rec.autos.simulators

Who said slicks don't squeal?

Byron Forbe

Who said slicks don't squeal?

by Byron Forbe » Tue, 18 May 2004 05:05:54

    LOL. I misinterperated nothing. No need to read any books. I was
watching F1 last week and they said they were adding some tyre pressure at
the front to dial out some oversteer. You're just hell bent on trying to
prove that you know better than sim companies that conflict with what YOU
think YOU KNOW. You fit into the category of people that don't know how good
and accurate some sims are and think it's just a big kiddies deal. Just
because someone has a real life race car means nothing. People love to speak
with authority when the truth is often that they don't have a clue! Those
who own race vehicles aren't immune to this - even if they've been around
for a while. There's a lot of people on this planet that have been getting a
lot of things wrong for a long time.

    Further to this, I'd say fiddling with rear tyre pressures to adjust
handling is insane - unless it's way off to start with. Once I get the temps
even across the rears, they'd be the last thing I'd touch either in a
pitstop or in the garage

    PS - I'm not that fast at GPL - anymore. Nor do I wish to be - NR2003 TA
mod time.


> That's not what I said at all.  I was talking about the effect of tire
> pressure on oversteer and understeer only, the rest of the conversation
was
> all your misinterpretation of what I said.  The effects of tire pressure
are
> well known and well documented and I provided you with a large number of
> links that proved it, which you chose to ignore.  Apparently you think
that
> because you are fast in GPL that somehow means you know something about
> vehicle dynamics.  It doesn't and you don't.  Go read a book or two, or
> better yet take some classes.  Right now you don't even know what you
don't
> know.



> >     Haqsau had previously been saying that "real life" racers told him
> that
> > they take air out of the rears to make their cars turn better. No one
had
> > ever heard of them and it's no wonder. :) If he's now refering to others
> > that happen to have a clue - full apologies.

Haqsa

Who said slicks don't squeal?

by Haqsa » Tue, 18 May 2004 06:18:23

"Fiddling with rear tyre pressures to adjust handling" is exactly what
people have to do if they are racing in a showroom stock or other similarly
restricted series.  And in those circumstances it works exactly like I said
it does, as shown by all the links I found that said exactly the same thing.
How can you insist that you are right and that all these real world drivers
are wrong?  They wrote what they wrote based on personal experience, not
theory.  How can you deny that?

My point can be demonstrated very easily.  Start up GPL, pick a track, and
go back to the default setup.  The point is best illustrated with the Honda
but you can probably see it with any of the others.  All of the default
setups that I have looked at have the front tire pressures set too low and
the rears set too high.  If you find one that is set to optimal pressures
already, change cars or tracks until you find one that defaults to
non-optimal pressures, otherwise this demonstration won't be possible.  Now
with a typical default setup, where the fronts are 3 or 4 psi lower than the
rears, drive the car around for a few laps until you have a good feel for
where, and by how much, it is understeering.  Then set the tires to 20 psi
all around, and drive it again.  Surely you will agree that it does not
understeer as much once you equalize the pressures.  But you had to raise
the front pressures and/or lower the rear pressures to do that, which
according to you would make it understeer more.  Clearly for this type of
car the effect of tire pressure on slip angle has a greater effect on the
handling than the effect of tire pressure on total wheel rate.  That's what
I am trying to explain, and that's how it works on all the real world
examples that I provided.

Now, is it possible we are not talking about the same thing?  I'm talking
about experience with cars where the spring rate is low compared to the tire
rate, the sidewalls are relatively stiff, and the tire pressure is not going
to make a huge difference on the total wheel rate.  I'll agree that it is
possible that with thinner sidewalls and stiffer springs the tire spring
rate as a function of pressure could become more significant to the handling
than the effect that pressure has on slip angle.  Different tire compounds
could also change this relationship.  I have yet to experience that in a sim
or in real life, but I can see how it could be possible.  You would
literally have to have a setup where the tire bulge is deflecting as much as
the springs, under load, in order to experience this, but maybe in modern F1
that is the case.  Your point about the F1 broadcast is well taken, although
I don't consider a TV broadcast to be a reliable source of information.  But
I will give it the benefit of the doubt.  So maybe the crux of our
disagreement is that we are not really talking about directly comparable
situations.  Maybe.


