: Don't think I'm saying that GPL is the be-all and
: end-all of sims. But I think it's maybe closer to
: the mark than you are giving it credit for.
I'm not trying to be harsh on GPL - I've played it more than any
other game I have. But I am trying to be harsh on the "accurate =
difficult" school of thought that GPL has given rise to.
:>
:> 1) Realism. In real life, a moderately talented GP driver with
:> limited laps can do a whole bunch of laps at 80% push with no danger
:> of going off.
: In real life, a driver has gone through a lot more
: preparation than a sim racer. This would include
: things like walking the track. Also, in real life,
: you have a lot better sense of direction and
: distance than you can ever have in a sim. This
: alone would make it easier to stay on the track.
: After years of sim racing, while on the track I
: still couldn't tell you if I'm going north, south
: east or west.
Sure - but the north-south-east-west thing isn't really
relevant is it? Surely one major point is that as someone
else has pointed out here "I've done far more laps of
Monza than Jimmy Clark ever did" - I don't think "ill
preparedness" applies to most GPL racers.
:> I still have whoopses driving slowly after months of
:> dedicated practice and there are plenty out tehre worse than me. GPL
:> is clearly harder (for whatever reason) than real life.
: Now, here is my main point. Whatever 'whoopses'
: you pulled in GPL, if done in real life, would
: land you in a similar spot alonside the track.
: I think the difficulty comes from lack of feedback,
: and not so much from the deficiencies of the sim.
To me, if the simulation is harder than real life that is a deficiency
in the sim. I don't believe that the deficiencies come from lack of
feedback... sure, some of it might be traced by that...
: I'm absolutely sure you are right that in real
: a car would have a bit more 'give'. It's
: probably pretty insignificant, though, and
: probably not enough to make a difference between
: saving it in real life and losing it in GPL.
: The crudeness of our hardware would likely make
: that extra space in the envelope impossible to
: sense.
If there were a damping effect which would cause a car to
loose speed rather than spin (I outlined some possible mechanisms) then
that would make driving a lot easier since when you went over the
limit you wouldn't loose it totally... I think this is more in tune
with real life where drivers have more "catchable" problems than spins.
In GPL a lot of drivers seem to be either on the money or in the bushes
- in real life drivers are on the money, slightly off line, lots off
line, have a moment or spin... I think this is a failing in the GPL
model that means spins/wash-outs aren't progressive.
:> 3) Pragmatism. 90% of people want a sim that they can drive round and
:> not look a berk after 1 or 2 days. Most people will stop playing
: That's irrelevant to the reality or unreality of
: the simulation.
Certainly - but it is wholly relevant to how many quality sims are
published.
:> If we don't want to promulgate the idea that
:> accuracy=commercial death then we should cling to the idea that a
:> realistic car doesn't hurtle itself into the bushes every 5 minutes.
: I don't land in bushes every five minutes. But,
: if I do something bone-headed that in real life
: would land me in a bush, then that's where I should
: be in the sim. The key is not in how often I crash,
: but in whether or not the sim responds properly to
: my inputs.
Certainly - and I am questionning whether something which "responds
properly to inputs" is likely to be nigh on undrivable for the first few
months you try it. I don't believe so.
: There is a strong case for the opposite point. I
: know that half the sh** I pull in GPL would get
: me killed in real life, but I can do it
: consistently in the sim :)
(Grin) There is a case for this point.
:> 4) Easy to drive != easy to win. A lot of people say "GPL should be
:> 5) Better racing. How many times do you see a clean start in GPL
: Fine points. A developer may even use them to
: justify limits on how real they want a sim to
: be. Still, they are irrelevant to reality.
Sure - agreed except for the last bit about "limits on how real..."
I believe that in a realistic sim all but a field of absolute novices
could make clean starts and race in a pack. Remember that this was the
case in '67 - some of the guys racing in GPs were not experienced
drivers.
:> 6) Easier to drive does not mean less feel. I believe that a driving
:> game would feel more and not less like a sim if it were easier to keep
:> the car lined up with the road at moderate speeds.
: Are you using FF? I find it to especially aid
: driving in moderate speed situations. Even with
: FF, our feedback, and our inputs have got to be
: horribly crude compared to real life.
I love the FF in GPL - tho I wish it were easier to set up right.
: What I would like to see is a plot of G-forces
: on the driver from a good lap in GPL, compared
: to the same type of plot from a professional
: driver on the real track.
: I'd be surprised if the sim lap weren't very
: jerky and uneven compared to the real lap. The
: difference would be caused by the lack of feedback
: we have.
Hmm.... It's an open question how important the feedback we're
missing is (presumably you're talking about inner ear and feelings of
momentum). I'm not sure they're enough to explain the huge difference
between behaviour of drivers in GPL and in real-life.
--
Richard G. Clegg Only the mind is waving
Networks and Non-Linear Dynamics Group
Dept. of Mathematics, Uni. of York
www: http://manor.york.ac.uk/top.html