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. <<
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.
I've wondered what it is about the real world that lets a driver know
they're pushing too hard. I think to a large extent its the feeling of
roll. Sliding etc too of course but I think that roll is a major factor.
Unfortunately this is one thing that sims can't recreate on the glass
screen. GPL does roll visually, about the only sim that does I believe, but
still its a far cry from the real feeling.
Some sims try to compensate for the lack of real world feedback by
exaggerating the sound effects as one approaches the limit. I think this is
a worthwhile thing to do. At least its something to go by. Given the
obvious great efforts and skill that have gone into GPL I have to suppose
that its just not viable to get a true car feel into PC games. If it was
then I think that Papy would have done it. Not without a fully gimbaled
reactive player seat at least. ( Wouldn't that be fun ).
Perhaps I was hoping that with the new levels of track detail, camber
banking etc, new levels of car physics, power slides with throttle
controlled steering etc, and new level of graphics, there might also be a
new heightened level of driver feel. But perhaps this latter thing is just
an inherent impossibility for the current medium. This may be what force
feedback controls are trying to address although from the ones I've tried I
have to say they're still more just a gimmick than a serious device.
I wonder if a roll-meter would be useful. Yes I know its completely
artificial and no real car has one. But I think of the makers of thinks
like golf sims. You simply cannot duplicate the nuances of a golf swing on
a PC game. So they decided to replace the usual skill of a true golf swing
by the skill of computer mouse control, and worked out a dial thing as a
focus for same. Sounds like it'd be a joke but it actually works
extraordinarily well. I've even heard a golfer say that he learnt a few
things about golf from PC golf games. So yes a roll-mete, whether its a set
of LED type lights or a dial mete or whatever, would be completely unreal
but it just might be the needed thing and might just "work".
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. <<
You may be right and as I said, although the demo has been out quite a
while I've only just been able to play it after a recent Intel CPU upgrade.
It may well be that in my current inexperience with this sim, and/or my
preconditioning on how other sims "feel" I'm missing subtle nuances that
are there. I'm can do about 1m36s at Monza which I know is way off the pace
of the fast guys so obviously I've a way to go with this one. ( Mind you,
no matter what the sim, I'm always a few seconds behind that fast guys.
I've come to accept this as simply where my car sim abilities bubbles to
:-(
Best Regards
Phillip McNelley