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Rec.Autos.Simulators Archive

Driving Speed v1.12 tech demo

19 posts by 6 people · 18 Mar 2006 15:04 UTC - 22 Mar 2006 11:32 UTC

"Derek" <[email hidden]> wrote in message news:441c1f3f$0$18546$[email hidden]... > This new tech demo features a new car, Audi R8 LeMans. > > Download it at www.megaderek.com >I love the fact that the invisible man drives the car.
Invisible man? was the driver not visible? I can see him on my computer. "Bob Loblaw" <[email hidden]> wrote in message news:KgXSf.7463$[email hidden]...
Quoted text (10 lines)> > "Derek" <[email hidden]> wrote in message > news:441c1f3f$0$18546$[email hidden]... > > This new tech demo features a new car, Audi R8 LeMans. > > > > Download it at www.megaderek.com > > > I love the fact that the invisible man drives the car. > >
Derek wrote: > This new tech demo features a new car, Audi R8 LeMans. > > Download it at www.megaderek.com I'm not sure what direction you're taking the program. That is, simulator or arcade game. Assuming the former, here's what I've compiled. Of course, these are just my opinions for what they're worth. Good ---- * Game has a solid interface. * Control setup was a breeze, minimizing the time to get in the game. * Graphics were acceptable enough. Though lighting could be worked on more. I didn't have a textured sky. * AI seemed acceptable during normal conditions. Though I couldn't test a full field (12), as my machine (1 GHz) hit single digit fps. * Game had the standard racing cameras. Bad --- * Constantly have to select screen resolution at the start of the game. * No support for split axis'. * Steering in game was pretty sloppy, regardless of linearity setting. * Selection for automatic/manual should be in the Options as a permanent setting. * No graphic settings. * No in-game setup modification. Appears to be some limited support by editing each vehicles car.txt file. * Physics: Too much grip. I really couldn't force a spin. Rear tires really didn't want to break loose, at any speed, for any of three of the cars... including the Audi, which is supposed to have slicks. Possible fix might be to edit the file named above and change tire grip. * No clutch. * No rear view mirror that I could find. * AI didn't react properly under extreme race conditions. I punted a car into next week, and it didn't slide off the track. -Will
Derek wrote: > Invisible man? was the driver not visible? I can see him on my computer. I was wondering what he meant, as well. I could see him on the copy I downloaded. -Will
William Bradshaw wrote: > I'm not sure what direction you're taking the program. Sorry, didn't realize the game info was on the screenshots page. It is, in fact, a simulator. :) > * Physics: Too much grip. I really couldn't force a spin. Rear tires > really didn't want to break loose, at any speed, for any of three of the > cars... including the Audi, which is supposed to have slicks. Possible > fix might be to edit the file named above and change tire grip. In the car.text for the Audi, I changed: LateralTyreGrip = 2.0 LongitudeTyreGrip = 1.8 to LateralTyreGrip = 1.5 LongitudeTyreGrip = 1.3 The tires definitely lost grip exiting tight corners with the throttle planted, however it was still too way easy to bring the car right back. Comments? -Will
"Derek" <[email hidden]> wrote in message news:441c9ae2$0$23208$[email hidden]... > Invisible man? was the driver not visible? I can see him on my computer. >I just watched the videos on the site and saw that there were no drivers in the cars. I haven't tried the demo yet.
