Hi All
Don't you think that the driving experience in sims would be heightened if
one's view behind the wheel was not dead forward but rather in the direction
of the cars movement. If you think about how your head moves when you
drive, you follow the direction the car is going, not just look straight
ahead.
For instance, if you let the back hang out in a corner, you would be looking
slightly sideways, following the corner, rather than staring straight ahead
at the kerb. I wonder if any sims ever implemented something like this.
Cheers
Ian, TT man
Should the sim view turn toward the car's direction?
Ian George suggested the driver's view should follow the car's direction of travel rather than stay fixed forward. Posters noted CART Precision Racing tried it, described an F1 2002 trick tying the view to wheel rotation, and discussed TrackIR head tracking, while Tom Pabst argued real drivers rarely turn their heads. Ruud van Gaal added speed-sensitive look-ahead to the next Racer beta.
With Ruud van Gaal (Racer)
Automated summary.
"Ian George" <[email hidden]> wrote in message
news:[email hidden]...
> Hi All
>
> Don't you think that the driving experience in sims would be heightened if
> one's view behind the wheel was not dead forward but rather in thedirection
> of the cars movement. If you think about how your head moves when you
> drive, you follow the direction the car is going, not just look straight
> ahead.
>
> For instance, if you let the back hang out in a corner, you would belooking
> slightly sideways, following the corner, rather than staring straightahead
> at the kerb. I wonder if any sims ever implemented something like this.
>
> Cheers
> Ian, TT man
Ian,
I think that Microsoft Cart Precision Racing tried something like this,
although I found it was a little odd. Its definitely something to consider.
All the best,
Ash
http://www.siroccoracing.com
On 22 Aug 2002 17:24:25 +0200, Ian George <[email hidden]> wrote:
Many sims do that, including LFS, I believe.
Quoted text (11 lines)
>Hi All > >Don't you think that the driving experience in sims would be heightened if >one's view behind the wheel was not dead forward but rather in the direction >of the cars movement. If you think about how your head moves when you >drive, you follow the direction the car is going, not just look straight >ahead. > >For instance, if you let the back hang out in a corner, you would be looking >slightly sideways, following the corner, rather than staring straight ahead >at the kerb. I wonder if any sims ever implemented something like this."Ian George" <[email hidden]> wrote in message
news:[email hidden]...
I think that would be nice but very difficult to
implement. I guess you could strap a meter to a
drivers helmet and build a model based on that.
A few sims have emulated g-forces (in varying
degrees of success) on the drivers head under
braking, turning etc. Done well it can make a
game much more immersive. Thinking GPL and more
recently LFS with regards to this.
> For instance, if you let the back hang out in a corner, you would be looking
> slightly sideways, following the corner, rather than staring straight ahead
> at the kerb. I wonder if any sims ever implemented something like this.
As mentioned in another post, Cart Precision Racing
but it was a "turn it off quick" option for many
simracers. The first time I saw it was I think an
Amiga game (or maybe c64) called ferrari formula 1
where your view would move in rough proportion to
the amount you turn the wheel. Fun game, but it
crashed a lot.
I don't think software is capable of knowing where
any given driver would need to be looking at any
particular point on the track. I mean maybe you are
looking at your passenger screaming rather than
resolutely staring in the direction of travel while
applying armfuls of opposite lock.
Maybe I go overboard. IMO it's more important to
provide a stable view and allow the driver to scan
the environment as required without having to
compensate for the software's guesswork.
iksteh
Quoted text (7 lines)
> Hi All > > Don't you think that the driving experience in sims would be heightened if > one's view behind the wheel was not dead forward but rather in the direction > of the cars movement. If you think about how your head moves when you > drive, you follow the direction the car is going, not just look straight > ahead.Yes MS Cart did do it.
And yes I turned it off straight away as well.
I found it threw me out heaps.
Darf
You can do it now in F1-2002. Check the High Gear forum for details, but
basically, you can map the look left/right function to wheel rotation and
set the maximum glance angle in the PLR file. The POV follows wheel
rotation nicely doing this, but you need to keep the max glance angle very
low (mine's at 5 degrees) since it's a kludge and not speed-sensitive.
Actually works a lot better than CPR's rotating POV did.
SB
"Ashley McConnell" <[email hidden]> wrote in message
news:ak30hs$mtm$[email hidden]...
>
> "Ian George" <[email hidden]> wrote in message
> news:[email hidden]...
> > Hi All
> >
> > Don't you think that the driving experience in sims would be heightenedif
consider.
>
> All the best,
> Ash
> http://www.siroccoracing.com
>
>
Quoted text (19 lines)
> > one's view behind the wheel was not dead forward but rather in the > direction > > of the cars movement. If you think about how your head moves when you > > drive, you follow the direction the car is going, not just look straight > > ahead. > > > > For instance, if you let the back hang out in a corner, you would be > looking > > slightly sideways, following the corner, rather than staring straight > ahead > > at the kerb. I wonder if any sims ever implemented something like this. > > > > Cheers > > Ian, TT man > > Ian, > > I think that Microsoft Cart Precision Racing tried something like this, > although I found it was a little odd. Its definitely something toGeorge
This is an aspect of sim racing that has been tried in the past without
much success. But technology has moved on since CPR and it's time to
look into it again.
I spoke to the Chris West about this very subject at Goodwood, and he
assures me that he's planning on looking into this. I believe he's even
been in touch with a hardware manufacture, so there's hope at least.
Now, most in this NG will tell you that such a system would be
impossible to implement, but what do they know? Nothing, is the short
answer.
Gerry
On Thu, 22 Aug 2002 17:24:52 +0100, Gerry Aitken <[email hidden]> wrote:
>I spoke to the Chris West about this very subject at Goodwood, and he
>assures me that he's planning on looking into this.
When?
"Steve Blankenship" <[email hidden]> wrote in message
news:Gc899.124052$[email hidden]...
This sounds interesting actually. I think that even a small amount might be
useful to fill in the "gaps" between real-life and sim racing. I will be
considering these things carefully in the future for my sim.
All the best,
Ash
http://www.siroccoracing.com
Quoted text (9 lines)
> You can do it now in F1-2002. Check the High Gear forum for details, but > basically, you can map the look left/right function to wheel rotation and > set the maximum glance angle in the PLR file. The POV follows wheel > rotation nicely doing this, but you need to keep the max glance angle very > low (mine's at 5 degrees) since it's a kludge and not speed-sensitive. > Actually works a lot better than CPR's rotating POV did. > > SB >rrevved wrote:
Lunchtime I believe it was, just before Ralf Schumacher turned up to
sign autographs.
Why is the time so important?
Quoted text (7 lines)
> > On Thu, 22 Aug 2002 17:24:52 +0100, Gerry Aitken <[email hidden]> wrote: > > >I spoke to the Chris West about this very subject at Goodwood, and he > >assures me that he's planning on looking into this. > > When?On 22 Aug 2002 17:24:25 +0200, Ian George <[email hidden]>
wrote:
That's when oversteering. You often understeer though, and then the
car velocity's direction is right where you're NOT looking <g>.
A pointing to the best-line would perhaps work, but these things often
go haywire when the car does nasty things (like spinning).
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (10 lines)
>Hi All > >Don't you think that the driving experience in sims would be heightened if >one's view behind the wheel was not dead forward but rather in the direction >of the cars movement. If you think about how your head moves when you >drive, you follow the direction the car is going, not just look straight >ahead. > >For instance, if you let the back hang out in a corner, you would be looking >slightly sideways, following the corner,
"Gerry Aitken" <[email hidden]> wrote in message
news:[email hidden]...
> rrevved wrote:
> >
> > On Thu, 22 Aug 2002 17:24:52 +0100, Gerry Aitken <[email hidden]>wrote:
Ah Gerry, I never met you. I was there at that time aswell, he didnt look
too pleased to be there did he? :) (ralf)
Ash
Quoted text (10 lines)
> > > > >I spoke to the Chris West about this very subject at Goodwood, and he > > >assures me that he's planning on looking into this. > > > > When? > > Lunchtime I believe it was, just before Ralf Schumacher turned up to > sign autographs. > > Why is the time so important?Cool; it's most helpful spotting the apexes of hairpins. I think an ideal
solution would be user-settable options for max high-speed and low-speed
glance angles, with an adjustable geometric curve ramping the angle up as
speed dropped so the big angle gradually kicked in at hairpin or pit speeds;
just like in RL (real life, that is; nobody get excited... ;-) ). As long
as it's fully tweakable by users, no reason for anyone to gripe.
