rec.autos.simulators

GPL Driver feedback

Phillip McNelle

GPL Driver feedback

by Phillip McNelle » Wed, 02 Sep 1998 04:00:00

given circuit. But GPL seems a bit light on the car feedback side to me -
<<

road courses: They do not give you sufficient  "seat of the pants"
feedback. I am reserving judgement on GPL until I have it in my hot little
hands, but it is distressing to hear you complain about the one
characteristic of Papy sims that I dislike. <<

I think the shear number of posts about how much practice it's taken people
just to be able to drive a slow lap without falling off speaks volumes
about the lack of driver feedback.

GPL may have the most realistic car physics to date, but if such is matched
up to an unrealistic/inadequate driver feedback "feel" then the sims'
overall realism will be greatly diminished IMHO. Realism isn't just a
physics model. Its actually a combination of several things. Of the many
realism facets that make up an overall package, if car physics are the
first priority them driver feedback or "feel" surely has to be at least the
second priority.

Its very obvious, I suggest, that it's somewhat unrealistic when average
intelligent folks, many with thousands of hours of computer car sim
experience, can't drive a single slow lap without falling off needing to
test the circuit dozens of times just to figure out how to stay on. The
glaring question is, "Where is the driver feedback " ?

An accurate sim with excellent driver feedback would be great. But having
just one of these components without the other doesn't e*** me. The best
overall package, i.e. physics model plus driver feel, still appears to be
Gp2. Others will no doubt disagree but I'm entitled to my opinion.

GPL's circuit detail is great. The best yet. By this I don't mean trackside
objects although they're there in acceptable form, but the actual road
surface itself. It has both camber, banking, curbs, elevations, and complex
sections that combine all nuances. The car physics model may be great too.
But the driver feedback is lacking to say the least, and to say the most is
downright lousy. The perfect combination to date would be GPLs' circuit
nuances with Gp2s' cars.

Bye

Phillip McNelley

Eric Franze

GPL Driver feedback

by Eric Franze » Wed, 02 Sep 1998 04:00:00


> Most of the time in GPL I find the car is almost beyond controlling when the
> tyres squeal. If you've ever seen single seater racing you'll notice that the
> you can hear the tyres on almost every corner not just when the driver is
> skidding out of control.

> I don't know if anyone else has noticed but no sim has ever recreated the
> sound of cars taking off the line properly. The sounds of 20+ cars lighting up
> their tyres on the start (and warmup laps) is very distinctive and present in
> every form of single seater racing I've ever seen.

> M

  I would have to disagree with you.  I have been to several CART races
and have never heard their tires squeal except for when their tires are
locked up or they are spinning.  I also autocross my Porsche with DOT
racing tires (Hoosier), and I can tell you that by the time you hear
your tires squeal if they even do, that you have already pushed them too
far.  I also doubt that a CART driver would even be able to hear his
tires seeing as how he has a 800hp engine inches behind his head, a
helmet on, ear plugs, and someone talking in his hear.  I think they go
more with their 6th sense (that thing you're sitting on).

Eric

Byron Forbe

GPL Driver feedback

by Byron Forbe » Thu, 03 Sep 1998 04:00:00


> Most of the time in GPL I find the car is almost beyond controlling when the
> tyres squeal. If you've ever seen single seater racing you'll notice that the
> you can hear the tyres on almost every corner not just when the driver is
> skidding out of control.

  Have you watched the replays available at the Apex? You must be kidding! Sounds like you
need a LOT of practice! :) I can tell you now that I do not go thru any corner without a
LOT of tyre noise at either track! Are you getting progressively louder screaching as you
push harder? Maybe something is not working correctly. Have you fiddled with the # of
sounds setting? Mine is set to the minimum which I think is 3.
meij

GPL Driver feedback

by meij » Thu, 03 Sep 1998 04:00:00

Well you often hear that F1 drivers can hear the engines of the cars chasing
them or that they are chasing (Damon Hill wondering whose engine had gone when
Bergers engine blew at Hockenheim springs to mind). I was at Brands Hatch at
the weekend (my how Mansell was amusing, but that's another story) and the
FFord cars (those most similar to those in GPL) were fairly easy to hear when
the tyres were under load or starting to slide.

