rec.autos.simulators

F1RS physics

Lawrence Wi

F1RS physics

by Lawrence Wi » Fri, 17 Apr 1998 04:00:00

I have been playing F1RS for 2 weeks now and absolutely love the game. I'm
amazed at the smoothness of the game and the sense of speed. The graphics
is also the best I've seem in a racing sim, but the physics in this sim is
quite another story. Is it me or does the computer controlled cars seem to
run on rails. I can usually spin my car if I breath on it the wrong way but
for some reason the computer controlled cars have as much traction as a
fully loaded 18 wheeler.  When I ram a car in front of me in a turn, the
realistic and most probable outcome would be me sending him off onto the
grass and into a spin, but in this sim it's me that goes flying off the
track while he just keeps going like nothing had happened. The only time I
can make the computer opponent lose control of his car is if I run into him
at full speed and split the car in half. The physics of my car seems to
feel just right so I'm puzzled at why the programmers couldn't implement
the same physics into the rest of the cars.

Larry

Tom Anderso

F1RS physics

by Tom Anderso » Fri, 17 Apr 1998 04:00:00

Lawrence,

I've noticed that the F1RS opponent AI is very good--so good that it seems
too realistic
(they never make mistakes). I'm not sure about running into them (I try not
too), but I'm
also not the best driver, so I can't last long enough to see if they do
make mistakes
and spin out without cause. Anyone else have comments?

Tom Anderson

Jesper Adolfsso

F1RS physics

by Jesper Adolfsso » Fri, 17 Apr 1998 04:00:00

.....

Hi,

I think there are two answers to your question.

1. Because it takes more cpu power to simulate the "realistic" dynamics
of the car that one is driving compared to the "simplified" dynamics of
the computer opponents.

2. It is more complicated (and probably therefore more cpu consuming) to
program the AI for an advanced car dynamics model compared to a
simplified one.

Someone posted a message a while ago saying that the computer opponents
in F1RS behaves more realistic in a fast computer compared to a slower
computer, but I don't know if that is true or not.

/Jesper

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Ronald Stoeh

F1RS physics

by Ronald Stoeh » Fri, 17 Apr 1998 04:00:00


> I have been playing F1RS for 2 weeks now and absolutely love the game. I'm
snip
> When I ram a car in front of me in a turn, the
> realistic and most probable outcome would be me sending him off onto the
> grass and into a spin, but in this sim it's me that goes flying off the
> track while he just keeps going like nothing had happened. The only time I
> can make the computer opponent lose control of his car is if I run into him
> at full speed and split the car in half. The physics of my car seems to
> feel just right so I'm puzzled at why the programmers couldn't implement
> the same physics into the rest of the cars.

Two words: CPU cycles!

You just can't use the same physics for all cars on track.

OTOH, if you hit an AI car they should react correctly. I saw this in
ICR2
as well. You hit them, you spin out, he keeps on going...

l8er
ronny

--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"

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

David Mast

F1RS physics

by David Mast » Sat, 18 Apr 1998 04:00:00


>I've noticed that the F1RS opponent AI is very good--so good that it seems
>too realistic
>(they never make mistakes). I'm not sure about running into them (I try not
>too), but I'm
>also not the best driver, so I can't last long enough to see if they do
>make mistakes
>and spin out without cause. Anyone else have comments?

I've watched a few races and I've seen a few computer car accidents.  Usually
shunts which involve one car getting a busted front wing and sometimes a front
tire while the ahead car either is unscathed or might get rear wing/tire
damage.  Generally they limp along until the pit area, get repaired, and
continue racing.  In one case, Schumacher never pitted, and raced the rest of
the way, many laps, with a busted front wing.  He went from second to laps
behind.  So the pit-strategy AI botched in that case.

The usual retirement is due to a blown engine.  One of the more amusing "minor
problems" is with the gearbox.  In one race, Panis lost 3rd and 4th gears.

But overall, too many cars finish races, far too few accidents, especially
those leading to retirements.

'll also note that the warmup times are often faster than the qual times.  Aren
't warmups usually run on full fuel, and with harder tires?
you'll see no retirements except for blown engines (and out of f,

It also seems that the leaders in qualifying (accelerated or skipped) too
coincidently match the actual '96 qualifying order.

While I'm ranting, I'll also note that the warmup times are often faster than
the qual times.  Aren't warmups usually run on full fuel, and with harder
tires?

My main beefs I have with the in-race AI are, like others have pointed out,
that the computer cars really hold the line.  Passing backmarkers is an
exercise in frustration (for the other computer drivers that is :-)).  And
they keep trying at the same place, never learning.  For instance, Schumie
tried to pass someone at Spa at Eau Rouge nearly every lap.   Usually, he'd
near-lose control, drop back, and thus not be able to make the easier pass on
the following straight.  He'd catch up by the back of the track, try to pass
around Blanchimont, and every lap ride the bump strips until having to duck
behind.

And, as in all race sims, there's no sign of team play.  Teamates will
jeopordize each other in passing games.  They shouldn't do that (unless their
names are Senna and Prost :-)).

Overall, the graphics strike me as the one terrific aspect.  The rest, I'm
reserving judgement.


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