rec.autos.simulators

GP why it _shouldn't_ be harder than GPL

Steve Ferguso

GP why it _shouldn't_ be harder than GPL

by Steve Ferguso » Fri, 21 Jan 2000 04:00:00

:>  I think one of the BIGGEST failings with GPL's much-vaunted
:> physics model is that those slight degrees between "on the money"
:> and a total spin are almost completely indiscernable

: Sorry, but for me the whole thrill of GPL is that you *can* tread the fine
: line between traction and Meet Mr. Wall. Racing at the edge of performance
: should always be this difficult, it's just that the edge moves around
: (different envelope/whatever) depending upon vehicle type.

I don't get a lot of "seat time" in GPL (maybe a few hours on the
weekends) and yet I also find the "feel" very communicative, much moreso
than any other game out there.  I drive with a ***joystick and I still
find it quite easy to catch slides, hold them exactly where I want them
etc.  I still don't think it's the big, bad program everyone says it
is.  I think it's great.

Stephen

TI Alexander Mar

GP why it _shouldn't_ be harder than GPL

by TI Alexander Mar » Fri, 21 Jan 2000 04:00:00


>   There's been a thread on here saying that GP3 when it appears should
> be harder to drive than GPL because modern cars are more difficult to
> drive.

>   Leaving aside the rights and wrongs of the idea that modern cars are
> more difficult to drive (I believe they probably are), I'd like to make
> the counter case that GP3 should be easier to drive than GPL.

>   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 GPL, only great drivers can do that after months of
> practice.  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.
>   2) Accuracy of simulation.  I believe that the reason GPL is so hard
> is a faiing of its (otherwise brilliant) physics engine.  EVerything in
> GPL is (as far as I can see) very rigidly modelled with no "give" - a
> real life car gives at the extremes and I believe these items of "give"
> - the deformation of an overstressed tyre, the bouncing of a car over
> high-frequency bumps as it begins to spin, the spring in an overstressed
> chassis are the missing elements from GPL which make it so easy to lose
> it.  I believe firmly that in real life, these elements can "save" a
> driver rather than see him/her skipping like a stone over water in a
> spinning car.

IMHO GPL is much better than any sim out there in a way that you can
actually <feel> a spin before it happens and catch it. I think the
physics modelling in GPL is very credible, and lack of feedback is
indeed what makes it THAT difficult to learn (to learn, not to drive). I
can do laps at 90% all day without going off. But to get it right for a
100% lap it takes a lot of concentration and determination. And what
makes GPL so special is that there's still that thin red line between
100-105% that you can sometimes touch in a qualifying lap.
Balancing these cars "on the edge" is possible with GPL, but only for
the most skilled drivers and if you have a good and precise steering
input. I work with a professional racing simulator and sometimes run
both GP2 and GPL on that machine. It's a modified Formula3 car with a
massive speaker and subwoofer unit instead of an engine. The sound can
be turned up to authentic volume levels and really gives you a very
special kind of force feedback. anyway - using this setup, the feeling
is authentic with GPL even when going lower speeds. There's a clearly
defined line between going slow, going fast and REALLY going fast. And
it's defined almost exclusively by the driver's racing experience,
bravery and skill. When running this setup with GP2, it's much EASIER to
crash out , because there's no fear induced to the driver, and GP2 (no
aids and steering help off) suffers the problem that you can't clearly
feel the limit.
GP2 in this car feels like a rollercoaster ride where you are allowed to
move the wheel but you are not really controlling the car. GPL let's you
do whatever you wan, lets YOU be in control, not some obscure "steering
input deficency compensation" of the sim. in GP2 a controlled slide when
exiting a corner is almost impossible, in GPL you can do this every
corner.
Newbies that sit into this car go too fast in GP2 and crash, in GPL they
don't even dare too push the metal down. GP2 is the best modern F1 sim,
but it still pales in comparison with GPL.
GPL may be harder than real life, but that is because you do things that
you wouldn't do in real life because of the lack of feedback (especially
G-Forces).

