http://gamenation.com.au/news/?action=view&id=114
Looks good! I might buy it!!!
Gerry
GP4 preview video and the lack of online play
A GP4 preview video and developer notes on lighting and heat-haze effects impressed some posters. Others objected that GP4 lacked internet multiplayer, which led to an argument about whether LAN play was a practical substitute, and the exchanges became somewhat heated. Byron Forbes argued that people were making excuses for missing online support.
Automated summary.
http://gamenation.com.au/news/?action=view&id=114
Looks good! I might buy it!!!
Gerry
with no internet multiplay?
"Gerry Aitken" <[email hidden]> wrote in message
news:[email hidden]...
> http://gamenation.com.au/news/?action=view&id=114
>
> Looks good! I might buy it!!!
>
> Gerry
Wou 'might' buy it? I WILL buy it!
It looks darn impressive to me, but still seems to have that Crammond feel,
which I like very much.
Masa
"rik zeppelin" <[email hidden]> schreef in bericht
news:KE8j8.75931$[email hidden]...
Quoted text (11 lines)
> with no internet multiplay? > > "Gerry Aitken" <[email hidden]> wrote in message > news:[email hidden]... > > http://gamenation.com.au/news/?action=view&id=114 > > > > Looks good! I might buy it!!! > > > > Gerry > >rik zeppelin wrote:
> with no internet multiplay?
of course that is the big problem with it, but therefore we can still get
back to gpl ;)
still looking forward to it !
maybe rene smit patches it for internet play, all is possible :)
Quoted text (8 lines)
> > "Gerry Aitken" <[email hidden]> wrote in message > news:[email hidden]... >> http://gamenation.com.au/news/?action=view&id=114 >> >> Looks good! I might buy it!!! >> >> Gerry
rik zeppelin wrote:
>
> with no internet multiplay?
Yeah, nice hotlapping toy to get me in the mood for watching a GP. :)
Gerry
I'm sold on F12001
"Gerry Aitken" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (9 lines)
> > > rik zeppelin wrote: > > > > with no internet multiplay? > > Yeah, nice hotlapping toy to get me in the mood for watching a GP. :) > > Gerry> Wou 'might' buy it? I WILL buy it!
Wou = You (of course)
rik zeppelin wrote:
> I'm sold on F12001
I didn't bother buying it..
Gerry
rik zeppelin wrote:
> I'm sold on F12001
I didn't bother buying it..
Gerry
you ought to try it, it made gp3 look like an antique.
and i was a gp3 fan.
"Gerry Aitken" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (9 lines)
> > > rik zeppelin wrote: > > > I'm sold on F12001 > > I didn't bother buying it.. > > GerryOn Mon, 11 Mar 2002 22:55:22 +0100, Stefan Roth <[email hidden]> wrote:
Well, given the fact that Internet connections in this country are *awful*,
the most I can hope for is playing over a LAN - *if* I can find anybody
else around here willing to play...
--
__________ ____---____ Marco Antonio Checa Funcke
\_________D /-/---_----' Santiago de Surco, Lima, Peru
_H__/_/ http://machf.tripod.com
'-_____|( http://www.GeoCities.com/Hollywood/2645
remove the "no_me_j." and "sons.of." parts before replying
Quoted text (9 lines)
>rik zeppelin wrote: > >> with no internet multiplay? > >of course that is the big problem with it, but therefore we can still get >back to gpl ;) >still looking forward to it ! >maybe rene smit patches it for internet play, all is possible :) >
rik zeppelin wrote:
>
> you ought to try it, it made gp3 look like an antique.
> and i was a gp3 fan.
I have tried it, I just didn't buy it.
Gerry
"Thirdly, getting the in-game lighting and reflections to behave near
to as it does in real life is a difficult but rewarding process. Under
the close watchful eye of Geoff, we have spent an age getting the
in-game lighting to do just that."
If they've got the reflections thing done properly, then driving in
the wet should be sensational. :)
Rafe Mc
On Mon, 11 Mar 2002 17:57:57 +0000, Gerry Aitken
<[email hidden]> wrote:
>http://gamenation.com.au/news/?action=view&id=114
>
>Looks good! I might buy it!!!
