rec.autos.simulators

Trans-Am Mod

Jan Verschuere

Trans-Am Mod

by Jan Verschuere » Tue, 02 Mar 2004 10:55:03

Yes, we know (actually, I didn't know about the live rear axle part, but Hal
told me), but that doesn't mean the cars in the game portray the same kind
of stable aero platform and poise the occasional footage that makes its way
across the Atlantic of their RL counterparts indicates.

Jan.
=---

Jan Verschuere

Trans-Am Mod

by Jan Verschuere » Tue, 02 Mar 2004 10:55:03

In case you hadn't noticed, I'm describing the cars in the game, not
Trans-Am's. Also, I said sufficient grip and power, not too much.

Jan.
=---

Kendt Eklu

Trans-Am Mod

by Kendt Eklu » Tue, 02 Mar 2004 13:16:35



> >I just find it hard to accept that this could be the "best" were going to
> >get.  Papy has shortcomings that I just cna't accept any longer and EA sims
> >(although they have failings also) are a step in the right direction,
> >especially the Physics.  The Papy tracks are nearly perfectly flat.  The
> >bumps that are there feel as though they were just stuck onto this perfectly
> >flat track, the grahics and physics seem dated and most importanly it can be
> >exploited way to easily.

> I dunno, I've driven on professional racing circuits.  They aren't
> littered with high amplitude oscillations, just a lot of high
> frequency bumps.  When I see posts about the tracks being too flat, I
> wonder if you're comparing them to streets in Pittsburgh or something,
> because that's about the only thing I can think of that could be
> bumpier.

> Surely you don't think the rollercoasters at Monza and Silverstone
> represent reality in any way?

> Jason

Don't forget that this is fundamental to the design of the N4+/GPL
engine - it's actually on of the things that Papy did "right" (from
one way of looking at it).
I don't see that there's any resolution to the argument - both sims
have fundamental strengths and flaws.  Papy did a good thing in
decoupling the graphics engine from the underlying physics engine -
the tracks are modeled at a higher resolution than diplayed on the
monitor (rather than 'riding the polygons' like you do in F1C), and

36fps with alot more feel than you can in F1C).  I'd imagine this is
also a big factor in why Papy's multiplayer is so much better.
OTOH - F1c has it *all over* Papy on the modability side.  Thank
goodness ISI at least saw what mods have added to all sorts of ***
genres.  I bought F12k1/2 only because of GTR, discovered there was a
good game there, and picked up F1C without any particular mod driving
the sale (but knowing good mods would be on the way).
If Papyrus had made the N2k3 engine as open and modifiable as ISI's,
they could have potentially owned the sim market (and we'd have GPL2
by now!).
Just means the the Holy Grail of sim racing is still out there - I
certainly don't feel cheated by any of what we already have.
Just think what's coming - GPL65 - various F1C mods, N2k3 mods from
the cracked .exe, Simbin's GT sim, RBR.  Why the hell are we all
whining ;)?

Kendt

Charlie

Trans-Am Mod

by Charlie » Tue, 02 Mar 2004 15:06:00

FWIW.

I've been a Papy fan since the beginning. (Indy 500 the Sim on Amiga)

Papyrus is the reason I own a computer and have a career in the IT field.

The only thing great multiplayer code gives is competition. Net code doesnt
make the sim any more realistic to drive except for the fact that those are
other people driving next/into you.

With that said I'd much rather drive test sessions alone in a car if it was
more realistic behind the wheel..

I drive the AussieV8 mod with a few Aussie nutbags on F1RST practically
every night. I dont think I've loaded up N2k3 in months, I downloaded the
transam mod but havent bothered to try it yet.

Mitch_

Trans-Am Mod

by Mitch_ » Tue, 02 Mar 2004 15:23:23

Is the Aussie V8 mod available for the public?  URL?  Does that mod show up
as F1C V8 in F1RST?

Thx


Charlie

Trans-Am Mod

by Charlie » Tue, 02 Mar 2004 15:48:05

http://www.racesimcentral.net/***.com/

yes it shows up as F1C-V8 Beta in F1RST.