Ignoring you "amusing" attempt at a put down at the end I suggest you go
listen to the junior classes of racing at a road course and try again, listen
hard and you may be surprised. BTW you'd be hard pushed to hear it in a race,
I've spotted it generally in warm up when there are few cars to drown out the
noise.

M




>> Most of the time in GPL I find the car is almost beyond controlling when the
>> tyres squeal. If you've ever seen single seater racing you'll notice that the
>> you can hear the tyres on almost every corner not just when the driver is
>> skidding out of control.

>> I don't know if anyone else has noticed but no sim has ever recreated the
>> sound of cars taking off the line properly. The sounds of 20+ cars lighting
> up
>> their tyres on the start (and warmup laps) is very distinctive and present in
>> every form of single seater racing I've ever seen.

>> M

>  I would have to disagree with you.  I have been to several CART races
>and have never heard their tires squeal except for when their tires are
>locked up or they are spinning.  I also autocross my Porsche with DOT
>racing tires (Hoosier), and I can tell you that by the time you hear
>your tires squeal if they even do, that you have already pushed them too
>far.  I also doubt that a CART driver would even be able to hear his
>tires seeing as how he has a 800hp engine inches behind his head, a
>helmet on, ear plugs, and someone talking in his hear.  I think they go
>more with their 6th sense (that thing you're sitting on).

>Eric

Remco Moe

GPL Driver feedback

by Remco Moe » Thu, 03 Sep 1998 04:00:00


>I think the shear number of posts about how much practice it's taken people
>just to be able to drive a slow lap without falling off speaks volumes
>about the lack of driver feedback.

Er...So, according to your opinion those people will drive a lot
faster in RL (TM)? I don't think so...The reason that a lot simdrivers
crash is simply that they are driving to fast. The so called Try and
Error method. The feedback is ok, it tells you that you're driving to
fast. Never mind, you say, I allready noticed. Bang.

Remco

Brian Tat

GPL Driver feedback

by Brian Tat » Thu, 03 Sep 1998 04:00:00

I think they are fine.  I am awful at road course racing and the feedback for
me in what is close to the release version is enough for me to stay on the
track the whole race.  The demo does not have setup options and that adds
greatly to the control of the car.

It took me allot of practice at Watkins to learn to stay on the track.  But
once I learned to stay on there, the other tracks were a breeze.  I think
judging the feel of the car from the demo versions may be a bit pre-mature.

--
Brian Tate
BTate80    on TEN
Zanzibar in Quake2  (The guy running around with the middle finger up)
Assist LA for THOMAS ENTERPRISES HAWAII ACE LEAGUE  http://dithots.org

David Gree

GPL Driver feedback

by David Gree » Thu, 03 Sep 1998 04:00:00


[snip]

Hi Phillip,

I know what you mean and tend to agree. Others will disagree and rightly so.
GP2 seems to provide a good feel for the limit and IMO better than ICR2, yet
others think the reverse. I think this is because the methods used to convey the
"limit" appear to be more suitable for some people and not others. Its sort of
like how some people use more of their right brain, others more left etc.

If I said driving GPL is a bit like a hovercraft, I'd expect you'd more or less
agree where as others would hurl obscenities at me! The thing is I wish I knew
what Geoff Crammond and Dave Kaemmer did differently then more people could
enjoy both sims. Too be honest I think its more than just a sound difference.

Even so I am still looking forward to GPL and will be first in line to get it.

Regards,
David

John Walla

GPL Driver feedback

by John Walla » Thu, 03 Sep 1998 04:00:00

On 1 Sep 1998 12:22:02 GMT, "Phillip McNelley"


>I think the shear number of posts about how much practice it's taken people
>just to be able to drive a slow lap without falling off speaks volumes
>about the lack of driver feedback.

I disagree.

GPL provides more information to the driver than ever before,
containing everything we've seen before plus the 3D***pit providing
additional feedback as to the car's movements. The problem with
falling off is that people are trying to run before they can walk, or
at least race before they can drive.