Most people racing on VROC tend to think they can attack their personal
best time by going 120% EVERY race lap and can move up several positions
at the start. This is nuts. I have been doing LAN races with people that
CAN do 1.05s at watkins in qualifying but were only doing 1.07/1.08
during the race. When people stay within the limits of their abilities
and concentration racing in the "pack" is possible in GPL.
Also, you have to react to what is happening on the screen in GPL, you
have to know what to do- and when. In real life no one would have
entered the ascari curve at 290+ kph WITHOUT knowing what do do when he
starts to feel that he's slightly off the ideal line and starts do drift
wide.

What would you call moderate speeds ? If you do speeds similar to those
you would do in a road car and stay in the low rev range you will be
surprised how easy and yet realistic the handling of GPL in fact is.
90mph might feel "slow" in GPL, but it's VERY fast in real life.
I think that "GPL is too difficult" thing is a bit of a myth. I'm more
frustrated with most Arcade games than I am with GPL. I tried to do a
bit of fun racing with NFS4 one day with a friend, and he always was
faster than me - I tried braking later, tried to brake differently,
accelerate earlier, trailbrake deep into the corner - no success. He
still was 4 seconds faster. I was really getting frustrated UNTIL the
other day I found out that all I had to do was in fact stay full
throttle all the time around the circuit and turn the wheel.  THIS is
frustration.
SCGT also suffers from this, you can't do things by instinct, you have
to do what the  game wants you to do even if it does feel completely
unnatural to you.
Most games designed today are racing games. GPL is a driving simulator
with the added bonus that you can race other cars once you're good
enough. I sincerely hope that the developers of WSC will take same
approach - then it could really be great.

Alex

TI Alexander Mar

GP why it _shouldn't_ be harder than GPL

by TI Alexander Mar » Fri, 21 Jan 2000 04:00:00

<<LIBERALLY SNIPPED TO SAVE SPACE>>
IMHO GPL is much better than any sim out there in a way that you can
actually <feel> a spin before it happens and catch it. I think the
physics modelling in GPL is very credible, and lack of feedback is
indeed what makes it THAT difficult to learn (to learn, not to drive). I
can do laps at 90% all day without going off. But to get it right for a
100% lap it takes a lot of concentration and determination. And what
makes GPL so special is that there's still that thin red line between
100-105% that you can sometimes touch in a qualifying lap. Balancing
these cars "on the edge" is possible with GPL, but only for the most
skilled drivers and if you have a good and precise steering input. I
work with a professional racing simulator and sometimes run both GP2 and
GPL on that machine. It's a modified Formula3 car with a massive speaker
and subwoofer unit instead of an engine. The sound can be turned up to
authentic volume levels and really gives you a very special kind of
force feedback. anyway - using this setup, the feeling is authentic with
GPL even when going lower speeds. There's a clearly defined line between
going slow, going fast and REALLY going fast. And it's defined almost
exclusively by the driver's racing experience, bravery and skill. When
running this setup with GP2, it's much EASIER to crash out , because
there's no fear induced to the driver, and GP2 (no aids and steering
help off) suffers the problem that you can't clearly feel the limit. GP2
in this car feels like a rollercoaster ride where you are allowed to
move the wheel but you are not really controlling the car. GPL let's you
do whatever you wan, lets YOU be in control, not some obscure "steering
input deficency compensation" of the sim. in GP2 a controlled slide when
exiting a corner is almost impossible, in GPL you can do this every
corner. Newbies that sit into this car go too fast in GP2 and crash, in
GPL they don't even dare too push the metal down. GP2 is the best modern
F1 sim, but it still pales in comparison with GPL.
GPL may be harder than real life, but that is because you do things that
you wouldn't do in real life because of the lack of feedback (especially
G-Forces).

  With GPL, Papy

Again, I think that "GPL is too difficult" thing is a bit of a myth. I'm
more frustrated with most Arcade games than I am with GPL. I tried to do
a bit of fun racing with NFS4 one day with a friend, and he always was
faster than me - I tried braking later, tried to brake differently,
accelerate earlier, trailbrake deep into the corner - no success. He
still was 4 seconds faster. I was really getting frustrated UNTIL the
other day I found out that all I had to do was in fact stay full
throttle all the time around the circuit and turn the wheel.  THIS is
frustration.
SCGT also suffers from this, you can't do things by instinct, you have
to do what the  game wants you to do even if it does feel completely
unnatural to you.
Most games designed today are racing games. GPL is a driving simulator
with the added bonus that you can race other cars once you're good
enough. I sincerely hope that the developers of WSC will take same
approach.