SB
"Ashley McConnell" <[email hidden]> wrote in message
news:ak33ob$o0i$[email hidden]...
>
> "Steve Blankenship" <[email hidden]> wrote in message
> news:Gc899.124052$[email hidden]...
> > You can do it now in F1-2002. Check the High Gear forum for details,but
> > basically, you can map the look left/right function to wheel rotationand
> > set the maximum glance angle in the PLR file. The POV follows wheel
> > rotation nicely doing this, but you need to keep the max glance anglevery
be
Quoted text (8 lines)
> > low (mine's at 5 degrees) since it's a kludge and not speed-sensitive. > > Actually works a lot better than CPR's rotating POV did. > > > > SB > > > > > This sounds interesting actually. I think that even a small amount mightQuoted text (8 lines)
> useful to fill in the "gaps" between real-life and sim racing. I will be > considering these things carefully in the future for my sim. > > All the best, > Ash > http://www.siroccoracing.com > >You could always just throw in something like
/if rotation rate > X
shut eyes and all other orifices
/endif
SB
"Ruud van Gaal" <[email hidden]> wrote in message
news:[email hidden]...
<snip>
> A pointing to the best-line would perhaps work, but these things often
> go haywire when the car does nasty things (like spinning).
On Thu, 22 Aug 2002 17:32:49 +0100, Gerry Aitken <[email hidden]> wrote:
Maybe I was unclear. I wasn't so interested in when one of the Wests
announced they were going to look into it. I was asking about when
it would be implemented in their upcoming-any-day-now sim.
Quoted text (13 lines)
>rrevved wrote: >> >> On Thu, 22 Aug 2002 17:24:52 +0100, Gerry Aitken <[email hidden]> wrote: >> >> >I spoke to the Chris West about this very subject at Goodwood, and he >> >assures me that he's planning on looking into this. >> >> When? > >Lunchtime I believe it was, just before Ralf Schumacher turned up to >sign autographs. > >Why is the time so important?Ashley McConnell wrote:
> Ah Gerry, I never met you. I was there at that time aswell, he didnt look
> too pleased to be there did he? :) (ralf)
hehe, no he didn't. But they weren't QUIT ready for him were they? I
remember think 'What a petulant little pick!' but I suppose he'd been
running around doing that stuff all morning and just wanted to go the
lunch. But that's just the lot of a modern F1 pilot. <SIGH> It's a shit
business, I'm glade I got out when I did. <INSINCERE GRIN>
Gerry
rrevved wrote:
I don't know.
Gerry
Quoted text (13 lines)
> >> >I spoke to the Chris West about this very subject at Goodwood, and he > >> >assures me that he's planning on looking into this. > >> > >> When? > > > >Lunchtime I believe it was, just before Ralf Schumacher turned up to > >sign autographs. > > > >Why is the time so important? > > Maybe I was unclear. I wasn't so interested in when one of the Wests > announced they were going to look into it. I was asking about when > it would be implemented in their upcoming-any-day-now sim.
"Ian George" <[email hidden]> wrote in message
news:[email hidden]...
> Hi All
>
> Don't you think that the driving experience in sims would be heightened if
> one's view behind the wheel was not dead forward but rather in thedirection
> of the cars movement. If you think about how your head moves when you
> drive, you follow the direction the car is going, not just look straight
> ahead.
>
> For instance, if you let the back hang out in a corner, you would belooking
> slightly sideways, following the corner, rather than staring straightahead
> at the kerb. I wonder if any sims ever implemented something like this.
I tried this in my own sim, but I found it to be very disorienting and
actually made driving a whole lot more difficult. It feels very odd when
your "virtual head" isn't under your control. IMO, a wide field of view (70
degrees or more) with a view position that reacts to lateral and
longitudinal acceleration is a better alternative - you'll see enough of the
road on both sides, and get a good sense of speed as well.
On the other hand, one might get used to it after some practice. Of course,
it wouldn't hurt to have it as an optional feature. Or maybe it could only
kick in at low speeds, when you need to negotiate a very tight corner that's
out of the normal field of view, kind of like the GPL steering hack. :-)
Petri Blomqvist
Hi all,
Why not let "the driver" look to the racing line ??
Mathew
Petri Blomqvist <[email hidden]> wrote in message
news:ak3icc$jdk$[email hidden]...
>
> "Ian George" <[email hidden]> wrote in message
> news:[email hidden]...
> > Hi All
> >
> > Don't you think that the driving experience in sims would be heightenedif
(70
> degrees or more) with a view position that reacts to lateral and
> longitudinal acceleration is a better alternative - you'll see enough ofthe
> road on both sides, and get a good sense of speed as well.
>
> On the other hand, one might get used to it after some practice. Ofcourse,
> it wouldn't hurt to have it as an optional feature. Or maybe it could only
> kick in at low speeds, when you need to negotiate a very tight cornerthat's
> out of the normal field of view, kind of like the GPL steering hack. :-)
>
> Petri Blomqvist
>
>
>
Quoted text (15 lines)
> > one's view behind the wheel was not dead forward but rather in the > direction > > of the cars movement. If you think about how your head moves when you > > drive, you follow the direction the car is going, not just look straight > > ahead. > > > > For instance, if you let the back hang out in a corner, you would be > looking > > slightly sideways, following the corner, rather than staring straight > ahead > > at the kerb. I wonder if any sims ever implemented something like this. > > I tried this in my own sim, but I found it to be very disorienting and > actually made driving a whole lot more difficult. It feels very odd when > your "virtual head" isn't under your control. IMO, a wide field of view>"Ian George" <[email hidden]> wrote
> Don't you think that the driving experience in sims would be heightened if
> one's view behind the wheel was not dead forward but rather in thedirection
> of the cars movement. If you think about how your head moves when you
> drive, you follow the direction the car is going, not just look straight
> ahead.
Again, what we need is some sort of mouse-control for our head (which would
still react to the G forces on screen and independent from the car's
movement on the chassis). That would be a true revolution. Well just
anything that would control the X and Y axis for the tilt and left/right
rotation of the head. And perhaps even something that would make it bank.
Now we could map this to any sort of VR system with head googles (it's still
"hot", Tom).
--
-- Fran�ois M�nard <ymenard>
-- http://www.ymenard.8m.com/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
ymenard wrote:
> Again, what we need is some sort of mouse-control for our head
http://www.dansdata.com/trackir.htm
The technology is here already.
Gerry
Well, I was going to stay completely out of this string because when I first
read it, I thought the "premise" was so ridiculous.....that it wouldn't make
it past three replies before completely dying off. When I opened the string
again tonight (I first saw it this morning).....I was totally taken back by
the number of replies.
I still think the premise is completely silly......but maybe I'm missing
something? So, I want to ask a question (or two):
What are you guys thinking you will accomplish with this except confusing
your brain? You can't do this in real life (in a race car or anywhere
else).....so why is it necessary to do it in a sim racing environment to
improve "driver immersion?"
If I get a sensible answer to this.....I'll have more to say.
TP
"Ian George" <[email hidden]> wrote in message
news:[email hidden]...
> Hi All
>
> Don't you think that the driving experience in sims would be heightened if
> one's view behind the wheel was not dead forward but rather in thedirection
> of the cars movement. If you think about how your head moves when you
> drive, you follow the direction the car is going, not just look straight
> ahead.
>
> For instance, if you let the back hang out in a corner, you would belooking
> slightly sideways, following the corner, rather than staring straightahead
> at the kerb. I wonder if any sims ever implemented something like this.
>
> Cheers
> Ian, TT man
What's 'so ridiculous' about controlling the POV (virtual drivers head)
with a head mounted tracking device?
> What are you guys thinking you will accomplish with this except confusing
> your brain? You can't do this in real life (in a race car or anywhere
> else).....
What????
I don't think it does in LFS.. that steering wheel seems to stay in the
exact same spot the whole race.
Mike
http://mikebeauchamp.com
"rrevved" <[email hidden]> wrote in message
news:[email hidden]...