Damien Evan

Who said slicks don't squeal?

by Damien Evan » Tue, 18 May 2004 06:42:42

I don't think he was saying that the first thing you should change if you've
got a wildly oversteering car is the tyre pressure.  I think he meant that
it's a possible fix to minor handling problems and only as a last resort.
Peter Ive

Who said slicks don't squeal?

by Peter Ive » Tue, 18 May 2004 06:37:52



Have you actually tested your premis, that you do not need tyre squeal
in order to drive as well?  Can you drive as fast with or without tyre
squeal using nr2003?  Have you checked your lap times?

It's alright stating this as fact, but seeing as you're the one who
believes this to be the case, can you provide some data to prove this?
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -25.01

Tony Rickar

Who said slicks don't squeal?

by Tony Rickar » Tue, 18 May 2004 07:30:38


> I respect your opinion but there is a reason I keep coming back to this
> point.  You may have heard the argument about force-feedback versus the
more
> expensive, non-FF wheels like the TSW line.  There are some very fast
people
> using non-FF wheels, and whenever the subject has come up the statement
has
> been made that force feedback is too late to be useful, that your eyes
will
> tell you what you need to know before the forces will.  That argument
still
> holds when it comes to audio, IMO.  Your eyes will tell you what you need
to
> know sooner and more reliably than the audio will.  Trouble is, most
people
> are used to having that audio cue from Papy games and so they don't
*think*
> they can drive without it.  But they most assuredly can.

I agree with you entirely becuase I learnt sim racing with graphics only -
about 8 years before FF and even before I had a sound card - to maintain my
marriage I turned off the Pc speaker at 1am.!

However, there are many people who have learnt to replace the missing
physics cues with FF and audio.

In my view it is whatever works for them - there are no right or wrong
answers. Peronally I think some fudged sound is better than a g-force meter
on screen which would be another alternative cue.

I appreciate your point of view but believe there are equally valid views on
this subject.

Cheers
Tony

jbod

Who said slicks don't squeal?

by jbod » Tue, 18 May 2004 08:12:47

Okay, now that I've re-read it, I realize that my post came off WAY
more caustic than I had intended -- a few smilies might have helped,
because I was actually aiming more for humor rather than sarcasm, but
I think the end result just seemed flat-out sarcastic, and that really
wasn't my intention.

My apologies for that.  Very sorry.  

:-(

-- JB


> Please tell me this is somebody impersonating John Bodin.  I cannot believe
> the real John Bodin would post utter ***like this.  If this is the real
> John Bodin, I suggest that in the future you wait until evening to start
> drinking so heavily.



> > Well, in order for me to rise to the godlike level of your sim racing
> > abilities, could you please explain to me -- in great detail -- how I
> > can "watch my slip angle" without the proper seat-of-the-pants
> > physical cues, and with nothing to provide some replacement
> > indication?  I already know how to nail my markers, so that part is no
> > problem, but I wish to aspire to your Jedi-like level of greatness.  I
> > seek enlightenment, and apparently you are one of the enlightened.

> > Of course, there's always a chance that by making do without some
> > replacement cues (such as slightly amplified tyre sounds to give you
> > info on slip angles) to replace the missing physical cues, maybe you
> > have been able to achieve your harmonious zen state with the physics
> > engine by adopting the mystical "damn-it-to-hell-I'm racing" method
> > often used by arcade racers.