I guarantee that anyone could do a lap in one of the real cars, the
reason being that they wouldn't try to do 180mph into Curva Grande on
their first lap - if people were brave enough to do it at 80mph I'd be
shocked. So too in GPL - anyone can drive a slow lap, but there's no
point in hotlapping first time out the garage.

Everything needed to drive on the edge is there, you just need to
practice like hell, understand the car, and practice some more. When
entering Ascari or Curva Grande, I know when I hit the apex just how
close I'm going to be to the exit kerb, and can correct accordingly.
Out of Lesmo 2 you can feel how much the wheels are spinning and
anticipate how much opposite lock is required to catch the car even
before it is sliding - like I say, it's all there, you just have to
learn to speak the language. Blaming the crashes on "lack of driver
feedback" is pretty simplistic IMO, especially when what is simulated
is something with hugely different power, weight, grip and downforce
characteristics than previously experienced.

Cheers!
John

Eric Franze

GPL Driver feedback

by Eric Franze » Thu, 03 Sep 1998 04:00:00

  That wasn't a put down directed towards you.  I suppose I should've
phrased it "that thing we're sitting on".  Sorry.  But anyway, in
response to your statement, I have been to many junior and amateur class
races.  I live here close to Seattle International Raceway.  The track
has several severe elevation changes, and unfortunately, most of the
viewing areas are quite a ways above the track, and I may just be too
far away from the track to hear the tires.
  I would like to hear from some of you out there that really race cars
just how much you use tire squeal as a driving aid.

Eric

Byron Forbe

GPL Driver feedback

by Byron Forbe » Fri, 04 Sep 1998 04:00:00


> I know what you mean and tend to agree. Others will disagree and rightly so.
> GP2 seems to provide a good feel for the limit and IMO better than ICR2, yet
> others think the reverse. I think this is because the methods used to convey the
> "limit" appear to be more suitable for some people and not others. Its sort of
> like how some people use more of their right brain, others more left etc.

> If I said driving GPL is a bit like a hovercraft, I'd expect you'd more or less
> agree where as others would hurl obscenities at me! The thing is I wish I knew
> what Geoff Crammond and Dave Kaemmer did differently then more people could
> enjoy both sims. Too be honest I think its more than just a sound difference.

  To me this all boils down to what sim you have the most laps in. I think of different
sims as like being different cars that need to be driven differently. The one you drive
most will be the one you feel most at home in.
Bart Westr

GPL Driver feedback

by Bart Westr » Fri, 04 Sep 1998 04:00:00



<snip>
>>The thing is I wish I knew
>>what Geoff Crammond and Dave Kaemmer did differently then more people
could
>>enjoy both sims. Too be honest I think its more than just a sound
difference.

>DK's sims always seem to have given more priority to modelling the
>(visible) vertical movement of the car compared to GC's. Which has quite a
>bit to do with it IMO. Because the Papy cars aren't as visually stable
>that's another thing that has to be taken into account when judging turn in
>points, apexes, etc.

>As to the sound, my impression has always been that GC concentrates on
>feedback right up to the point of loss of traction whilst DK concentrates
>on what happens after the traction is already going. As a result, those who
>primarily drive GP2 find that they cannot tell when they are about to slide
>In ICR2 because they are expecting audio feedback before it starts to
>happen. The flipside is that those who primarily drive Papy sims hear tyre
>screech in GP2 and back off - they don't get anywhere near as close to the
>limits of traction as they do in, say, ICR2 - IMO this is where thet
>"driving on rails" complaint comes from.

I have been following this thread for a while and decided to do a little
experiment: I have tried some hotlaps with GPL and GP2 at Monza with the
sound turned of. I expected this to be hardest with GP2, wich would match
with the statement above. I have about 2 years expirience in GP2 and 1,5
weeks in GPL.
After a while a managed 1.21.1xx in GP2 without sound, against a 1.20.6xx
with sound in the same session. (My hotlap is 1.20.1xx.)
In GPL I did a low 1.34 after 7 laps without sound and a low 1.33 with sound
in the same session. (My hotlap in GPL is 1.32.19).