>
>Gerry
* Bump mapped perturbance (heat haze) from engine heat
This feature sounds pretty damn cool as well :)
Rafe Mc
> with no internet multiplay?
Yep...I'd rather LAN play any day. Lot cheaper too...(requires like-minded
friends of course)
> > you ought to try it, it made gp3 look like an antique.
> > and i was a gp3 fan.
>
> I have tried it, I just didn't buy it.
I was a big GP3 fan and hated F12001 when I first played it. The patch came
along though, and gradually I got into it and now I can't get enough of it.
I still miss some of the cool features from GP3 though like realistic
weather, proper tyre wear, good AI etc.
> If they've got the reflections thing done properly, then driving in
> the wet should be sensational. :)
Yeah, I think that the car lighting looks very artificial in F12001 compared
to GP3 which looks more natural (albeit blocky)
"Damien Smith" <[email hidden]> wrote in message
news:a6nacr$fvkne$[email hidden]...
> > with no internet multiplay?
>
> Yep...I'd rather LAN play any day. Lot cheaper too...(requireslike-minded
> friends of course)
>
>
With my notebook and portable controller, this has always been my
preference. My friend and I had rock-steady LAN games in GP3 (of course I
agree that the LAN experience with GP3 was dismal with more people hooked
on).
Stephen
and a network.......
"Damien Smith" <[email hidden]> wrote in message
news:a6nacr$fvkne$[email hidden]...
> > with no internet multiplay?
>
> Yep...I'd rather LAN play any day. Lot cheaper too...(requireslike-minded
> friends of course)
>
>
At the very least, a 15 buck crossover cable. Next up the line is a simple
40 buck hub and some cheap network cards.
Stephen
"rik zeppelin" <[email hidden]> wrote in message
news:%bJj8.715$[email hidden]...
Quoted text (13 lines)
> and a network....... > > "Damien Smith" <[email hidden]> wrote in message > news:a6nacr$fvkne$[email hidden]... > > > with no internet multiplay? > > > > Yep...I'd rather LAN play any day. Lot cheaper too...(requires > like-minded > > friends of course) > > > > > >
Damien Smith wrote:
>
> > with no internet multiplay?
>
> Yep...I'd rather LAN play any day. Lot cheaper too...(requires like-minded
> friends of course)
'Powerful argument' isn't your forte, is it?
"Stephen F." wrote:
>
> At the very least, a 15 buck crossover cable.
I was using serial cable TEN years ago! This is the TWENTY FIRST century
you know!
On Wed, 13 Mar 2002 17:42:40 +0000, Gerry Aitken <[email hidden]> wrote:
You can build a crossover *network* cable, you know. I certainly have done
so. I don't think it cost me more than $5 to build, $15 seems a little high...
--
__________ ____---____ Marco Antonio Checa Funcke
\_________D /-/---_----' Santiago de Surco, Lima, Peru
_H__/_/ http://machf.tripod.com
'-_____|( http://www.GeoCities.com/Hollywood/2645
remove the "no_me_j." and "sons.of." parts before replying
Quoted text (8 lines)
> > >"Stephen F." wrote: >> >> At the very least, a 15 buck crossover cable. > >I was using serial cable TEN years ago! This is the TWENTY FIRST century >you know!
"Gerry Aitken" <[email hidden]> wrote in message
news:[email hidden]...
True. Eight years ago I was also running GP1 on a 486 with a serial cable.
We got about 15fps, and we had a hell of a lot of fun.
As you said, this is the 21st century. I'm aware of that, since it says so
in the bottom corner of my screen. That means I can now have a portable
computer with a 1GHz PIII processor and a somewhat decent GeForce2 chip
which will run mind-blowing sims like GPL, F1-2001 and (perhaps) GP4 with
unbelievable levels of visual detail, and at rock solid framerates. I can
then pack this 5 lb wonder, together with a nice analog handheld controller
which gives me enough control to match my best "wheel" laptimes, into a
backpack, go to a friend's place, and plug into his machine with a data pipe
which pumps 100Mbit/second, as opposed to the morse-code serial cables of
old. No warping at all. Even GPL, the king of online, makes me a bit dizzy
over dial-up with its jittery cars. Yeah, they're not warping all over the
place, but they're jiggling like they're fueled up with Jolt cola. And I
can shout at my friend. I can watch his facial expressions when he blows it
entering the Parabolica. I don't have to send simple, terse chat messages.
