rec.autos.simulators

Driving view in sims

Ian Georg

Driving view in sims

by Ian Georg » Sat, 24 Aug 2002 00:24:25

Hi All

Don't you think that the driving experience in sims would be heightened if
one's view behind the wheel was not dead forward but rather in the direction
of the cars movement.  If you think about how your head moves when you
drive, you follow the direction the car is going, not just look straight
ahead.

For instance, if you let the back hang out in a corner, you would be looking
slightly sideways, following the corner, rather than staring straight ahead
at the kerb.  I wonder if any sims ever implemented something like this.

Cheers
Ian, TT man  

Ashley McConnel

Driving view in sims

by Ashley McConnel » Sat, 24 Aug 2002 00:32:57


Ian,

I think that Microsoft Cart Precision Racing tried something like this,
although I found it was a little odd.  Its definitely something to consider.

All the best,
Ash
http://www.siroccoracing.com

rrevve

Driving view in sims

by rrevve » Sat, 24 Aug 2002 00:46:04


Many sims do that, including LFS, I believe.

ikste

Driving view in sims

by ikste » Sat, 24 Aug 2002 01:00:11


I think that would be nice but very difficult to
implement.  I guess you could strap a meter to a
drivers helmet and build a model based on that.

A few sims have emulated g-forces (in varying
degrees of success) on the drivers head under
braking, turning etc.  Done well it can make a
game much more immersive.  Thinking GPL and more
recently LFS with regards to this.

As mentioned in another post, Cart Precision Racing
but it was a "turn it off quick" option for many
simracers.  The first time I saw it was I think an
Amiga game (or maybe c64) called ferrari formula 1
where your view would move in rough proportion to
the amount you turn the wheel.  Fun game, but it
crashed a lot.

I don't think software is capable of knowing where
any given driver would need to be looking at any
particular point on the track.  I mean maybe you are
looking at your passenger screaming rather than
resolutely staring in the direction of travel while
applying armfuls of opposite lock.

Maybe I go overboard.  IMO it's more important to
provide a stable view and allow the driver to scan
the environment as required without having to
compensate for the software's guesswork.

iksteh

Darf

Driving view in sims

by Darf » Sat, 24 Aug 2002 01:02:19

Yes MS Cart did do it.
And yes I turned it off straight away as well.
I found it threw me out heaps.

Darf

Steve Blankenshi

Driving view in sims

by Steve Blankenshi » Sat, 24 Aug 2002 01:22:16

You can do it now in F1-2002.  Check the High Gear forum for details, but
basically, you can map the look left/right function to wheel rotation and
set the maximum glance angle in the PLR file.  The POV follows wheel
rotation nicely doing this, but you need to keep the max glance angle very
low (mine's at 5 degrees) since it's a kludge and not speed-sensitive.
Actually works a lot better than CPR's rotating POV did.

SB




> > Hi All

> > Don't you think that the driving experience in sims would be heightened
if
> > one's view behind the wheel was not dead forward but rather in the
> direction
> > of the cars movement.  If you think about how your head moves when you
> > drive, you follow the direction the car is going, not just look straight
> > ahead.

> > For instance, if you let the back hang out in a corner, you would be
> looking
> > slightly sideways, following the corner, rather than staring straight
> ahead
> > at the kerb.  I wonder if any sims ever implemented something like this.

> > Cheers
> > Ian, TT man

> Ian,

> I think that Microsoft Cart Precision Racing tried something like this,
> although I found it was a little odd.  Its definitely something to
consider.

> All the best,
> Ash
> http://www.siroccoracing.com

Gerry Aitke

Driving view in sims

by Gerry Aitke » Sat, 24 Aug 2002 01:24:52

George

This is an aspect of sim racing that has been tried in the past without
much success. But technology has moved on since CPR and it's time to
look into it again.

I spoke to the Chris West about this very subject at Goodwood, and he
assures me that he's planning on looking into this. I believe he's even
been in touch with a hardware manufacture, so there's hope at least.

Now, most in this NG will tell you that such a system would be
impossible to implement, but what do they know? Nothing, is the short
answer.

Gerry

rrevve

Driving view in sims

by rrevve » Sat, 24 Aug 2002 01:25:19


>I spoke to the Chris West about this very subject at Goodwood, and he
>assures me that he's planning on looking into this.

When?
Ashley McConnel

Driving view in sims

by Ashley McConnel » Sat, 24 Aug 2002 01:27:36


This sounds interesting actually.  I think that even a small amount might be
useful to fill in the "gaps" between real-life and sim racing.  I will be
considering these things carefully in the future for my sim.

All the best,
Ash
http://www.siroccoracing.com

Gerry Aitke

Driving view in sims

by Gerry Aitke » Sat, 24 Aug 2002 01:32:49



> >I spoke to the Chris West about this very subject at Goodwood, and he
> >assures me that he's planning on looking into this.

> When?

Lunchtime I believe it was, just before Ralf Schumacher turned up to
sign autographs.

Why is the time so important?

Ashley McConnel

Driving view in sims

by Ashley McConnel » Sat, 24 Aug 2002 01:37:58





> > >I spoke to the Chris West about this very subject at Goodwood, and he
> > >assures me that he's planning on looking into this.

> > When?

> Lunchtime I believe it was, just before Ralf Schumacher turned up to
> sign autographs.

> Why is the time so important?

Ah Gerry, I never met you.  I was there at that time aswell, he didnt look
too pleased to be there did he? :) (ralf)

Ash

Steve Blankenshi

Driving view in sims

by Steve Blankenshi » Sat, 24 Aug 2002 01:47:27

Cool; it's most helpful spotting the apexes of hairpins.  I think an ideal
solution would be user-settable options for max high-speed and low-speed
glance angles, with an adjustable geometric curve ramping the angle up as
speed dropped so the big angle gradually kicked in at hairpin or pit speeds;
just like in RL (real life, that is; nobody get e***d... ;-) ).  As long
as it's fully tweakable by users, no reason for anyone to gripe.

SB




> > You can do it now in F1-2002.  Check the High Gear forum for details,
but
> > basically, you can map the look left/right function to wheel rotation
and
> > set the maximum glance angle in the PLR file.  The POV follows wheel
> > rotation nicely doing this, but you need to keep the max glance angle
very
> > low (mine's at 5 degrees) since it's a kludge and not speed-sensitive.
> > Actually works a lot better than CPR's rotating POV did.

> > SB

> This sounds interesting actually.  I think that even a small amount might
be
> useful to fill in the "gaps" between real-life and sim racing.  I will be
> considering these things carefully in the future for my sim.

> All the best,
> Ash
> http://www.racesimcentral.net/

Steve Blankenshi

Driving view in sims

by Steve Blankenshi » Sat, 24 Aug 2002 01:53:43

You could always just throw in something like

/if rotation rate > X
 shut eyes and all other orifices
/endif

SB



<snip>

rrevve

Driving view in sims

by rrevve » Sat, 24 Aug 2002 01:54:29




>> >I spoke to the Chris West about this very subject at Goodwood, and he
>> >assures me that he's planning on looking into this.

>> When?

>Lunchtime I believe it was, just before Ralf Schumacher turned up to
>sign autographs.

>Why is the time so important?

Maybe I was unclear. I wasn't so interested in when one of the Wests
announced they were going to look into it. I was asking about when
it would be implemented in their upcoming-any-day-now sim.

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