rec.autos.simulators

PS2 racing sim physics sucks?

Gunnar Horrigm

PS2 racing sim physics sucks?

by Gunnar Horrigm » Wed, 31 Oct 2001 02:47:18


> I wasn't referring to the sliding behaviour of the cars.  I agree that at
> the limit, and on the ground, you get this dancing on ice feel.  So, the GT3
> cars are fine as long as you have all four wheels on the ground.  However,
> as soon as you crest a hump at speed, things go to hell.  Instead of a
> natural jump, like you get in GPL, RallyMasters and even NFS-Porsche, you
> get this absolutely bizarre instant wheelie.  I've had a Celica rally car
> stand right up on its tail on the Smoky Mountain circuit at the jump after
> the S/F, despite purposely hammering the brakes just before the crest.
> Experience from real-world driving and hours of GPL and RallyMasters
> dictates that the car should certainly not rotate backwards, and especially
> not until the thing is vertical!  I think it's a bizarre bug with the
> downforce.

I've seen that, and I agree on your diagnosis.  I also think this is
what causes the very coool multi-million mph-thing. :)

--
Gunnar
    #31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo: 2
                                     FJ?SE!

Gunnar Horrigm

PS2 racing sim physics sucks?

by Gunnar Horrigm » Wed, 31 Oct 2001 02:50:58


Ruud, it looks more like downforce is calculated without regard to the
car's, uh, aspect (good word?  angle of attack?  you know what I mean?).

--
Gunnar
    #31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo: 2
             "a poster is a human being or the software equivalent"

Ruud van Ga

PS2 racing sim physics sucks?

by Ruud van Ga » Wed, 31 Oct 2001 04:35:14




>> Hehe, cool. Perhaps they saw too many videos where F1 cars would fly
>> backwards. Perhaps they had an equation wrong (one negative sign can
>> really***everything up).

>Ruud, it looks more like downforce is calculated without regard to the
>car's, uh, aspect (good word?  angle of attack?  you know what I mean?).

Yes, I know what you mean. Still, a big thing in aerodynamics seems to
be the pitching of the car relative to the wind. As soon as you pitch
too much, things are really beginning to look ugly and it might tip
you over. Just like a *** boat on the sea on a windy day. :)

You would say then that GT3 might be right; as soon as you go too far,
the problem worsens quickly.

Ruud van Gaal
Free car sim  : http://www.racesimcentral.net/
Pencil art    : http://www.racesimcentral.net/

Gunnar Horrigm

PS2 racing sim physics sucks?

by Gunnar Horrigm » Wed, 31 Oct 2001 05:10:10





> >> Hehe, cool. Perhaps they saw too many videos where F1 cars would fly
> >> backwards. Perhaps they had an equation wrong (one negative sign can
> >> really***everything up).

> >Ruud, it looks more like downforce is calculated without regard to the
> >car's, uh, aspect (good word?  angle of attack?  you know what I mean?).

> Yes, I know what you mean. Still, a big thing in aerodynamics seems to
> be the pitching of the car relative to the wind. As soon as you pitch
> too much, things are really beginning to look ugly and it might tip
> you over. Just like a *** boat on the sea on a windy day. :)

> You would say then that GT3 might be right; as soon as you go too far,
> the problem worsens quickly.

I don't think it is. :)

there's a trick you can perform in GT3.  basically you'll need a
really powerfure car with lots of downforce, a stiff, low rideheight
rear, and a very soft front with a high ridehight (or something along
those lines anyway).  in such a car it's reportedly possible to
perform a wheelie, and end with the car standing uprigt on its tail
going at several million miles per hour.

there are even a few screenshot of this happening here:
http://www.racesimcentral.net/

I think this fits very well with the assumption that downforce is
calculated from speed alone, disregarding pitch, while it is applied
along the car's down vector.

Gunnar, who really doesn't know the proper lingo for these things.
--
Gunnar
    #31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo: 2
                               myk, trygg og god.

Jonny Hodgso

PS2 racing sim physics sucks?

by Jonny Hodgso » Wed, 31 Oct 2001 06:27:48


Ask Mercedes... <eg>

Jonny

Doug Millike

PS2 racing sim physics sucks?

by Doug Millike » Wed, 31 Oct 2001 12:31:53


> > Got a new PS2 today with the Logitech FF wheel.  GT3 is a joke.  The cars just
> > slide around like crazy as if you are driving on ice.  My copy of F1 2001 is
> Apparently, this is exactly what it feels like if you model
> the tyres realistically.  You need mu (friction) values
> around 2.0 to make it "feel" right; witness also the 'realistic'
> tyres in GT2.

Sorry to be rude but I don't believe it.  Hard Drivin' and Race Drivin'
(Atari arcade games from c.1990) have great FF feel.  They use tire data
that is similar to the Corvette tires of the day (I know, since we supplied
it!).  There is a circle painted on a skidpad hidden in the game, and the
car circulates at just about 1 g at the limit (plowing slightly until you
lift off the throttle, then it starts to spin out).

-- Doug Milliken

Stephen Ferguso

PS2 racing sim physics sucks?

by Stephen Ferguso » Wed, 31 Oct 2001 17:01:55





OK, a flat-bottomed LeMans car doing 320kph I can see, but not a Celica
Rally car cresting a jump at 200...

Stephen

Ruud van Ga

PS2 racing sim physics sucks?

by Ruud van Ga » Wed, 31 Oct 2001 18:11:59







>> >> Hehe, cool. Perhaps they saw too many videos where F1 cars would fly
>> >> backwards. Perhaps they had an equation wrong (one negative sign can
>> >> really***everything up).

>> >Ruud, it looks more like downforce is calculated without regard to the
>> >car's, uh, aspect (good word?  angle of attack?  you know what I mean?).

>> Yes, I know what you mean. Still, a big thing in aerodynamics seems to
>> be the pitching of the car relative to the wind. As soon as you pitch
>> too much, things are really beginning to look ugly and it might tip
>> you over. Just like a *** boat on the sea on a windy day. :)

>> You would say then that GT3 might be right; as soon as you go too far,
>> the problem worsens quickly.

>I don't think it is. :)
...
>there are even a few screenshot of this happening here:
>http://www.racesimcentral.net/

Hehe, that does NOT seem right no. ;-)

Ruud van Gaal
Free car sim  : http://www.racesimcentral.net/
Pencil art    : http://www.racesimcentral.net/


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