> On 22 Aug 2002 17:24:25 +0200, Ian George <[email hidden]> wrote:
>
> >Hi All
> >
> >Don't you think that the driving experience in sims would be heightenedif
> >one's view behind the wheel was not dead forward but rather in thedirection
> >of the cars movement. If you think about how your head moves when you
> >drive, you follow the direction the car is going, not just look straight
> >ahead.
> >
> >For instance, if you let the back hang out in a corner, you would belooking
> >slightly sideways, following the corner, rather than staring straightahead
> >at the kerb. I wonder if any sims ever implemented something like this.
>
> Many sims do that, including LFS, I believe.
>
>
Or wait until "Widescreen" PC monitors come out :)
Or have support for 3 monitor setups. aww yeah
Mike
http://mikebeauchamp.com
"Mathew" <[email hidden]> wrote in message
news:ak3ptm$jn6$[email hidden]...
heightened
> if
> > > one's view behind the wheel was not dead forward but rather in the
> > direction
> > > of the cars movement. If you think about how your head moves when you
> > > drive, you follow the direction the car is going, not just lookstraight
this.
only
Quoted text (13 lines)
> Hi all, > > Why not let "the driver" look to the racing line ?? > > Mathew > Petri Blomqvist <[email hidden]> wrote in message > news:ak3icc$jdk$[email hidden]... > > > > "Ian George" <[email hidden]> wrote in message > > news:[email hidden]... > > > Hi All > > > > > > Don't you think that the driving experience in sims would beQuoted text (7 lines)
> > > ahead. > > > > > > For instance, if you let the back hang out in a corner, you would be > > looking > > > slightly sideways, following the corner, rather than staring straight > > ahead > > > at the kerb. I wonder if any sims ever implemented something likeQuoted text (13 lines)
> > > > I tried this in my own sim, but I found it to be very disorienting and > > actually made driving a whole lot more difficult. It feels very odd when > > your "virtual head" isn't under your control. IMO, a wide field of view > (70 > > degrees or more) with a view position that reacts to lateral and > > longitudinal acceleration is a better alternative - you'll see enough of > the > > road on both sides, and get a good sense of speed as well. > > > > On the other hand, one might get used to it after some practice. Of > course, > > it wouldn't hurt to have it as an optional feature. Or maybe it couldQuoted text (10 lines)
> > kick in at low speeds, when you need to negotiate a very tight corner > that's > > out of the normal field of view, kind of like the GPL steering hack. :-) > > > > Petri Blomqvist > > > > > > > >
"Tom Pabst" <[email hidden]> wrote in message
news:lpk99.3626$[email hidden]...
> Well, I was going to stay completely out of this string because when Ifirst
> read it, I thought the "premise" was so ridiculous.....that it wouldn'tmake
> it past three replies before completely dying off. When I opened thestring
> again tonight (I first saw it this morning).....I was totally taken backby
Tom,
You cant look at a corner's apex in real life? You can't turn your head in
real life to look at a guy trying to pass you?
I think you got the wrong end of the stick.
Ash
http://www.siroccoracing.com
Quoted text (15 lines)
> the number of replies. > > I still think the premise is completely silly......but maybe I'm missing > something? So, I want to ask a question (or two): > > What are you guys thinking you will accomplish with this except confusing > your brain? You can't do this in real life (in a race car or anywhere > else).....so why is it necessary to do it in a sim racing environment to > improve "driver immersion?" > > If I get a sensible answer to this.....I'll have more to say. > > TP > >On Fri, 23 Aug 2002 07:08:45 +0100, Gerry Aitken
<[email hidden]> wrote:
I've one of these, works great in IL-2. I think however that in a
racing sim you'll only want to use the headtracking along the X-axis.
Remco
Quoted text (7 lines)
>ymenard wrote: > >> Again, what we need is some sort of mouse-control for our head > >http://www.dansdata.com/trackir.htm > >The technology is here already.On Thu, 22 Aug 2002 16:53:43 GMT, "Steve Blankenship"
<[email hidden]> wrote:
>You could always just throw in something like
>
>/if rotation rate > X
> shut eyes and all other orifices
>/endif
LOL! Yes, like the redout in flightsims, a blackout when you spin,
hehe. Would be good for the framerates! ;-)
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/
On Fri, 23 Aug 2002 07:35:47 +0100, Gerry Aitken
<[email hidden]> wrote:
>What's 'so ridiculous' about controlling the POV (virtual drivers head)
>with a head mounted tracking device?
Umm... POV turns as you turn your head? Unless the monitor changes
it's position according to the head movement, then I'd say it's pretty
ridiculous...
I'd go with the POV turning slightly (15-20 degrees maybe, could be
user adjustable) towards the direction of the car's movement, ie. not
tied to the steering wheel obviously... now that I think about it,
doesn't Insane have this feature in one or two driving cameras? I
think it was tied to the wheel movement though.
- Igor -
Ian George <[email hidden]> wrote:
also consider car movement up and down (pitch ?).
when going downhill, the image on the screen goes up a bit, and vice
versa. (or is it the other way around?)
in gpl this could make use of the letterbox format without loosing any
of the image.
it may add something to the experience, or not. something to try out.
OT bit: just this morning i read (in 'the tipping point') about an
experiment when people nodding their heads tended to have agreement to
what they were hearing at that time, and people turning their head
(side to side) tended to disagree. head movement part of the
experiment was unrelated to what they were hearing.
so i reckon the up/down thing will catch on, and no one will like the
left/right one!
dr martin.
Quoted text (7 lines)
> Hi All > Don't you think that the driving experience in sims would be heightened if > one's view behind the wheel was not dead forward but rather in the direction > of the cars movement. If you think about how your head moves when you > drive, you follow the direction the car is going, not just look straight > ahead.Hi Tom,
Maybe I wasnt clear enough, although most of the other guys managed to
figure it out:) I just think it should be possible for the developers to
play with as an "option". Driving home last night, I chucked my car around
on the way home( 10km of twisty road over a small mountain) and one's
looking direction follows the "line", rather than the bonnet. It could be
disorienting in a sim, perhaps, but maybe worth trying. One's head is part
of a dynamic system which includes the car, and can be modeled.
I simrace using a projector, which gives a realistic feel to most sims, but
I think some sort of head movement, if well implemented, could make it even
better.
Or, maybe not.
Cheers
Ian
"Tom Pabst" <[email hidden]> wrote in
news:lpk99.3626$[email hidden]:
Quoted text (17 lines)
> Well, I was going to stay completely out of this string because when I > first read it, I thought the "premise" was so ridiculous.....that it > wouldn't make it past three replies before completely dying off. When > I opened the string again tonight (I first saw it this morning).....I > was totally taken back by the number of replies. > > I still think the premise is completely silly......but maybe I'm > missing something? So, I want to ask a question (or two): > > What are you guys thinking you will accomplish with this except > confusing your brain? You can't do this in real life (in a race car or > anywhere else).....so why is it necessary to do it in a sim racing > environment to improve "driver immersion?" > > If I get a sensible answer to this.....I'll have more to say. > > TPJussi 'Igor' Koukku <[email hidden]> writes:
I don't think you actually turn your head with these things. as I
understand it you shift it slightly to the left/right, and the view
rotates. a bit weird, for sure, but IMHO it sounds like it could work
pretty good.
> I'd go with the POV turning slightly (15-20 degrees maybe, could be
> user adjustable) towards the direction of the car's movement, ie. not
> tied to the steering wheel obviously...
like Ruud said, it's a bad idea when you're sliding.
--
Gunnar
#31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo�: 2
gnus don't kill people. gnus-summary-lower-score kills people.
Quoted text (9 lines)
> On Fri, 23 Aug 2002 07:35:47 +0100, Gerry Aitken > <[email hidden]> wrote: > > >What's 'so ridiculous' about controlling the POV (virtual drivers head) > >with a head mounted tracking device? > > Umm... POV turns as you turn your head? Unless the monitor changes > it's position according to the head movement, then I'd say it's pretty > ridiculous...Keep in mind that with this head tipping in a real car your also
experiencing gforces. Your inner ear tells your brain the motions and such.
In a game there would be no sense of this and thus it may become more
awkward and unrealistic.