Ahh ok those videos are a little old... before we had driver models put in the cars. "Bob Loblaw" <[email hidden]> wrote in message news:0U3Tf.34716$[email hidden]... > > "Derek" <[email hidden]> wrote in message > news:441c9ae2$0$23208$[email hidden]... > > Invisible man? was the driver not visible? I can see him on my computer. > > > I just watched the videos on the site and saw that there were no driversin > the cars. I haven't tried the demo yet. > >
Thanks for the feedback. I'll be looking into the issue where the resolution is selected each time the game is run and also some settings for graphics. The game isn't meant to be a full simulation nor full arcade, but in between though leaning more towards simulation. I still want realistic performance but appeal to a wide range of gamers, so keep it looking and feeling real and being easy enough to play that you dont 'need' a dedicated wheel. Similar to the Toca series games. Remember that the whole game has been coded by one programmers myself, this includes graphics, physics, sound, AI and gameplay... which was during my spare time at a full time game dev job. Most racing games are done by several full time programmers. "William Bradshaw" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (28 lines)> William Bradshaw wrote: > > > I'm not sure what direction you're taking the program. > > Sorry, didn't realize the game info was on the screenshots page. It is, > in fact, a simulator. :) > > > * Physics: Too much grip. I really couldn't force a spin. Rear tires > > really didn't want to break loose, at any speed, for any of three of the > > cars... including the Audi, which is supposed to have slicks. Possible > > fix might be to edit the file named above and change tire grip. > > In the car.text for the Audi, I changed: > > LateralTyreGrip = 2.0 > LongitudeTyreGrip = 1.8 > > to > > LateralTyreGrip = 1.5 > LongitudeTyreGrip = 1.3 > > The tires definitely lost grip exiting tight corners with the throttle > planted, however it was still too way easy to bring the car right back. > Comments? > > > -Will
Quoted text (14 lines)> Thanks for the feedback. I'll be looking into the issue where the > resolution > is selected each time the game is run and also some settings for graphics. > The game isn't meant to be a full simulation nor full arcade, but in > between > though leaning more towards simulation. I still want realistic performance > but appeal to a wide range of gamers, so keep it looking and feeling real > and being easy enough to play that you dont 'need' a dedicated wheel. > Similar to the Toca series games. Remember that the whole game has been > coded by one programmers myself, this includes graphics, physics, sound, > AI > and gameplay... which was during my spare time at a full time game dev > job. > Most racing games are done by several full time programmers.
Well, I love your Cartman game...!
Derek wrote: > Thanks for the feedback. I'll be looking into the issue where the resolution > is selected each time the game is run and also some settings for graphics. Glad I could give you some input. > The game isn't meant to be a full simulation nor full arcade, but in between > though leaning more towards simulation. I still want realistic performance > but appeal to a wide range of gamers, so keep it looking and feeling real > and being easy enough to play that you dont 'need' a dedicated wheel. > Similar to the Toca series games. My apologies. That's what I get for presuming things. :) > Remember that the whole game has been > coded by one programmers myself, this includes graphics, physics, sound, AI > and gameplay... which was during my spare time at a full time game dev job. > Most racing games are done by several full time programmers. Couldn't forget that. In fact, one of the best freeware simulators to date was/is programmed and "cobbled" together by one man: Ruud Van Gaal (http://www.racer.nl). While nowhere near finished, it's astounding what one man can accomplish in his spare time. -Will
William Bradshaw <[email hidden]> writes:
Quoted text (16 lines)> Derek wrote: > > This new tech demo features a new car, Audi R8 LeMans. > > Download it at www.megaderek.com > > I'm not sure what direction you're taking the program. That is, > simulator or arcade game. Assuming the former, here's what I've > compiled. Of course, these are just my opinions for what they're worth. > > Good > ---- > * Game has a solid interface. > * Control setup was a breeze, minimizing the time to get in the game. > * Graphics were acceptable enough. Though lighting could be worked on > more. I didn't have a textured sky. > * AI seemed acceptable during normal conditions. Though I couldn't > test a full field (12), as my machine (1 GHz) hit single digit fps.
What! Tell me this will be looked into. Single digit fps with 12 cars!? Now, what resolution was that? I gather someone have picked a very inefficient algorithm somewhere. It's like what I usually do... :) /Andreas -- A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail?
Andreas Davour wrote: > What! Tell me this will be looked into. Single digit fps with 12 cars!? > Now, what resolution was that? I gather someone have picked a very > inefficient algorithm somewhere. It's like what I usually do... :) It's my system, no doubt. I'm running a P3 1 GHz, 384MB of RAM and a GeForce4 MX 440 video card. I get the same results in Racer under the conditions, and similar results in LFS. That is mainly the reason I brought up the graphic setting complaint. But, day in and day out, as long as I continue to get 25-70 fps in NR2003 ...I'm a happy guy. :) -Will
William Bradshaw <[email hidden]> writes:
Quoted text (13 lines)> Andreas Davour wrote: > > > What! Tell me this will be looked into. Single digit fps with 12 cars!? > > Now, what resolution was that? I gather someone have picked a very > > inefficient algorithm somewhere. It's like what I usually do... :) > > It's my system, no doubt. I'm running a P3 1 GHz, 384MB of RAM and a > GeForce4 MX 440 video card. I get the same results in Racer under the > conditions, and similar results in LFS. > > That is mainly the reason I brought up the graphic setting > complaint. But, day in and day out, as long as I continue to get 25-70 > fps in NR2003 ...I'm a happy guy. :)
:) Well, I still find it a bit alarming. If 1GHz is not enough for a racing sim I always wonder if something is not done wrong. /Andreas -- A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail?