> Is the Aussie V8 mod available for the public?  URL?  Does that mod show
up
> as F1C V8 in F1RST?

> Thx



> > FWIW.

> > I've been a Papy fan since the beginning. (Indy 500 the Sim on Amiga)

> > Papyrus is the reason I own a computer and have a career in the IT
field.

> > The only thing great multiplayer code gives is competition. Net code
> doesnt
> > make the sim any more realistic to drive except for the fact that those
> are
> > other people driving next/into you.

> > With that said I'd much rather drive test sessions alone in a car if it
> was
> > more realistic behind the wheel..

> > I drive the AussieV8 mod with a few Aussie nutbags on F1RST practically
> > every night. I dont think I've loaded up N2k3 in months, I downloaded
the
> > transam mod but havent bothered to try it yet.

cron

Trans-Am Mod

by cron » Tue, 02 Mar 2004 15:49:56



> >I just find it hard to accept that this could be the "best" were going to
> >get.  Papy has shortcomings that I just cna't accept any longer and EA sims
> >(although they have failings also) are a step in the right direction,
> >especially the Physics.  The Papy tracks are nearly perfectly flat.  The
> >bumps that are there feel as though they were just stuck onto this perfectly
> >flat track, the grahics and physics seem dated and most importanly it can be
> >exploited way to easily.

*cough* EA FANBOY *cough*
Dan

Trans-Am Mod

by Dan » Tue, 02 Mar 2004 17:34:44

Mitch i cant beleive your comparing F1RC to Nascar 2003.
F1C is a ***ing toy compared to NC 2003 in every single way.In fact its a
joke and inferior in everyway the biggest being the physics side.
The papy cars feel "alive" and the handling is totally dynamic and natural
as opposed to the F1C cars which give you the feeling of driving
blindfolded.
You have no clue as to whats going to happen and why it happened it just
happens.
Its very simplistic and lacks the depth of the papy sim.

How can you call the Papy engine dated when it was totally revised in 2003
with actual data and help from winston cup engineers?
The fact that its a generic type physics model has nothing negative to do
with their fundamental realism it only means they are not simulating a
specific real life racing car..
IF there was a car designed with the papy specifications you could bet your
bottom dollar that if would handle very closely to it.

Its not even close mate:)




> > >I just find it hard to accept that this could be the "best" were going
to
> > >get.  Papy has shortcomings that I just cna't accept any longer and EA
sims
> > >(although they have failings also) are a step in the right direction,
> > >especially the Physics.  The Papy tracks are nearly perfectly flat.
The
> > >bumps that are there feel as though they were just stuck onto this
perfectly
> > >flat track, the grahics and physics seem dated and most importanly it
can be
> > >exploited way to easily.

> *cough* EA FANBOY *cough*

Jason Moy

Trans-Am Mod

by Jason Moy » Tue, 02 Mar 2004 17:50:46



Are you talking about F1C or F1RC??

Jason

Dan

Trans-Am Mod

by Dan » Tue, 02 Mar 2004 18:41:24

F1C sorry.
Its all the same old ***anyway:)



> >Mitch i cant beleive your comparing F1RC to Nascar 2003.

> Are you talking about F1C or F1RC??

> Jason

Joachim Trens

Trans-Am Mod

by Joachim Trens » Tue, 02 Mar 2004 20:02:41


> F1C sorry.

Dan, I think you're doing F1C wrong. ISI's physics model is highly
complex and extremely configurable, to the extent where we could
probably get closer to GT or Prototype simulation with it than with the
current N2k3 physics. The only serious shortcoming in this respect is
the rudimentary tire model.

If ISI one day takes the time to give their sims a new tire model, they
may immediately have state of the art physics at hand. Of course, that
still leave the multiplayer to be sorted out, but anyway, the physics
are much better than they appear, it's mainly the tire model which lacks
detail.

The configurability is btw in general a strong point in ISI sims. I once
was in a project where I with just a few minor mods was able to add this
slight shaking effect brake discs which have become too hot can cause,
where the wheel shakes slightly with a slow oscillation at slow speeds,
and then the shaking becomes an almost unnoticeable high speed vibration
at higher speeds, and that felt _so_ real.