Sims can only so far simulate visual and audio components but there is much
more to life than these senses.
"Ian George" <[email hidden]> wrote in message
news:[email hidden]...
> Hi Tom,
>
> Maybe I wasnt clear enough, although most of the other guys managed to
> figure it out:) I just think it should be possible for the developers to
> play with as an "option". Driving home last night, I chucked my cararound
> on the way home( 10km of twisty road over a small mountain) and one's
> looking direction follows the "line", rather than the bonnet. It could be
> disorienting in a sim, perhaps, but maybe worth trying. One's head is part
> of a dynamic system which includes the car, and can be modeled.
>
> I simrace using a projector, which gives a realistic feel to most sims,but
> I think some sort of head movement, if well implemented, could make iteven
Quoted text (29 lines)
> better. > > Or, maybe not. > > Cheers > Ian > > "Tom Pabst" <[email hidden]> wrote in > news:lpk99.3626$[email hidden]: > > > Well, I was going to stay completely out of this string because when I > > first read it, I thought the "premise" was so ridiculous.....that it > > wouldn't make it past three replies before completely dying off. When > > I opened the string again tonight (I first saw it this morning).....I > > was totally taken back by the number of replies. > > > > I still think the premise is completely silly......but maybe I'm > > missing something? So, I want to ask a question (or two): > > > > What are you guys thinking you will accomplish with this except > > confusing your brain? You can't do this in real life (in a race car or > > anywhere else).....so why is it necessary to do it in a sim racing > > environment to improve "driver immersion?" > > > > If I get a sensible answer to this.....I'll have more to say. > > > > TP > >On 23 Aug 2002 14:17:47 +0200, Gunnar Horrigmo <[email hidden]>
wrote:
A nice example: start Racer (0.5.0beta5), select the Fer312, view 0
(press 0). This has 'follow_velocity' on. Then spin. :))
This points the camera in the velocity direction and is nice to get
some simple movements, until you spin.
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (8 lines)
>Jussi 'Igor' Koukku <[email hidden]> writes: >> On Fri, 23 Aug 2002 07:35:47 +0100, Gerry Aitken >> <[email hidden]> wrote: >> I'd go with the POV turning slightly (15-20 degrees maybe, could be >> user adjustable) towards the direction of the car's movement, ie. not >> tied to the steering wheel obviously... > >like Ruud said, it's a bad idea when you're sliding.Tom,
Assuming you're addressing the turning POV in general and not the mouse
thingy:
In tight hairpins (like the last corner at SP), it better enables you to
visualize your apex and exit line, without compromising your car control.
You surely do not keep your gaze pinned at hood center in real life in slow
180 degree turns. While you can, of course, simply look at a different
point on the screen in a sim, FOV limitations of the monitors the majority
of us play on limit the view ahead to an unrealistic one. Allowing POV to
follow wheel rotation in such situations changes this for the better. I've
messed with it a good bit in F1-2002 and speak from recent experience.
But this relates only to low speeds, and I agree that large POV changes at
speed are wildly disorienting. Thus my suggestion for settable rotational
limits and damping them down to zero as speeds rise. That's an important
point. Most of the guys on the HG forum have discovered that the larger
angles are indeed NOT good for general use, as I did in about 2 seconds. As
said, mine's about 5 degrees at the moment, which is a compromise since it's
not speed-sensitive in F1-2002. Ideally it would be less at high speed and
a more at very low speeds.
Bottom line is that I think it can be a positive addition if done properly
and with full user-adjustability. That has yet to be done.
Cheers,
SB
PS - Do you have any experience with bike sims? They pretty much all use a
moving POV that's not locked to the chassis in an attempt to mimic the rider
crawling around on the bike. It's a bit different at first, but after a
short adjustment, I always choose that view over one locked to the bike.
Much more realistic, imho.
"Tom Pabst" <[email hidden]> wrote in message
news:lpk99.3626$[email hidden]...
> Well, I was going to stay completely out of this string because when Ifirst
> read it, I thought the "premise" was so ridiculous.....that it wouldn'tmake
> it past three replies before completely dying off. When I opened thestring
> again tonight (I first saw it this morning).....I was totally taken backby
if
Quoted text (23 lines)
> the number of replies. > > I still think the premise is completely silly......but maybe I'm missing > something? So, I want to ask a question (or two): > > What are you guys thinking you will accomplish with this except confusing > your brain? You can't do this in real life (in a race car or anywhere > else).....so why is it necessary to do it in a sim racing environment to > improve "driver immersion?" > > If I get a sensible answer to this.....I'll have more to say. > > TP > > > > > > "Ian George" <[email hidden]> wrote in message > news:[email hidden]... > > Hi All > > > > Don't you think that the driving experience in sims would be heightenedQuoted text (16 lines)
> > one's view behind the wheel was not dead forward but rather in the > direction > > of the cars movement. If you think about how your head moves when you > > drive, you follow the direction the car is going, not just look straight > > ahead. > > > > For instance, if you let the back hang out in a corner, you would be > looking > > slightly sideways, following the corner, rather than staring straight > ahead > > at the kerb. I wonder if any sims ever implemented something like this. > > > > Cheers > > Ian, TT man > >
"Schooner"
> Sims can only so far simulate visual and audio components but there ismuch
> more to life than these senses.
> Current sims that is. Seems like at least a year ago there was a
website showing a device you place on your forehead, using a headband, that
would induce motion sensations. So sitting still, a sim could trigger the
proper hooks, much like force feedback and the device would cause you to
feel g-force type motion, braking, acceleration, turning...Racing and
Flying would seem to be the two types of programs that would benefit the
most from such a mind-bender.
dave henrie
On 23 Aug 2002 14:17:47 +0200, Gunnar Horrigmo <[email hidden]>
wrote:
I think he said it's a bad idea when you spin... when sliding, your
POV would be *slightly* turned to the direction of the movement, maybe
something like 20 degrees if the angle between the car body and
direction of movement is 40 degrees.
However, when the POV turning angle is limited, I really don't see why
this would cause any problems while spinning either :/ When the spin
starts the POV turns towards the movement, say max 20 degrees, and
when the car continues to spin, the POV stays at 20 degrees until the
car has spinned 180 degrees (or rather until 140 degrees and then the
POV gradually turns straight ahead). If the car keeps spinning, then
the POV is turned to the other direction until it's once again facing
the direction of the movement. Hope this makes some sense ;) I have no
idea how hard it would be to implement something like this eg. in
Racer, but IMO it sure would be cool =)
- Igor -
Quoted text (7 lines)
>Jussi 'Igor' Koukku <[email hidden]> writes: >> I'd go with the POV turning slightly (15-20 degrees maybe, could be >> user adjustable) towards the direction of the car's movement, ie. not >> tied to the steering wheel obviously... > >like Ruud said, it's a bad idea when you're sliding.On Fri, 23 Aug 2002 13:35:33 GMT, "Dave Henrie" <[email hidden]>
wrote:
Surely not running under Windows! That'd be dangerous for your health
once something passes out. ;-)
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (13 lines)
> >"Schooner" >> Sims can only so far simulate visual and audio components but there is >much >> more to life than these senses. >> > Current sims that is. Seems like at least a year ago there was a >website showing a device you place on your forehead, using a headband, that >would induce motion sensations. So sitting still, a sim could trigger the >proper hooks, much like force feedback and the device would cause you to >feel g-force type motion, braking, acceleration, turning...Racing and >Flying would seem to be the two types of programs that would benefit the >most from such a mind-bender.On Fri, 23 Aug 2002 13:34:00 GMT, "Steve Blankenship"
<[email hidden]> wrote:
...
You said this was locked purely to the wheel rotation, right? Hm, that
seems like a nice 15-minute break I could in Racer. (speedsensitive
then; with min_pov_angle and min_speed and max_pov_angle+max_speed to
interpolate between.
Combined with G-forces that shock the head (but that isn't in yet,
although I guess I could take the pure G-forces and use that as an
offset directly, hm, another 15 minutes).
Interesting. *prints out own post*.