Andreas Davour wrote: > Well, I still find it a bit alarming. If 1GHz is not enough for a racing > sim I always wonder if something is not done wrong. My guess is that the system is being taxed due to the three titles actually simulating physics for all of the other cars. Whereas in NR2003, it's faked. ;) -Will
William Bradshaw <[email hidden]> wrote in news:1142973019.469688 @news001.transaeris.com:
Quoted text (12 lines)> Andreas Davour wrote: > >> Well, I still find it a bit alarming. If 1GHz is not enough for a racing >> sim I always wonder if something is not done wrong. > > My guess is that the system is being taxed due to the three titles > actually simulating physics for all of the other cars. Whereas in > NR2003, it's faked. ;) > > > -Will >
Isi sims don't fully replicate the human car's physics, but they do allow for almost unlimited separate types of cars. Whereas, the Papyrus engine, although capable of multiple car types, was limited, most likely for performance reasons to at best 3 or at least 1 AI model. Papyrus sims, to date, do not have dynamic weather, depict rainfall, or other imersive cpu intensive features. iRacing so far is 'showing' 3 types of racing, If I recall, they all are either single car type or, if multiple types, very similar in performance. It will be interesting to see how many features iRacing piles on to their core GPL-based code. dave henrie
> Well, I still find it a bit alarming. If 1GHz is not enough for a racing > sim I always wonder if something is not done wrong. Its true I haven't optimized the collision detection or the physics at all yet, so the code is putting a huge load on the CPU. There are still many optimizations I can make in many areas of the game and plan to get around to it when time permits. As for now it requires a mid to top end machine, reducing the number of cars in a race also helps. Cheers "Andreas Davour" <[email hidden]> wrote in message news:[email hidden]... > William Bradshaw <[email hidden]> writes: > > > Andreas Davour wrote: > > > > > What! Tell me this will be looked into. Single digit fps with 12cars!?
Quoted text (23 lines)> > > Now, what resolution was that? I gather someone have picked a very > > > inefficient algorithm somewhere. It's like what I usually do... :) > > > > It's my system, no doubt. I'm running a P3 1 GHz, 384MB of RAM and a > > GeForce4 MX 440 video card. I get the same results in Racer under the > > conditions, and similar results in LFS. > > > > That is mainly the reason I brought up the graphic setting > > complaint. But, day in and day out, as long as I continue to get 25-70 > > fps in NR2003 ...I'm a happy guy. :) > > :) > > Well, I still find it a bit alarming. If 1GHz is not enough for a racing > sim I always wonder if something is not done wrong. > > /Andreas > > -- > A: Because it fouls the order in which people normally read text. > Q: Why is top-posting such a bad thing? > A: Top-posting. > Q: What is the most annoying thing on usenet and in e-mail?
"Derek" <[email hidden]> writes:
Quoted text (7 lines)> > Well, I still find it a bit alarming. If 1GHz is not enough for a racing > > sim I always wonder if something is not done wrong. > > Its true I haven't optimized the collision detection or the physics at all > yet, so the code is putting a huge load on the CPU. > There are still many optimizations I can make in many areas of the game and > plan to get around to it when time permits.
I almost guessed so. While many new sims simulate a lot of stuff, I sometimes wonder if they don't suffer a bit from the rush that seems to afflict so many other computer games today. Many titles today aren't ready to play when released! I guess a home brew have all the time in the world. So much better! :D /Andreas -- A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail?
William Bradshaw <[email hidden]> writes:
Quoted text (8 lines)> Andreas Davour wrote: > > > Well, I still find it a bit alarming. If 1GHz is not enough for a racing > > sim I always wonder if something is not done wrong. > > My guess is that the system is being taxed due to the three titles > actually simulating physics for all of the other cars. Whereas in > NR2003, it's faked. ;)
It is? Didn't know that. /andreas -- A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail?

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