forbe

GPL -- Still bloody Undriveable - Not Real!

by Byron Forbe » Tue, 14 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.

   A blatant show of despair and jealousy on your part. And beleive me,
the fast guys have done a lot of laps in the first few days. Some are
even beta testers and have been driving GPL for months. I have a best of
1.07.73 after about 12 hours seat time (actually less when you consider
watching so many GREAT replays). And what the hell is an arcade racing
technique - anything different from your obviously slow technique?
Byron Forbe

GPL -- Still bloody Undriveable - Not Real!

by Byron Forbe » Tue, 14 Apr 1998 04:00:00


> 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.

  Another show of ignorance on your part! This demo is an alpha! It is
common knowledge that the final physics model is not even decided by
Papy yet and we are also stuck with 1 setup! It may contain greater
traction in the full release which would both increase speeds and make
the car less slippery. At this point it seems a high to mid 1.06 will be
as fast as anyone can go with this demo but no doubt faster times will
be possible once we can all set the car up the way we like. Once again,
what's this "arcade style" nonsense?
Byron Forbe

GPL -- Still bloody Undriveable - Not Real!

by Byron Forbe » Tue, 14 Apr 1998 04:00:00





> > >      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.

> >    So now all the drivers of this era were wimps aye? Because the cars
> > back then had outstanding traction and did not drift at all and could
> > stop on a dime? I suppose they raced on magnetic tracks back then and
> > had 10,000 pounds of downforce at each wheel? And the cars weren't
> > really that heavy, they were just trying to trick everyone!

> Its plain that any critique of GPL is going to send you into a weird
> defensive posture  ...you react with extreme examples to even mild mannered
> opinions that conflict with your drooling worship this new product.
> Whatever, man.

   But you seem to believe that these cars should handle even better
than modern day F1 cars. Why? If you don't want "drift" then just drive
slower. Do you think that if a real driver drove one of these cars the
way we are hotlapping in GPL that it would just happily and stabily
cruise around the track. How do you think it should be then?
Byron Forbe

GPL -- Still bloody Undriveable - Not Real!

by Byron Forbe » Tue, 14 Apr 1998 04:00:00



> <snip>
> % > and I takes some of the fun out of the game.  I find it interesting that
> % > after I spin or run off course when I think I'm going relatively slow
> % > and go to the replay, the replay shows me going twice as fast as I
> % > thought.

> % No visual cues???? It has the best 3D***pit anywhere and you say this?
> % You guys are just plain hopeless I'm afraid! This sim gives more
> % feedback as to what's going on than any other by a mile! It seems your
> % so pitiful that you can't even get yourself thru the process of learning
> % the braking points. LOL. Give the man some wings before he kills
> % himself!

> I have to agree, especially if one is not getting a good fast frame rate
> display, the "visual" cues of speed are just flat out missing.  The
> better the frame rate the better the visual cues for judging one's
> speed.  We are talking about the 3d tub and the cues given by its
> movement, as this reflects what one is doing to the car, but not speed.

   I think this is more a matter of being accustomed to F1/CART sims and
the speed and handling comparisons between GPL and these types. One of
the things I loved about GPL was how far before corners you need to
begin braking. As far as this "sense of speed" issue goes, I must say I
find it a bit irrelevant. Like all racing sims, it's a matter of
learning braking points and just getting used to each different sim you
use.

   Funny thing is, that was one of the major complaints I heard about
F1RS ie no sense of speed. Maybe these criticisms came from CPR people.
I think perhaps the view in CPR was a little overmagnified anyway. I
agree totally with what you say about the proximity of trackside
objects. Watkins glen, being a road course rather than a street course,
has no close objects, something most will be happy about since they will
thus be hitting less things :)

Byron Forbe

GPL -- Still bloody Undriveable - Not Real!

by Byron Forbe » Tue, 14 Apr 1998 04:00:00


> I may be wrong, but I think this is due to the fact that in a real
> racecar steering becomes harder as speed increases, a fact principally
> caused by the inertial forces of rotation of the wheels.  And also if
> you turn the wheel let's say 15 degrees while you're running slowly
> and 15 degrees when you're going fast, your wheels aren't supposed to
> turn to the same angle in both cases, they should turn less when
> you're going fast because there are huge forces that fight their
> movement.

   I will take an educated guess and say that the inertia of the car is
a far more significant factor than the gyroscopic phenonena you speak
of.

  Well, Papyrus sims already do this. It is implicit in the programming
as it should be. If you think about it, an option to alter this is
actually not realistic at all since you would be actually changing the
physics model in terms of inertia.

   Tip - adjust linearity to full. Papy sims have the best control
feedback bar none!

savd..

GPL -- Still bloody Undriveable - Not Real!

by savd.. » Tue, 14 Apr 1998 04:00:00


> I generally try not to take someone else's position.

You mean you don't like overtaking?
Sounds like about half of the current crop of F1 drivers! ;-)

Out of context, yes, but I couldn't help it.

Alan

Richard Walk

GPL -- Still bloody Undriveable - Not Real!

by Richard Walk » Tue, 14 Apr 1998 04:00:00


Must admit, that's something I've never wanted to try ;-) Do you ever use
the GP1 paddles for their intended purpose? If not, shouldn't it be
possible to wire in a switch instead of the pots? I've only used a GP1 a
few times and never looked inside so I don't know if this is a realistic
option or not.

There's two aspects here - assigning controls and then determining how
the inputs should be interpolated. GP2 is the best at the latter.

Cheers,
Richard

Richard Walk

GPL -- Still bloody Undriveable - Not Real!

by Richard Walk » Tue, 14 Apr 1998 04:00:00


>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.

Sounds great <g> Can't wait to be able to get some lessons from you when
we're racing online!

Not too bad thanks. Things are getting pretty hectic at work with lots of
very frustrating contractual issues due to the ***y millennium but I've
still been putting in quite a bit of time with N2 on TEN - and now
pirouetting all over the place in GPL ;-)

How about yourself? Giving up the real thing to become a full time
simmer, perhaps?

Cheers,
Richard

Richard Walk

GPL -- Still bloody Undriveable - Not Real!

by Richard Walk » Tue, 14 Apr 1998 04:00:00



ROFL! But all too true ;-)

Personally I do tend to work out the limits in sims by deliberately
pushing the car beyond them, but that's only because I'm impatient <g>

The real test about all this stuff comes when we'll be racing online with
realistic damage. Then it becomes a case of know exactly what your limits
are and driving within them. I remember a 15 lap Sear Point race on TEN
where I was a long way from being the fastest but won by a whole lap with
only one other finisher <vbg>

The main difference I've found with GPL compared to the other sims is
that the limits really are just that. With the others it's a case of
'oops, a bit hot into that corner - no worries though, just back off the
throttle and all I've lost is a tenth or two'. Not so with GPL and a lot
of sim 'experts' are going to have to completely redefine their driving
approach...

Cheers,
Richard


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