What I found hardest in GPL without sound was to keep the car from spinning
when accelarating in 1st or 2nd gear, and also to keep the tires from
locking up while breaking, especially before parabolica. In GP2 I set 1st
gear very high, so the chance of spinning wheels is much smaller.

Conclusion: If you know a track well, you can get good times without sound
feedback. I think feedback becomes more important when doing a race instead
of a hotlap. Things are not so predictable then.

Perhaps someone else wants to do the same experiment and report the
laptimes?
<snip>

Regards,
Bart Westra

Stuart Boo

GPL Driver feedback

by Stuart Boo » Fri, 04 Sep 1998 04:00:00


>> I cannot agree that GPL is "light on car feedback"! I think it is *THE*
>> most responsive car physics engine we have yet seen in *any* sim, and
>> it *FEELS* better than any other sim, all IMHO of course?

I haven't had enough laps around GPL yet, but I've always felt the
subjective 'feel' of Papyrus' sims has been excellent. I hated F1rs
because I just didn't feel like I was in control of the car. *SOMEHOW*
Papyrus definitely gave us that in Nascar2 for sure, which had awesome
driver feedback IMHO.

Stuart

--
Stuart Booth
Somewhere in Buckinghamshire, England, UK

Note: My email address is in disguise! Remove trailing Z

Stuart Boo

GPL Driver feedback

by Stuart Boo » Fri, 04 Sep 1998 04:00:00


>The sounds in the GPL Demo are just PLACE HOLDERS...

>They took them from Nascar 2.

Ahhhhhhhhhhhhh! So THAT's why I thought they sounded the same!

Thanks.

Oh, and ta for the Monza track too.

--
Stuart Booth
Somewhere in Buckinghamshire, England, UK

Note: My email address is in disguise! Remove trailing Z

Christer Andersso

GPL Driver feedback

by Christer Andersso » Fri, 04 Sep 1998 04:00:00


> As to the sound, my impression has always been that GC concentrates on
> feedback right up to the point of loss of traction whilst DK concentrates
> on what happens after the traction is already going. As a result, those who
> primarily drive GP2 find that they cannot tell when they are about to slide
> In ICR2 because they are expecting audio feedback before it starts to
> happen. The flipside is that those who primarily drive Papy sims hear tyre
> screech in GP2 and back off - they don't get anywhere near as close to the
> limits of traction as they do in, say, ICR2 - IMO this is where thet
> "driving on rails" complaint comes from.

> Anyway, the above is all conjecture, but it sounded plausible when I wrote
> it ;-)

It sounds plausible to me too :o). I have the feeling I can drive GP2 by ear,
cause I know at which tyre squelling I have the best traction. GPL and ICR2 on
the other hand I have to drive by memory cause my impression is that you get the
best traction just before you hear the tyre squell.

I prefer GCs approach on this cause it replaces the feel of the pants driving
quite well. In GP2 the tyre squelling tells me if I brake to little (too little
squelling) or brake to hard (too much squelling). In GPL I have the feeling I
have to memorize how much pedal force I have to apply for optimum traction,
cause any squelling is less traction. Sure I can brake so hard I hear tyre
squell, back of until I dont hear tyre squell, but how do I know I dont brake
too little??? I could pump my brakes of course, but I dont think they did that
back then.

I'm down to 1:31.7 in GPL at Monza and have practiced a lot the last three days
(six hours in all). It seems as if the last part before Parabolica (turn 7) you
can brake a little harder than the first part. I have noticed this cause I
braked a lot with very little tyre squelling and at the end the tyre squelling
goes away and I can press a little harder to get tyre squelling again. This is a
problem before turn 4 at the Glen as well. You have to memorize when to release
and how much pressure on the brake pedal to handle the crest.

I would really like to know how Papyrus has implemented this. I would like to
hear tyre squell before my traction is at its optimum. This would replace the
lack of "driving with your pants" feel never to be found in a racing sim, at
least not until we get an interface directly to our brains :o).