TI Alexander Mar

GP why it _shouldn't_ be harder than GPL

by TI Alexander Mar » Fri, 21 Jan 2000 04:00:00

this post shouldn't be here, it's a reply to the original poster - look
below

sorry

Jussi Mattil

GP why it _shouldn't_ be harder than GPL

by Jussi Mattil » Fri, 21 Jan 2000 04:00:00


:   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.

I'm no expert in GPL or racing in general, but if it's true that
40% of the drivers who started the racing season ended up dead in
those cars, I'd have to assume that their problems were not that
"catchable" at all. Maybe they avoided a few accidents by getting
back into control, but eventually they couldn't avoid crashing
badly. I don't know, but there probably was lot more spinning
in the sixties than nowadays. Or am I wrong?

Anyway, my driving in GPL is like that, you catch some, you lose one.
(I haven't been winning many races :) But, like I said, I'm
no expert.

        - Jussi

Steve Ferguso

GP why it _shouldn't_ be harder than GPL

by Steve Ferguso » Fri, 21 Jan 2000 04:00:00

An excellent post, and it echos my sentiments exactly, including the
opinion of GP2 vs GPL.  The steering is just so much nicer in GPL.


: indeed what makes it THAT difficult to learn (to learn, not to drive). I
: can do laps at 90% all day without going off. But to get it right for a
: 100% lap it takes a lot of concentration and determination. And what
: makes GPL so special is that there's still that thin red line between
: 100-105% that you can sometimes touch in a qualifying lap. Balancing
: these cars "on the edge" is possible with GPL, but only for the most

The humbling thing for me, of course, is that my 100% laps *are* 90% laps
for a lot of the really hot GPL drivers, so I'm not getting the full
experience!

Stephen

Richard G Cleg

GP why it _shouldn't_ be harder than GPL

by Richard G Cleg » Fri, 21 Jan 2000 04:00:00

: Within 24 hours of the release of the original
: demo, I was doing 1:07's at Watkins Glen, and
: doing them consistently.  That was with the
: horrible default setup and never having driven
: the sim before.

  So you're a natural at it - it took me months to
get to that time (with good controls and everything
set up properly).

: When the Monza track demo came out, I
: purposefully tested my ability to adapt my
: GPL driving skill to a new track.  After
: installing the new track, I pulled out out of
: the pits and gradually worked up to speed.
: With no crashes, and no spins, I did a
: 1:29 in less than 20 laps.  Again, this
: was with the same crappy default setup.

  I think your experience is somewhat unusual.

: The point is that with the right attitude,
: and a little bit of patience, GPL is not
: that hard.  If it takes someone months to
: get consistent it's because either a) their
: controls aren't set up properly, or b) they
: aren't able to learn from mistakes and use
: that knowledge to adapt.

  I disagree and I'm sure a number of people on
here would disagree completely.  Some of us just
take longer.

:> >   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.

: Sorry, I don't mean to be harsh, but there is
: no reason for it to take months to drive GPL
: consistently.  The beautiful thing about GPL,
: though, is that after months, there is still
: a lot to learn about driving it.  I'm still
: learning after more than a year and a half.

  Yes - most of us are - but I think your experience
is the exception rather than the rule.  A lot of people
(like myself) still find themselves spinning out
inexplicably after many months of dedicated practice.

  Compare with reality - there are a few "naturals" who
can do your thing of putting in good laps - there are many
"strugglers" like myself who have to work at it for months to
get to that stage.

:> Somebody will ultimately get it right, though -- and the latest
:> contender appears to be the WSC folks.  I hope they're listening to all
:> this . . .

: What I hope they deliver is a sim with the
: complexity of GPL, and the driving aids of
: GP2.  Then, I think everyone can be happy.

  Well, as I think everyone knows now, I hope they deliever
something with the complexity of GPL, the driving aids of
GP2 and a large amount of "give" and "feel" to allow us
lesser drivers to keep the thing lined up on track long enough
to enjoy it.

--
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

Richard G Cleg

GP why it _shouldn't_ be harder than GPL

by Richard G Cleg » Fri, 21 Jan 2000 04:00:00



:>   There's been a thread on here saying that GP3 when it appears should
:> be harder to drive than GPL because modern cars are more difficult to
:> drive.