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (7 lines)
>Thus my suggestion for settable rotational >limits and damping them down to zero as speeds rise. That's an important >point. Most of the guys on the HG forum have discovered that the larger >angles are indeed NOT good for general use, as I did in about 2 seconds. As >said, mine's about 5 degrees at the moment, which is a compromise since it's >not speed-sensitive in F1-2002. Ideally it would be less at high speed and >a more at very low speeds.Yes, it's tied to wheel angle in F1-2002. Not intended to use that way by
the game's designers I'm sure, but someone found it was possible by editing
the PLR file to map multiple functions to inputs, and that by mapping the
game's normal look left/right function to the X-axis left/right you got a
smoothly-rotating POV. Your max glance angle is also editable, so you can
tweak that, too. Max wheel lock = max glance angle, so if you set max
glance angle to say, five degrees (.0877 radians), 20% of your wheel's
rotation gives you a POV rotation of one degree. That keeps the POV fairly
stable at speed as is, since your inputs are smaller at speed. As for the
speed sensitivity, it should work pretty much like Papy's low-speed steering
lock boost, only coming in below 30mph or some such number. So I think
you'd need:
max high speed rotation
max low speed rotation
speed at which to transition between the two
a nice smooth curve for switching, although linear might do if the
transition speed is low enough
I suppose you might be able to do a smoothing routine on wheel position to
damp the effects of rapid corrections; not sure what a proper interval would
be. Probably best to leave all the above in tweakable txt settings.
Cheers,
SB
"Ruud van Gaal" <[email hidden]> wrote in message
news:[email hidden]...
As
> >said, mine's about 5 degrees at the moment, which is a compromise sinceit's
> >not speed-sensitive in F1-2002. Ideally it would be less at high speedand
Quoted text (8 lines)
> On Fri, 23 Aug 2002 13:34:00 GMT, "Steve Blankenship" > <[email hidden]> wrote: > > ... > >Thus my suggestion for settable rotational > >limits and damping them down to zero as speeds rise. That's an important > >point. Most of the guys on the HG forum have discovered that the larger > >angles are indeed NOT good for general use, as I did in about 2 seconds.Quoted text (17 lines)
> >a more at very low speeds. > > You said this was locked purely to the wheel rotation, right? Hm, that > seems like a nice 15-minute break I could in Racer. (speedsensitive > then; with min_pov_angle and min_speed and max_pov_angle+max_speed to > interpolate between. > > Combined with G-forces that shock the head (but that isn't in yet, > although I guess I could take the pure G-forces and use that as an > offset directly, hm, another 15 minutes). > > Interesting. *prints out own post*. > > > Ruud van Gaal > Free car sim: http://www.racer.nl/ > Pencil art : http://www.marketgraph.nl/gallery/Remco Moedt wrote:
Agreed.
Quoted text (14 lines)
> > On Fri, 23 Aug 2002 07:08:45 +0100, Gerry Aitken > <[email hidden]> wrote: > > >ymenard wrote: > > > >> Again, what we need is some sort of mouse-control for our head > > > >http://www.dansdata.com/trackir.htm > > > >The technology is here already. > > I've one of these, works great in IL-2. I think however that in a > racing sim you'll only want to use the headtracking along the X-axis.Jussi 'Igor' Koukku wrote:
You are completely wrong. I use a head tracker to change the POV in IL2
and it works brilliantly.
Quoted text (10 lines)
> > On Fri, 23 Aug 2002 07:35:47 +0100, Gerry Aitken > <[email hidden]> wrote: > > >What's 'so ridiculous' about controlling the POV (virtual drivers head) > >with a head mounted tracking device? > > Umm... POV turns as you turn your head? Unless the monitor changes > it's position according to the head movement, then I'd say it's pretty > ridiculous...
"Gerry Aitken" <[email hidden]> wrote in message
news:[email hidden]...
I am getting confused Gerry. Can you explain a little how this works. I am
genuinely interested (not being funny). I would think if you turned your
head to look up out of the plane you would end up looking over the monitor
(for example). Is it just controlled by a special mouse driver....perhaps I
could implement it as an experiment?
Thanks!
Ash
http://www.siroccoracing.com
Quoted text (14 lines)
> Jussi 'Igor' Koukku wrote: > > > > On Fri, 23 Aug 2002 07:35:47 +0100, Gerry Aitken > > <[email hidden]> wrote: > > > > >What's 'so ridiculous' about controlling the POV (virtual drivers head) > > >with a head mounted tracking device? > > > > Umm... POV turns as you turn your head? Unless the monitor changes > > it's position according to the head movement, then I'd say it's pretty > > ridiculous... > > You are completely wrong. I use a head tracker to change the POV in IL2 > and it works brilliantly.Ashley McConnell wrote:
Hi Ash
You set the mouse sensitivity in a software control panel. All this
software comes with the unit, but ultimately it uses the Microsoft mouse
driver. Because you can scale how much you turn your head you don't end
up looking away from the monitor to any uncomfortable degree. I turn my
head between 12 o'clock and 10 o'clock to look from 12 o'clock to 5
o'clock in IL2 for example. The human brain can easily be fooled by
visual input, and even this small movement feels very convincing and
natural, you feel like you are turning your head much more than you
really are.
I've tried this technology on real world pilots and they both said it
added to the immersion by a factor of 10. I wouldn't use any other
method to pan the view in flight sims, if a flight sim doesn't use mouse
look then I don't buy it.
Racing sims need to allow panning left and right to be controlled by the
mouse, that's all. How hard do you think that would be? Do you think you
could work it into your sim?
Cheers
Gerry
Quoted text (23 lines)
> > "Gerry Aitken" <[email hidden]> wrote in message > news:[email hidden]... > > Jussi 'Igor' Koukku wrote: > > > > > > On Fri, 23 Aug 2002 07:35:47 +0100, Gerry Aitken > > > <[email hidden]> wrote: > > > > > > >What's 'so ridiculous' about controlling the POV (virtual drivers head) > > > >with a head mounted tracking device? > > > > > > Umm... POV turns as you turn your head? Unless the monitor changes > > > it's position according to the head movement, then I'd say it's pretty > > > ridiculous... > > > > You are completely wrong. I use a head tracker to change the POV in IL2 > > and it works brilliantly. > > I am getting confused Gerry. Can you explain a little how this works. I am > genuinely interested (not being funny). I would think if you turned your > head to look up out of the plane you would end up looking over the monitor > (for example). Is it just controlled by a special mouse driver....perhaps I > could implement it as an experiment?Steve...
You seem to have the most sensible approach to this issue......so I'll
respond about the whole of it......in reply to you.
Real Racing:
The driver operates the race car according to two sets of input, 1) Visual
data coming to the eyes, and 2) G-force data primarily at the small of the
back at contact with the seat. These are the two "data input" sources the
brain accepts and uses to command driver input to race/drive the car. The
visual data dominates the brain's decision making process (several hundred
times per second), while the brain merely "checks in" with the G-force data
from time to time (only two to three times per second), to merely confirm
the visual data's validity. [This is why our "screen only" simulators even
work at all to produce driver immersion.] Since we don't get any G-force
data (currently) in our sims, the brain has to be "educated" when we sim
race not to check in for this data input. That can take a little "learning"
but its done fairly quickly. This is the process that is the reason it is
often harder for real-world drivers to do than non-real world
drivers.....and the reason sim racing is more difficult for real world race
drivers to pick up on (at first).
Since we don't get G-force data in our sims....let's drop that part of the
equation for the remainder of this discussion, and focus only on the visual
data. Is that fair?
The visual data we receive when racing is primarily coming from the "driver
point of reference" focus point. I'll call this the "POR".......nickname.
Some scientist say this POR is not actually a "point"...but a focus
reference area.....a "patch" of the track, if you want to call it that. For
purposes of discussion only, let's just say this is a "point." That isn't
germane to the issue, in my opinion. This POR is not a fixed distance from
the nose of the race car.....but it does have a fairly "fixed" ratio of
"distance vs. speed".....i.e., as the race speed increases, the distance the
POR is from the nose of the car increases, and visa versa. Next, the brain
fixes the race car as static positioned.....and it then moves the world
about the nose of the race car......maintaining its focus on the POR (this
what the brain does....whether the world is doing this or not, that's the
translation made by the brain of all the movement in front of the car).