I'm really a fan of Papyrus and have always been, but credit should be
given where credit is due.

Achim

David G Fishe

Trans-Am Mod

by David G Fishe » Tue, 02 Mar 2004 21:47:48

All I know is that the best thing a person can do if they want to be good
with the Papy TA cars is to spend time driving the F1 cars in F1C. F1C's
physics are excellent, and give me more feedback than the Papy cars.

David G Fisher


Dave Henri

Trans-Am Mod

by Dave Henri » Tue, 02 Mar 2004 23:02:59


> F1C sorry.
> Its all the same old ***anyway:)




>> >Mitch i cant beleive your comparing F1RC to Nascar 2003.

>> Are you talking about F1C or F1RC??

>> Jason

  Fire up the ETCC mod, set your configurations to get good high framerates
and run some laps with the super touring cars.  They move, they wiggle, and
you can have FWD & AWD drive cars in the same field as Rear Drivers.  That
is not possible with the Papyrus engine but it is also not a problem with
the single type cars in the Trans AM or Nascar fields, but sportscar racing
really benefits from the variety available in the ISI engine.  
dave(who owns and races both)henrie
Kendt Eklu

Trans-Am Mod

by Kendt Eklu » Wed, 03 Mar 2004 00:10:23



> > F1C sorry.

> Dan, I think you're doing F1C wrong. ISI's physics model is highly
> complex and extremely configurable, to the extent where we could
> probably get closer to GT or Prototype simulation with it than with the
> current N2k3 physics. The only serious shortcoming in this respect is
> the rudimentary tire model.

> If ISI one day takes the time to give their sims a new tire model, they
> may immediately have state of the art physics at hand. Of course, that
> still leave the multiplayer to be sorted out, but anyway, the physics
> are much better than they appear, it's mainly the tire model which lacks
> detail.

> The configurability is btw in general a strong point in ISI sims. I once
> was in a project where I with just a few minor mods was able to add this
> slight shaking effect brake discs which have become too hot can cause,
> where the wheel shakes slightly with a slow oscillation at slow speeds,
> and then the shaking becomes an almost unnoticeable high speed vibration
> at higher speeds, and that felt _so_ real.

> I'm really a fan of Papyrus and have always been, but credit should be
> given where credit is due.

> Achim

Totally agree - ISI is *so close*, but without the multiplayer,
tiremodel, and track modelling it doesn't quite make it.  I've got to
admit I've had more *fun* with F12k2/F1C and mods than N2k3
(multiplayer is hopeless for me - modem only).  You can only watch AI
cars launch into the air over the curbs so many times at Suzuka before
the immersion is ruined, though ;).
BTW - can you reveal what mod had this braking feature?

Kendt

Jason Moy

Trans-Am Mod

by Jason Moy » Wed, 03 Mar 2004 00:29:53

On Mon, 01 Mar 2004 08:02:59 -0600, Dave Henrie


>  Fire up the ETCC mod, set your configurations to get good high framerates
>and run some laps with the super touring cars.  They move, they wiggle, and
>you can have FWD & AWD drive cars in the same field as Rear Drivers.  That
>is not possible with the Papyrus engine but it is also not a problem with
>the single type cars in the Trans AM or Nascar fields, but sportscar racing
>really benefits from the variety available in the ISI engine.  

This is one of the reasons why I'm looking forward to GTR.  That, and
I know that they're taking the time to gather good first-hand data on
the cars and tracks.  I hate most ISI mods because it's obvious just
looking through the hdv's that things were tweaked until they suited
the person doing the tweaking, without necessarily having any
correlation with reality.  ETCC/DTM are awesome but I think they still
suffer somewhat from the focus on eye candy over everything that's
prevalent in that particular 'scene'.  

While I'm on the subject of mods, has anyone released a newer version
of Bathurst for F1C without all of the poly jumps?  I'd like to give
it a good thrashing in ETCC but the only version I can find is the
original conversion, which has the same issues that the original
Nordschleife conversion had before Simbin smoothed the surface planes
out.

Jason


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