: Did I hear you right? Modern cars are more difficult to drive than the F1
: cars from the late 60's.

  I'm not firmly convinced by this - but I have a few reasons to believe
it.  The 67 F1 cars had higher tyre grip at a slip angle - which should
mean they lose traction progressively - you know before they let go.
Modern F1 cars do not have this and apparently lose grip very quickly.

  Modern F1 cars are extremely aero-sensitive and set-up is critical.
The performance can be severely compromised by a cross-wind.  This area
was less critical in the 67 cars.

  A '67 car generated no down-force and probably a modicum of lift.
Aero downforce is surely going to make driving more difficult since
the grip you get is going to change through the corner - particularly if
there is a significant cross-wind.

  A modern car can lose 1/2 a second a lap due to a change in track
temperature.  Surely this is going to make it more tricky if your
corner entry speed has to reduce because the sun's gone in?

  OK - there are a few reasons to believe the '67 cars would be harder
to drive - the high power to grip and the manual gear box.  Overall tho,
I think a modern car is a more sensitive beast and more demanding on
the driver.  

  I believe that various drivers have described the Lotus 49 as
"surprisingly easy to drive".  Mario Andretti for one.

--
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

Richard G Cleg

GP why it _shouldn't_ be harder than GPL

by Richard G Cleg » Fri, 21 Jan 2000 04:00:00

: Just imagine that instead of a 1/4 scale model car,
: you had a full-size real F1 car set up with a
: camera and remote control.  Do you really think
: you could control the car with remote control by
: watching a video monitor?  There is no way.  It
: would be more difficult than GPL, with more to
: lose on the first crash.  You could never learn to
: drive it quickly, because the car wouldn't survive.

  why do you believe this?  I don't think you're correct.
Especially if you had FF wheel and pedals.  OK, you might write
the car off eventually, but I think that a good driver could do OK
with this set up if there were minimal delay between input and image.

--
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

Michael E. Carve

GP why it _shouldn't_ be harder than GPL

by Michael E. Carve » Fri, 21 Jan 2000 04:00:00


<snip>
%   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 think alot of the deficiencies are in the lack of physical feedback in
GPL.  Then again alot more of the deficiencies are the lack of the
"player" learning to adapt to the feedback cues that GPL does offer and
the refusal to drive within those limits.

<snip>

%   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.

Again, this is more a deficiency in the player and not the physics of
GPL.  Of course I must admit that the physics in GPL are not perfect nor
model real-life 100%.  But just as in real life, not everyone has the
skill or talent to become a F1 pilot.  The same applies to GPL.  There
are some drivers who can take a GPL car to the edge and know where that
edge is.  Then there are many drivers who simply ignore the edge and try
to muscle the car around the track.  The latter will always be on/off
drivers.  But, the former can take the car over the bitter edge and bring
it back into shape and carry on the ever repeating process of pushing
the envelope to almost breaking and back again.

<snip>

%   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.

Show me anyone who could tool around all day in a family sedan through
the normal streets and freeways that could be plunked into the seat of
1967 F1 car that could drive it to its potential within a couple of
months.  F1 pilots have years of experience in other forms of racing
before they ever get a chance to pilot the cream-of-the-crop racing
car.

<snip>

%   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.  

Yeh, they were just bicycle messanger kids that got a chance to race
because of some contest they entered. <G>

<snip>

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Jonathon Gree

GP why it _shouldn't_ be harder than GPL

by Jonathon Gree » Fri, 21 Jan 2000 04:00:00


>  I believe that various drivers have described the Lotus 49 as
>"surprisingly easy to drive".  Mario Andretti for one.

See the current issue of Motorsport for more stuff along these lines...
Apparentlt the Eagle Weslake is particularly docile, and even has an
engine[1] which works at sane RPM levels.

Having said that, Mario Andrettis view of "easy to drive" may be just a
little different to mine :-)

[1] Interesting aside. Apparently the Weslake V12 was originally intended to
be
     a BRM...
--
JG

Stif

GP why it _shouldn't_ be harder than GPL

by Stif » Fri, 21 Jan 2000 04:00:00

Sounds cool. Remind me not to lend my car to you though!!!