Again, the fact that our brains do this is another reason why our simulators
can have decent driver immersion....since the view on the monitor moves much
like the brain's interpretation of movement in the real world. And finally,
the "race track" (defined by the visual area representing the left edge to
the right edge of the track....widening as it is further from the nose,
narrowing as it approaches the nose).....ALWAYS moves from the
distance.....directly to the nose of the car. The POR is ALWAYS somewhere
inside this track POV. Under only rare circumstances (which I will describe
later), the POR is never at a position that would require the driver to
actually turn his/her head to see it. That....is the key issue of why this
POV movement you guys are talking about is silly. You do not move your head
in the real world to maintain contact with the POR.....so why would
"simulating that" on our computers make them more realistic? That's my
point.
However, moving the POV as you guys describe.....would interfere with the
brain's ability to interpret this movement as being from the car's movement
on the track. And, since the brain can not "double check" itself by
visiting the driver's G-force center a couple times a second.....it wouldn't
take long for the brain to start becoming confused by this
"extra-curricular" movement of the screen. If you confuse the brain in this
way, you decrease driver immersion.....not increase it.
As I said....there are a small number of unique situations where the driver
can not keep the POR within his/her POV (usually something between 75 and 95
degrees, depending on the type of car you are in, i.e., closed wheel
GT/sedan type race car.....or an open wheel race car, and the helmet's
natural restriction of peripheral vision...and so forth.
Here's the three most likely:
1. When a turn (or even a straight part of the track with a brisk rise in
elevation) is at the top of a steep rise in the track......as the driver
approaches, his POR (based on his current speed) will want to be at point
that is "over the top" of the rise. The driver, briefly....can not see his
POR. Example turn like this on a real-world track: Turn 3a at Sears Point
Raceway.
2. When a turn is at the bottom of a steep slope......a similar thing
happens as in #1....the driver briefly can not see his POR (its blocked by
the roof of the car....and can even be blocked by the top/side of the
helmet....in an open wheel car - but open racers usually have less of an
issue with this type of POR block....than in #1. Example of a turn like
this on a real-world track: Coming down into the last turn (after going
under the foot bridge) at Road Atlanta.
3. On temporary street circuits, the POR is blocked often during a lap,
because the speed of the car places it around the corner of a turn that has
tall armco in the inside radius and this blocks the POR from the driver
temporarily. This is why drivers often describe racing on temporary street
circuits as like "racing in a tunnel".....this happens often on street
circuits...maybe 30% of the lap has the driver's POR blocked. Some drivers
adapt well to this, others do not.
What does the brain do (temporarily) when it can't have access to the
driver's POR? Well, the answer is varied and depends on the driver. I
temporarily move my POR up track...towards my car.....until I can see
it.....but its still a very uncomfortable period (even though its only a
split second)....for me. Other driver's I know just "suspend" driver
input...temporarily...until the POR is back in view at the normal distance.
I'm not going to say much more about this "adaptation" because its really
complicated. But, not all drivers "adapt" to this situation in the same
way. That's a whole new study (perhaps why some drivers are really good on
street circuits and others are terrible on them).
Sim Racing:
So, the only places where your guy's "POV mover" (to keep the POR on screen)
would actually help....is in one of the three situations above. Are you
suggesting that we should implement being able to see over hills, and around
corners? That is why I think the premise of all this is totally ridiculous!
Being able to quickly turn your head left or right....in a racing
situation....which is very rarely needed.......is already implemented with
the "look left, look right" buttons. Automated movement of the driver's POV
would be unrealistic to the real-world and simply confuse the brain
immensely.
Now...in a flying sim, this whole concept would be very realistic.....and
would add to pilot immersion. Because, in an airplane, the pilot
moves/turns his/her head often to sweep the skies at or near 180 degree
POV's. But not in a racing sim.
TP
"Steve Blankenship" <[email hidden]> wrote in message
news:cRq99.34935$[email hidden]...
slow
> 180 degree turns. While you can, of course, simply look at a different
> point on the screen in a sim, FOV limitations of the monitors the majority
> of us play on limit the view ahead to an unrealistic one. Allowing POV to
> follow wheel rotation in such situations changes this for the better.I've
As
> said, mine's about 5 degrees at the moment, which is a compromise sinceit's
> not speed-sensitive in F1-2002. Ideally it would be less at high speedand
a
> moving POV that's not locked to the chassis in an attempt to mimic therider
confusing
heightened
> if
> > > one's view behind the wheel was not dead forward but rather in the
> > direction
> > > of the cars movement. If you think about how your head moves when you
> > > drive, you follow the direction the car is going, not just lookstraight
this.
Quoted text (8 lines)
> Tom, > > Assuming you're addressing the turning POV in general and not the mouse > thingy: > > In tight hairpins (like the last corner at SP), it better enables you to > visualize your apex and exit line, without compromising your car control. > You surely do not keep your gaze pinned at hood center in real life inQuoted text (7 lines)
> messed with it a good bit in F1-2002 and speak from recent experience. > > But this relates only to low speeds, and I agree that large POV changes at > speed are wildly disorienting. Thus my suggestion for settable rotational > limits and damping them down to zero as speeds rise. That's an important > point. Most of the guys on the HG forum have discovered that the larger > angles are indeed NOT good for general use, as I did in about 2 seconds.Quoted text (10 lines)
> a more at very low speeds. > > Bottom line is that I think it can be a positive addition if done properly > and with full user-adjustability. That has yet to be done. > > Cheers, > > SB > > PS - Do you have any experience with bike sims? They pretty much all useQuoted text (21 lines)
> crawling around on the bike. It's a bit different at first, but after a > short adjustment, I always choose that view over one locked to the bike. > Much more realistic, imho. > > > "Tom Pabst" <[email hidden]> wrote in message > news:lpk99.3626$[email hidden]... > > Well, I was going to stay completely out of this string because when I > first > > read it, I thought the "premise" was so ridiculous.....that it wouldn't > make > > it past three replies before completely dying off. When I opened the > string > > again tonight (I first saw it this morning).....I was totally taken back > by > > the number of replies. > > > > I still think the premise is completely silly......but maybe I'm missing > > something? So, I want to ask a question (or two): > > > > What are you guys thinking you will accomplish with this exceptQuoted text (17 lines)
> > your brain? You can't do this in real life (in a race car or anywhere > > else).....so why is it necessary to do it in a sim racing environment to > > improve "driver immersion?" > > > > If I get a sensible answer to this.....I'll have more to say. > > > > TP > > > > > > > > > > > > "Ian George" <[email hidden]> wrote in message > > news:[email hidden]... > > > Hi All > > > > > > Don't you think that the driving experience in sims would beQuoted text (7 lines)
> > > ahead. > > > > > > For instance, if you let the back hang out in a corner, you would be > > looking > > > slightly sideways, following the corner, rather than staring straight > > ahead > > > at the kerb. I wonder if any sims ever implemented something likeQuoted text (7 lines)
> > > > > > Cheers > > > Ian, TT man > > > > > >On Fri, 23 Aug 2002 15:19:38 GMT, "Steve Blankenship"
<[email hidden]> wrote:
...
>max high speed rotation
>max low speed rotation
>speed at which to transition between the two
>a nice smooth curve for switching, although linear might do if the
>transition speed is low enough
I think linear would do ok here. As lowspeed~10km/h and
highspeed~300km/h. So the max POV angle changes linearly as well, so
decays from say 15 degrees at 10km/h to 3 degrees at 300km/h
gradually. Piece of cake formulawise.
>I suppose you might be able to do a smoothing routine on wheel position to
>damp the effects of rapid corrections; not sure what a proper interval would
>be. Probably best to leave all the above in tweakable txt settings.
Yep, I have on my wishlist a generic SMD (spring-mass-damper) class
which acts like a filter. Would be useful for a lot of things (like
head movement in response to G-forces for example).
Thanks, I may have a test tomorrow or something.
Ruud
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/
"Tom Pabst" <[email hidden]> wrote in message
news:[email hidden]...
<post snipped>
Thanks for the considered reply, Tom.
I agree that the POR, as you call it, is generally within a sim's POV;
certainly it is at any significant speed. I do however, find that some POV
rotation at low speeds not only feels quite natural in use, but is helpful
in sighting my exit line as I'm apexing in a tight corner. Say you're in a
tight left-hand 180 at 30 mph; are you not looking past the A pillar in real
life?