> > Still, though, if that IS the pathway to sim racing enlightenment, I
> > will walk that path with you, O Great Master -- and if depriving
> > myself of physical sensations (and also sound cues to replace those
> > missing physical sensations) will help me achieve greater
> > enlightenment, then perhaps I should also unplug my speakers
> > altogether to help me reach an even HIGHER plane than what you have
> > already achieved.  While I'm back there, I may also try disconnecting
> > my monitor, and perhaps my wheel and pedals, too -- why would I need
> > even those paltry visual cues or controller inputs to serve as
> > crutches, when my ultimate goal is sim racing enlightenment?  In real
> > racing -- or even when driving a real car -- you don't have an
> > electronic controller attached to a USB port, and there is no monitor
> > filled with pixels being e***d by electron bombardment (or diode
> > switching, depending on your monitor type), so why do we rely on these
> > things to enhance our sim racing experience when all they do is take
> > you further away from what you get with the REAL driving experience?

> > I weep openly here as I type, finally seeing the sim racing truth for
> > what it is, for you have opened my eyes and enlightened me, O Great
> > One.

> > I bow down before you, and I will smote my ears if I ever hear an
> > unrealistic tyre squeal again.

> > Thank you.  Thank you so very much.

> > I pray that all sim racers experience similar enlightenment.

> > I will now go climb into my car, turn the key, and drive, for as you
> > have shown me, there is no reality in racing simulations, so the
> > pursuit is ultimately fruitless and unrewarding due to its inherent
> > lack of realism on all counts.  At last, I have discovered your
> > secret, O Great Master, because for you and your kind, the true sim
> > racing experience can ony be achieved via a petroleum-powered
> > conveyance with four tyres and wheels, and -- oh the cosmic joke of it
> > all -- for you and your kind, "GTR" must truly mean "Go Try Reality."

> > Somewhere the patron saint of reality must surely be smiling.

> > -- JB

Haqsa

Who said slicks don't squeal?

by Haqsa » Tue, 18 May 2004 08:25:40

I haven't really done a back-to-back comparison, all I know is that I run
about the same lap time percentage in all sims, regardless of whether they
have the tire noise or not.  I typically run at about 101% to 103% of the
alien lap times, regardless of whether it is GPL, EA F1 series, or Papy
NASCAR series and mods.  In GPL the noise is of course there.  A few years
ago I even tried using a louder sound in GPL to see if it helped, but it
didn't.  In NASCAR it doesn't seem like it's that obtrusive unless you turn
it up deliberately, which I have not done.  In the EA/ISI F1 games it seemed
to change from version to version, some had squeal at the limit and some had
squeal prior to the limit, and I don't remember which was which.  But I also
don't remember it having any effect on my driving ability.  So in fairness
I'm a bit off the pace in everything, but I haven't found the tire skid
noise to be helpful when I have used it and I also know that some of these
guys that are saying they need the noise aren't any faster than me, so it
doesn't appear to be helping them either.

Also I have downloaded some alien replays for the TA mod that, when watched
from the***pit view, hardly had any audible skidding.  Scrubbing yes,
skidding no.  Maybe that's part of the disagreement?  I have tried to make
it clear that what I am against is hearing a *skidding* type of sound prior
to actual skidding.  I don't think I ever said I had a problem with a tire
scrub noise.  But since we have mostly been using the word "squealing"
rather than skidding, maybe some people are confused about what I am trying
to say.  A scrubbing sound makes sense.  I still don't personally find it to
be helpful, but at least it makes sense and is not unrealistic.  But hearing
a skidding sound prior to actual skidding, as in GPL, does not make sense to
me.

As for GTR, which is where this discussion started in a different thread, I
have no issues.  I took a look at the ini file and found this:

Vehicle Scrubbing VolMult="0.0000610352"
Vehicle Scrubbing FreqGrip="-0.25000"
Vehicle Scrubbing FreqSpeed="0.00195"
Vehicle Skidding VolMult="0.0001220703"
Vehicle Skidding FreqGrip="-0.25000"
Vehicle Skidding FreqSpeed="0.00195"
Vehicle Roadnoise VolSpeed="32.00000"
Vehicle Roadnoise VolMult="0.0000050000"
Vehicle Roadnoise FreqMin="0.80000"
Vehicle Roadnoise FreqMult="0.00391"