> > : Just imagine you had a full-size real F1 car
> > : set up with a camera and remote control. (clip)
> > : You could never learn to drive it quickly,
> > : because the car wouldn't survive.

> >   why do you believe this?

> It is intuitively obvious to me.

> It would be an interesting experiment, eh?

> Last week, I had a '98 Formula Firebird with
> a V8 in my possesion temporarily.  The cool thing
> about that car is it has some sort of locking
> rear axle, so that if one wheel starts to spin,
> power is transferred to the other wheel.

> I'd been experimenting quite a bit with accelerat-
> ing around a corner and feathering the throttle to
> maintain that edge where the rear wheels are
> slipping, but not spinning out of control.  This
> was all done at low speed, and felt just like
> GPL does when doing the same thing - it was
> easy to control.  I then decided to see how
> it handled at a slightly higher speed.  After
> picking out a nice open spot at the back of
> a parking lot, I picked the apex for the 90
> degree turn I was about to execute.  After
> accelerating smoothly through 1st, I shifted
> to second and stepped on it.  Instead of
> feathering the throttle, I just stayed on
> it to see if I could steer through it.  The
> rear came around on me far more quickly than
> expected.  I let of the gas and saved it from
> spinning, but not before going through a couple
> of oscillations back and forth with the tires
> squealing.  I was basically out of control.

> I know that I could not have caught that spin if
> I'd been driving the car by remote control - no
> matter how good the FF might be in a wheel.

> > I don't think you're correct.

> Be that as it may, I think I am :)

> --
> Pat Dotson
> IMPACT Motorsports
> http://www.impactmotorsports.com/pd.html

Pat Dotso

GP why it _shouldn't_ be harder than GPL

by Pat Dotso » Fri, 21 Jan 2000 04:00:00



> : Just imagine you had a full-size real F1 car
> : set up with a camera and remote control. (clip)
> : You could never learn to drive it quickly,
> : because the car wouldn't survive.

>   why do you believe this?

It is intuitively obvious to me.

It would be an interesting experiment, eh?

Last week, I had a '98 Formula Firebird with
a V8 in my possesion temporarily.  The cool thing
about that car is it has some sort of locking
rear axle, so that if one wheel starts to spin,
power is transferred to the other wheel.

I'd been experimenting quite a bit with accelerat-
ing around a corner and feathering the throttle to
maintain that edge where the rear wheels are
slipping, but not spinning out of control.  This
was all done at low speed, and felt just like
GPL does when doing the same thing - it was
easy to control.  I then decided to see how
it handled at a slightly higher speed.  After
picking out a nice open spot at the back of
a parking lot, I picked the apex for the 90
degree turn I was about to execute.  After
accelerating smoothly through 1st, I shifted
to second and stepped on it.  Instead of
feathering the throttle, I just stayed on
it to see if I could steer through it.  The
rear came around on me far more quickly than
expected.  I let of the gas and saved it from
spinning, but not before going through a couple
of oscillations back and forth with the tires
squealing.  I was basically out of control.

I know that I could not have caught that spin if
I'd been driving the car by remote control - no
matter how good the FF might be in a wheel.

Be that as it may, I think I am :)

--
Pat Dotson
IMPACT Motorsports
http://www.impactmotorsports.com/pd.html

Pat Dotso

GP why it _shouldn't_ be harder than GPL

by Pat Dotso » Fri, 21 Jan 2000 04:00:00


>   Well, as I think everyone knows now, I hope they deliever
> something with the complexity of GPL, the driving aids of
> GP2 and a large amount of "give" and "feel" to allow us
> lesser drivers to keep the thing lined up on track long enough
> to enjoy it.

Just curious.  Are you able to discern any
difference between GPL 1.0 and GPL 1.2 when
driving with the same setup?  I think the
tire modeling got quite a bit of attention
between those two versions.

--
Pat Dotson
IMPACT Motorsports
http://www.impactmotorsports.com/pd.html

Pat Dotso

GP why it _shouldn't_ be harder than GPL

by Pat Dotso » Fri, 21 Jan 2000 04:00:00


> Sounds cool. Remind me not to lend my car to you though!!!

No problem :)

I was very careful to make sure there was
nothing around to make contact with.  It
was nothing more than what happens at an
autocross event.

--
Pat Dotson
IMPACT Motorsports
http://www.impactmotorsports.com/pd.html


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