FWIW, I've run some laps in F1-2002 switching back and forth between a
cockpit view with moving POV and a custom camera view that matches the
cockpit view but without rotation, and my laptimes didn't suffer or benefit
from either. But the moving one felt better somehow, I suspect because I
had tweaked the rotation to closely match my POR. If it didn't, it would be
awful, as was the case with CPR. Speed sensitivity would help a lot here,
due to POR being a function of time and thus driven by speed.
Hey, as long as you can tweak it or turn it off... ;-)
SB
Steve...
I think those rare circumstances (like you describe in the 180 degree/ 30
mph turn) your brain would default to that "suspend mode" as it does in the
same situations I described (#1, #2, #3) above.....maybe in an open wheel
car, you'd turn your head to pick up the POR. But, boy....that would be the
rare case. The rest of the time the moving POV would totally screw you up.
And as you stated, how much would that rarely used ability...help you? Not
much, if at all. Do you really need to see the apex...or even the
exit....on a 30mph - 180 degree turn? Nah! And, the POR would only still
be out of view...for a brief moment....even at that low speed.
Now the speed sensitive movement of the POV......might be something that
could be helpful maybe during traversing accidents scenes.....or in pace for
a start or restart. But, even in those situations.....I kind of doubt it.
Remember, as your speed reduces.....the POR moves closer to the nose of the
car....and thus, tends to always remain fairly in front of or within the
on-screen POV (of 75 to 90 degrees). You don't keep your POR out there a
100 yards down track, when you are only going 30 mph! You know?
TP
"Steve Blankenship" <[email hidden]> wrote in message
news:L7v99.147068$[email hidden]...
POV
> rotation at low speeds not only feels quite natural in use, but is helpful
> in sighting my exit line as I'm apexing in a tight corner. Say you're ina
> tight left-hand 180 at 30 mph; are you not looking past the A pillar inreal
> life?
>
> FWIW, I've run some laps in F1-2002 switching back and forth between a
> cockpit view with moving POV and a custom camera view that matches the
> cockpit view but without rotation, and my laptimes didn't suffer orbenefit
> from either. But the moving one felt better somehow, I suspect because I
> had tweaked the rotation to closely match my POR. If it didn't, it wouldbe
Quoted text (8 lines)
> "Tom Pabst" <[email hidden]> wrote in message > news:[email hidden]... > <post snipped> > > Thanks for the considered reply, Tom. > > I agree that the POR, as you call it, is generally within a sim's POV; > certainly it is at any significant speed. I do however, find that someQuoted text (8 lines)
> awful, as was the case with CPR. Speed sensitivity would help a lot here, > due to POR being a function of time and thus driven by speed. > > Hey, as long as you can tweak it or turn it off... ;-) > > SB > > You thesis maintains that a driver rarely looks from side to side much...
But I seem to remember images...photos...of open cockpit drivers who are
craning thier head almost 90 degrees to view the upcomming corner. Could
just be a figment of my imagination tho.
Granted modern Open wheel cars leave little room for head movement,
Stock cars too for that matter....but I wonder about other classes. Do the
Touring cars lock in the drivers helmet? Sports cars? Prototypes? Just
how much lateral head movement do most formulas allow these days?
dave henrie
You can clearly see the drivers looking into the turns in any modern F1
race.
"Dave Henrie" <[email hidden]> wrote in message
news:voD99.11258$[email hidden]...
> You thesis maintains that a driver rarely looks from side to sidemuch...
> But I seem to remember images...photos...of open cockpit drivers whoare
> craning thier head almost 90 degrees to view the upcomming corner.Could
> just be a figment of my imagination tho.
> Granted modern Open wheel cars leave little room for headmovement,
> Stock cars too for that matter....but I wonder about other classes.Do the
> Touring cars lock in the drivers helmet? Sports cars? Prototypes?Just
> how much lateral head movement do most formulas allow these days?
>
> dave henrie
>
>
Dave...
I think the issue of driver's head movement is not limited by the class of
car, or race car type. This is about the dynamics of head movement in
general, when racing. You don't move your head to capture the POR because
its nearly always within your straight ahead POV. The movement of the
driver's head you detect on film or in pictures maybe more related to some
drivers who do this to check mirrors (at extreme angles).....or something
like that. I'm not an open wheel racer, but I have put a lot of laps in
many open wheel cars. While my head movement freedom is greater in an open
wheel car....I don't really use it in the manner described that would make
having a moving POV in a sim - more realistic. Its just doesn't happen that
way in any type of race car. I'm talking about the normal and natural head
movement.....which is straight ahead (virtually) 99% of the time.
Maybe your driver was sneezing....or checking out a babe.....lol... Heck, I
don't know.....but its not a regular and normal thing to move your head's
POV to capture your racing Point of Reference (besides, you'd do that with
eye movement...not your head).
TP
"Dave Henrie" <[email hidden]> wrote in message
news:voD99.11258$[email hidden]...
> You thesis maintains that a driver rarely looks from side to sidemuch...
> But I seem to remember images...photos...of open cockpit drivers who are
> craning thier head almost 90 degrees to view the upcomming corner. Could
> just be a figment of my imagination tho.
> Granted modern Open wheel cars leave little room for head movement,
> Stock cars too for that matter....but I wonder about other classes. Dothe
> Touring cars lock in the drivers helmet? Sports cars? Prototypes?Just
> how much lateral head movement do most formulas allow these days?
>
> dave henrie
>
>
Dave Henrie wrote:
Dave -- The thing we need to remember whenever we read one of Tom's
sermons is this is the bloke who was sick after playing Nascar and
attributed his sickness to the immersion factor of his simulator! If you
can be bothered to wade through all the verbiage it can generally be
summarized in a couple of lines which are usually based on the physics
of fluffy bunny land.
The West's told me he approached them with a business proposition which
they politely turned down, wonder why? ;)
Gerry
Quoted text (11 lines)
> > You thesis maintains that a driver rarely looks from side to side much... > But I seem to remember images...photos...of open cockpit drivers who are > craning thier head almost 90 degrees to view the upcomming corner. Could > just be a figment of my imagination tho. > Granted modern Open wheel cars leave little room for head movement, > Stock cars too for that matter....but I wonder about other classes. Do the > Touring cars lock in the drivers helmet? Sports cars? Prototypes? Just > how much lateral head movement do most formulas allow these days? > > dave henrieJust a fine point (that probably doesn't need making... ;-))
What we're talking about here is not so much head movement, which sims deal
with by allowing g-force induced movement relative to the cockpit, but eye
movement - focal point. Tom's right in that a moving POV is not much, if
any, use at speed; but I, on the other hand am indubitably correct in that
it's useful at low speeds. Definitely a low speed thingy.
All clear now? ;-)
SB
PS - If you're curious and have F1-2002, play with it a bit and see for
yourself - just keep the glance angle very low, or bring a barf bag. But to
be more current, just watch the POV follow steering input in LFS... ;-)
"Tom Pabst" <[email hidden]> wrote in message
news:t%D99.161103$me6.20965@sccrnsc01...
open
> wheel car....I don't really use it in the manner described that would make
> having a moving POV in a sim - more realistic. Its just doesn't happenthat
> way in any type of race car. I'm talking about the normal and naturalhead
> movement.....which is straight ahead (virtually) 99% of the time.
>
> Maybe your driver was sneezing....or checking out a babe.....lol... Heck,I
are
> > craning thier head almost 90 degrees to view the upcomming corner.Could
Quoted text (10 lines)
> Dave... > > I think the issue of driver's head movement is not limited by the class of > car, or race car type. This is about the dynamics of head movement in > general, when racing. You don't move your head to capture the POR because > its nearly always within your straight ahead POV. The movement of the > driver's head you detect on film or in pictures maybe more related to some > drivers who do this to check mirrors (at extreme angles).....or something > like that. I'm not an open wheel racer, but I have put a lot of laps in > many open wheel cars. While my head movement freedom is greater in anQuoted text (13 lines)
> don't know.....but its not a regular and normal thing to move your head's > POV to capture your racing Point of Reference (besides, you'd do that with > eye movement...not your head). > > TP > > > > "Dave Henrie" <[email hidden]> wrote in message > news:voD99.11258$[email hidden]... > > You thesis maintains that a driver rarely looks from side to side > much... > > But I seem to remember images...photos...of open cockpit drivers whoQuoted text (13 lines)
> > just be a figment of my imagination tho. > > Granted modern Open wheel cars leave little room for head movement, > > Stock cars too for that matter....but I wonder about other classes. Do > the > > Touring cars lock in the drivers helmet? Sports cars? Prototypes? > Just > > how much lateral head movement do most formulas allow these days? > > > > dave henrie > > > > > >Steve Blankenship wrote:
Steve, what you say makes perfect sense, unlike what Tom says. ;)
I've tried this in F12002 and straightaway I was aware that I didn't
even notice the shift in POV. That's because it's perfectly natural and
realistic.