So it appears we will all be able to set the sounds up to suit our
individual preferences.  Haven't had time to play with them, but being able
to change both the volume and frequency of scrubbing, skidding and road
noise sounds, and being able to change the relationship of the frequency to
both grip and speed, certainly ought to give everyone as much flexibility as
they could possibly need to make it sound however they want.  I think we can
all be happy with that.


jbod

Who said slicks don't squeal?

by jbod » Tue, 18 May 2004 08:31:56

Okay, now I'm getting your drift -- I am a non-Force Feedback person
myself (TSW2 wheel, and I have tried FF, but haven't like it as much
as my TSW2); putting things in these terms help me to see where you're
coming from.

I agree that you CAN and DO get a lot of this stuff from visual cues,
too -- a slight bit of "slew" in the graphics can go a long way
towards letting you know that the back end is starting to step out,
which is probably why I'm able to get around okay in GTR without
messing with the tyre sounds.  In fact, I didn't really notice any
"missing" tyre sounds in GTR until this discussion popped up here.

The whole issue of "crutches" or "artificial aids" aside, though, I do
think that enhanced audio combined with spot-on visual cues CAN go a
long way towards making you feel like you KNOW exactly what happened
-- the key is that these "added" cues need to be transparent enough
that they aren't intrusive to the truly "sensitive" folks (like
yourself, for example), while still useful enough to provide intuitive
cues for the "average Joes" (like me or Achim, for example -- assuming
that Achim doesn't mind being lumped in with the "average Joes").

This is where SELECTIONS, OPTIONS, and CHOICES become valuable in the
marketplace:  What is "intrusive" and "unrealistic" to some (customers
and developers alike) may be "necessary" and "realistic" to others
(and vice-versa).  Codemasters made a similar blunder with RD2 when
they included decent enough dead zone and saturation adjustments in
their controller setup area, but failed to allow for an adjustable
linearity setting or variable steering ratios in their car setups.
They "assumed" that the more *** folks just always use
fully-linear steering inputs, but that's a misconception -- I, for
one, use a slightly non-linear steering setting in GPL, for example,
because that's what works best with my TSW2 wheel.

As for your point about trying do drive without artificially-enhanced
tyre sounds, you really CAN take it a step further and see just how
well you do without any sounds at all -- I use headphones when I
drive, and on several occasions I've had to take my headphones off to
take a phone call, but on a few occasions when I've just been
hotlapping, I've continued to run laps even without the sounds, and it
surprises me how well I'm able to run clean laps even without sound in
GPL at places like Monaco.  I would even go so far as to say that in
some instances, things like tyre sounds and the sound of other cars
around me may even DETRACT from my performance -- these sort of things
seem to lead to an additional shot of adrenaline at times, which
really can have a negative impact on my performance.

That said, though, I'm actually in it for a bit of that adrenaline
surge, and for me the tyre sounds help me to feel like it's more of a
sim -- when you take out the tyre sounds, things start to feel much
more arcade-like.  I realize that the exaggerated tyre sounds aren't
that realistic, but it's an additional feedback path that I like, and
I feel that it enhances the "realism" of the sim racing experience for
me.

So, as I said, SELECTIONS, OPTIONS, and CHOICES what it's all about,
and more developers need to offer more selections, options, and
choices to better serve the broad fan base.  If a developer can
successfully address the issue of tyre sounds, for example, in a way
that will keep both folks like you and like me happy at opposite ends
of the spectrum, then we will BOTH be singing their praises, rather
than having one or the other of us damning their implementation
choices.

And, FWIW, I'd wager that you're probably skilled enough as a sim
racer to get by without those artificial Force Feedback cues . . .