/Christer, cant feel the GPL car with my ears as I can feel the GP2 car with my
ears.
--
http://home4.swipnet.se/~w-41236/ (Read all about the "Global online
racing"-proposal under "For developers". Read it a couple of times, cause noone
has understood it the first time they've read it yet :o) )

Michael Youn

GPL Driver feedback

by Michael Youn » Fri, 04 Sep 1998 04:00:00

I was gonna flame you heavily for this, but remembered that I agree a
little, if only in principle. Much as I think you deserve a good
flaming, I'll just point out that you're overstating the case.

Most real people, as though I were the authority and not you, don't ever
come near their cars' limits on purpose. Not even close. You may think
you're fast, but I would bet real money you haven't reached even half
your friction circle. My wife (nature's own speed governor) has a
full-blown cow when I toss turns as low as .3g lateral. Not that I'm
even good -- I'm being over-generous if I think I can hold 75%
consistently -- but I also know that last 25% is more than I want to
ride every day. Threshold braking is one thing. Power-off cornering
isn't much different. They don't mean very much until you can hold max
lateral under heavy braking or gas consistently.

Why is this? Is it that I can *feel* the car at its limit? Speaking for
only myself, I continually surprise myself when I push what I thought
were limits, and find that there's more, probably much more, on the
other side. So, I don't think it's just a sensitive ***that keeps me
from destroying myself every day. Instead, I think it's an overly
developed sense of self-preservation that lets us putter about meekly in
our herds.

My car, a 96 Cobra, is more than enough for my meager skills. I've
lapped Vipers and Porsche's on open track events. (It's not the car, and
most definitely, it's not a lack of *feel*.) Sometimes, I lap faster
than I ever have in the past. Most often, though, my lap times are down.
Is it the car that's off those days? Or was it the Novacaine I shot in
my buttock? I don't think it was either (I was kidding about the
Novacaine; I doubt I can spell it, let alone shoot myself with it). It
was me -- not the car; not a deadened ***-- that didn't *feel* quite
up to finding the limit.

So here's my point in case you missed it above: your suicidal tendencies
in GPL has less to do with feel than it has to do with what you're
accustomed to. You learned in GP2, ICR2, N2, and (good heavens!) CPR
that trail braking works wonders. You developed a fine sense of apparent
speed, and proved to yourself that you can hold the line at the car's
apparent limits. Unfortunately, you learned all this on a much more
forgiving chassis. Radial tires, complex *** compounds, aero
packages, suspension geometry... In other words: everything good that's
happened to vehicle dynamics in the past 30 years.

All of a sudden you find yourself in a roller skate on bias ply tires.
Optimal slip angle is 12 deg. now, maybe higher. The contact patch is
smaller than that on your mini-van, and treacherously enough, the
coefficient of friction is laughably low. The center of gravity is high,
and the thing rolls like a sloven pig, throwing weight everywhere but
where you need it most. In spite of all this, you insist on pounding
*** on your first few laps.

So, you tell me. Which end of you is deader: your butt, or the thing you
stuff your helmet with? It's true that you'll make finer corrections if
you can *feel* them as they develop. However, there isn't much
correcting you can do when you overcook your turns the way I still do.
Over the limit is over the limit; there isn't anything your finely tuned
***can do for you, except maybe suck in a little tighter on the seat
as you tumble down the embankment and over the fence.

I'd be faster with bigger stickier tires, and a big wing in front and in
back. But that's missing the point, isn't it? This is what we've been
given to work with. We're blind in one eye, and our butts are numb from
sitting on them all day. So what? Go do the best you can with what you
have; it's no more or less than what the fast guys are running with. We
can't even cry that they can setup a car better than us. (I almost wish
they wouldn't come out with a garage in the game. I'd spend too much
time tinkering just to make my car slower.)

Michael.


> What I mean is that in the real world people wouldn't try to do 180mph
> cause they'd have enough feel to suggest to them they're over their or the
> cars' limit. The sim doesn't suggest a limit to me. I get to know the
> corners largely from experience, from falling off twenty times :-), and not
> so much from inherent car feel. Even when driving a real car on totally
> unknown roads one doesn't generally fall off.


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