Gerry
Quoted text (16 lines)
> > Just a fine point (that probably doesn't need making... ;-)) > > What we're talking about here is not so much head movement, which sims deal > with by allowing g-force induced movement relative to the cockpit, but eye > movement - focal point. Tom's right in that a moving POV is not much, if > any, use at speed; but I, on the other hand am indubitably correct in that > it's useful at low speeds. Definitely a low speed thingy. > > All clear now? ;-) > > SB > > PS - If you're curious and have F1-2002, play with it a bit and see for > yourself - just keep the glance angle very low, or bring a barf bag. But to > be more current, just watch the POV follow steering input in LFS... ;-)On Sat, 24 Aug 2002 11:23:19 GMT, "Steve Blankenship"
<[email hidden]> wrote:
>PS - If you're curious and have F1-2002, play with it a bit and see for
>yourself - just keep the glance angle very low, or bring a barf bag. But to
>be more current, just watch the POV follow steering input in LFS... ;-)
And in Racer beta 6 it will be included as well, speed-sensitive. I
just put it in yesterday and it seemed ok (but that was with a mouse).
Will have to try with steering wheels and various angles, but well,
the options are there (including disabling it), so people can
experiment, which is half the fun ofcourse. ;-)
Just have to zip out some other bugs that are keeping beta 6 from
being released (of which not all are trivial by far).
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/
Ruud van Gaal wrote:
Ruud!
So I'll be able to use my head tracker in mouse emulation mode?
Gerry
Quoted text (17 lines)
> > On Sat, 24 Aug 2002 11:23:19 GMT, "Steve Blankenship" > <[email hidden]> wrote: > > >PS - If you're curious and have F1-2002, play with it a bit and see for > >yourself - just keep the glance angle very low, or bring a barf bag. But to > >be more current, just watch the POV follow steering input in LFS... ;-) > > And in Racer beta 6 it will be included as well, speed-sensitive. I > just put it in yesterday and it seemed ok (but that was with a mouse). > Will have to try with steering wheels and various angles, but well, > the options are there (including disabling it), so people can > experiment, which is half the fun ofcourse. ;-) > > Just have to zip out some other bugs that are keeping beta 6 from > being released (of which not all are trivial by far). >Cool! Look forward to trying it out; always fun to have more knobs to
twiddle with..
SB
"Ruud van Gaal" <[email hidden]> wrote in message
news:[email hidden]...
> On Sat, 24 Aug 2002 11:23:19 GMT, "Steve Blankenship"
> <[email hidden]> wrote:
>
> >PS - If you're curious and have F1-2002, play with it a bit and see for
> >yourself - just keep the glance angle very low, or bring a barf bag. Butto
Quoted text (15 lines)
> >be more current, just watch the POV follow steering input in LFS... ;-) > > And in Racer beta 6 it will be included as well, speed-sensitive. I > just put it in yesterday and it seemed ok (but that was with a mouse). > Will have to try with steering wheels and various angles, but well, > the options are there (including disabling it), so people can > experiment, which is half the fun ofcourse. ;-) > > Just have to zip out some other bugs that are keeping beta 6 from > being released (of which not all are trivial by far). > > > Ruud van Gaal > Free car sim: http://www.racer.nl/ > Pencil art : http://www.marketgraph.nl/gallery/On Sat, 24 Aug 2002 15:33:24 +0100, Gerry Aitken
<[email hidden]> wrote:
Indeed; didn't follow things too carefully, but mouse emulation mode
sounds like what you need. However, this means your head tracker will
define steering as well (since the steering wheel determines
POV_delta_angle).
I think what you'd need is a separate control, just like
throttle/pedal etc. that determine the 'povAngle' control,
independently from steering. Does that sound right?
That would be doable, though a little niche for most people. ;-)
But niche features is something that's a nice thing about Racer; I can
do them if I like. :) Little trinkets that add depth and a special
feel.
If undefined, the povAngle control should follow the steering control
then I guess. Perhaps something generic like that could be done, so
normally, povAngle WOULD follow steering directly (for all the other
users), and you could set 'independent' mode or something.
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (21 lines)
>Ruud van Gaal wrote: >> >> On Sat, 24 Aug 2002 11:23:19 GMT, "Steve Blankenship" >> <[email hidden]> wrote: >> >> >PS - If you're curious and have F1-2002, play with it a bit and see for >> >yourself - just keep the glance angle very low, or bring a barf bag. But to >> >be more current, just watch the POV follow steering input in LFS... ;-) >> >> And in Racer beta 6 it will be included as well, speed-sensitive. I >> just put it in yesterday and it seemed ok (but that was with a mouse). >> Will have to try with steering wheels and various angles, but well, >> the options are there (including disabling it), so people can >> experiment, which is half the fun ofcourse. ;-) >> >> Just have to zip out some other bugs that are keeping beta 6 from >> being released (of which not all are trivial by far). >> >Ruud! > >So I'll be able to use my head tracker in mouse emulation mode?Ruud, you're a star, mate. :)
Yes I'd need the mouse to have exclusive control over POV through the x
axis only. Preferably with an adjustable dead zone at the centre. Is
that doable?
You're right, this is a little niche ATM, but so was my CH flight yoke
back in 92. The guy in the shop couldn't understand why I wanted to play
GP1 with it!
Niche today, mass market tomorrow. Well mass racing sim market anyway.
This hasn't been don in any racing sim, so you'll be breaking new
ground. :)
Thanks
Gerry
"Steve Blankenship" <[email hidden]> writes:
> Yes, it's tied to wheel angle in F1-2002. Not intended to use that way by
> the game's designers I'm sure, but someone found it was possible by editing
> the PLR file to map multiple functions to inputs, and that by mapping the
> game's normal look left/right function to the X-axis left/right you got a
> smoothly-rotating POV.
whatwhatwhatwhatwhatwhat? does this mean I can get look left/right on
a separate axis? if that's the case, I'm tearing apart an old
joystick and glue one of the pots to my wheel RIGHT NOW.
Gunnar, hyperventilating.
--
Gunnar
#31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo�: 2
gitaren er en sjingke
Uhhh, yes. ;-) As long as the game will recognize the input device, you can
map the function to it.
Deep breaths now, slow and easy. That should do it...
SB
"Gunnar Horrigmo" <[email hidden]> wrote in message
news:[email hidden]...
> "Steve Blankenship" <[email hidden]> writes:
>
> > Yes, it's tied to wheel angle in F1-2002. Not intended to use that wayby
> > the game's designers I'm sure, but someone found it was possible byediting
> > the PLR file to map multiple functions to inputs, and that by mappingthe
> > game's normal look left/right function to the X-axis left/right you gota
Quoted text (11 lines)
> > smoothly-rotating POV. > > whatwhatwhatwhatwhatwhat? does this mean I can get look left/right on > a separate axis? if that's the case, I'm tearing apart an old > joystick and glue one of the pots to my wheel RIGHT NOW. > > Gunnar, hyperventilating. > -- > Gunnar > #31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo�: 2 > gitaren er en sjingkeOn Sat, 24 Aug 2002 18:08:50 +0100, Gerry Aitken
<[email hidden]> wrote:
Hehe, well, consider it in the new version then. :) Should be easy
enough to do, and I need the additional 'horn' control anyway. ;-)
By default the pov_angle control then will link to the steering
control directly, but can be made independent. Or perhaps the other
way round, hooking any control to any control (but I don't know if
that's really useful in general).
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/


