;-)

- JB


> I respect your opinion but there is a reason I keep coming back to this
> point.  You may have heard the argument about force-feedback versus the more
> expensive, non-FF wheels like the TSW line.  There are some very fast people
> using non-FF wheels, and whenever the subject has come up the statement has
> been made that force feedback is too late to be useful, that your eyes will
> tell you what you need to know before the forces will.  That argument still
> holds when it comes to audio, IMO.  Your eyes will tell you what you need to
> know sooner and more reliably than the audio will.  Trouble is, most people
> are used to having that audio cue from Papy games and so they don't *think*
> they can drive without it.  But they most assuredly can.  Anybody who can
> slide a car around a corner without losing it, or who is capable of rescuing
> a car from spin or a tankslapper, already has the intuitive feel necessary
> to drive by eye.  Audio doesn't help you in those situations and frankly FF
> doesn't either.  Seriously, there is no way audio or FF is of any help when
> you are trying to save a car from a spin, there is too much latency in both
> systems.  What do you do?  You look up the road in the direction you are
> trying to go, hold the throttle steady and steer out of it.  You don't think
> about it, and you certainly don't listen for audio cues, you just do it,
> intuitively.  If you can do that you already have the skill necessary to
> drive without the artificial tire sounds.  And I believe most experienced
> sim racers are capable of doing that, therefore I believe most experienced
> sim racers do not *need* the artificial tire sounds.  You will never know if
> you can walk without crutches until you throw them away and try it.  And you
> can't quit if you fall down once either.  Try it a few times, you might be
> amazed at how good you really are.  ;o)



> > To make up for that lack
> > of realism we need a way to simulate what you feel/hear/see in real life.
> > Sound ques IMO fit the bill at the expense of a bit of reality.

Haqsa

Who said slicks don't squeal?

by Haqsa » Tue, 18 May 2004 09:38:38

Thanks, John, and I'm sorry I misinterpreted your intent.


Haqsa

Who said slicks don't squeal?

by Haqsa » Tue, 18 May 2004 09:40:02

Well said.  I agree with you on all counts.


Eldre

Who said slicks don't squeal?

by Eldre » Tue, 18 May 2004 10:53:18

The sound *is* there.  I've heard the scrubbing sound when I've over-driven a
turn in my real car.  But I also had g-forces telling me what the car was
doing.  Absent some kind of tire noise feedback in a sim, how can *you* tell
when you've approached the limit?

Eldred
--
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Eldre

Who said slicks don't squeal?

by Eldre » Tue, 18 May 2004 11:03:05

I've run with no sounds at all, not sure if that's what you mean.  I was lucky
to even complete a LAP without crashing.
Even in sims that DO have scrubbing tire sounds, I often can't tell what the
car is doing.  How the hell am I supposed to know *without* them??

But those of us who can't hear the sounds in GTR are running without tire
sounds.  I can't even tell when I've locked up a tire in the braking zone.  My
first indication is usually when I turn the wheel and nothing happens.  That's
not good in anyone's book...

Eldred
--
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Eldre

Who said slicks don't squeal?

by Eldre » Tue, 18 May 2004 11:10:53

I have honestly never heard that before.

Actually, the sound *is* usually my first indication that something has gone
wrong.  I'm having a HELL of a time coming up to speed in N2k3.  I find it damn
near impossible to save a car that has started to spin on an oval, and get in
tankslappers so often I've lost count.  I can never tell when the car is about
so snap back, so I usually end up spining the other way...
--
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Eldre

Who said slicks don't squeal?

by Eldre » Tue, 18 May 2004 11:18:44

I'm doing ok - I have a NEW sim to be slow in...(N2k3)
Argh.

Eldred
--
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Haqsa

Who said slicks don't squeal?

by Haqsa » Tue, 18 May 2004 11:41:56

Somewhere in this long and confusing thread I mentioned that I was not
arguing about the scrubbing sound, I was arguing about the skidding sound.
To me, "tire squeal" is the skidding sound.  You should not hear a skidding
sound until the tire breaks traction.  That's all I ever meant, but it has
been misinterpreted by almost everybody.



> >The sound *is* there.  I've heard the scrubbing sound when I've
over-driven a
> >turn in my real car.

> Right.  Tires make a scrubbing sound before they break traction.

> Anyone who has driven any kind of a car near the limit should be aware
> of this (street car, go kart, dragster, pickup truck, stock car,
> whatever).

> Jason


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