Dial-up is great, but a LAN race is always better.
Stephen
Quoted text (8 lines)
> > > "Stephen F." wrote: > > > > At the very least, a 15 buck crossover cable. > > I was using serial cable TEN years ago! This is the TWENTY FIRST century > you know!
"machf" <[email hidden]> wrote in message
news:[email hidden]...
> On Wed, 13 Mar 2002 17:42:40 +0000, Gerry Aitken <[email hidden]>wrote:
high...
>
Even better. I should add that prices here in Switzerland are a bit higher.
My "bucks" are actually Swiss francs, so about 10 USD. The cheapest I have
managed to build a network cable here was about 10SFR for materials.
Stephen
Quoted text (12 lines)
> > > > > > >"Stephen F." wrote: > >> > >> At the very least, a 15 buck crossover cable. > > > >I was using serial cable TEN years ago! This is the TWENTY FIRST century > >you know! > > You can build a crossover *network* cable, you know. I certainly have done > so. I don't think it cost me more than $5 to build, $15 seems a little> Or from the comfort of your own home, just fire up GPL, VROC and
..play against faceless nobodies..
"Stephen F." wrote:
>
> At the very least, a 15 buck crossover cable. Next up the line is a simple
> 40 buck hub and some cheap network cards.
>
Yeah, all you need to do is get 20 people and computers all in the
same place at the same time. No worries at all.
Or from the comfort of your own home, just fire up GPL, VROC and
.............
Gerry Aitken wrote:
LOL!
Quoted text (9 lines)
> > Damien Smith wrote: > > > > > with no internet multiplay? > > > > Yep...I'd rather LAN play any day. Lot cheaper too...(requires like-minded > > friends of course) > > 'Powerful argument' isn't your forte, is it?"Stephen F." wrote:
Look, if you don't mind using a joystick, then why bother with a sim
at all. Go get an Xbox and tell your friends to as well. Leave that
backpack at home!
Quoted text (33 lines)
> > "Gerry Aitken" <[email hidden]> wrote in message > news:[email hidden]... > > > > > > "Stephen F." wrote: > > > > > > At the very least, a 15 buck crossover cable. > > > > I was using serial cable TEN years ago! This is the TWENTY FIRST century > > you know! > > True. Eight years ago I was also running GP1 on a 486 with a serial cable. > We got about 15fps, and we had a hell of a lot of fun. > > As you said, this is the 21st century. I'm aware of that, since it says so > in the bottom corner of my screen. That means I can now have a portable > computer with a 1GHz PIII processor and a somewhat decent GeForce2 chip > which will run mind-blowing sims like GPL, F1-2001 and (perhaps) GP4 with > unbelievable levels of visual detail, and at rock solid framerates. I can > then pack this 5 lb wonder, together with a nice analog handheld controller > which gives me enough control to match my best "wheel" laptimes, into a > backpack, go to a friend's place, and plug into his machine with a data pipe > which pumps 100Mbit/second, as opposed to the morse-code serial cables of > old. No warping at all. Even GPL, the king of online, makes me a bit dizzy > over dial-up with its jittery cars. Yeah, they're not warping all over the > place, but they're jiggling like they're fueled up with Jolt cola. And I > can shout at my friend. I can watch his facial expressions when he blows it > entering the Parabolica. I don't have to send simple, terse chat messages. > > Dial-up is great, but a LAN race is always better. > > StephenOn Thu, 14 Mar 2002 23:01:47 +1000, Byron Forbes
<[email hidden]> wrote:
> Look, if you don't mind using a joystick, then why bother with a sim
>at all. Go get an Xbox and tell your friends to as well. Leave that
>backpack at home!
Le Professeur once again detects the need for clear thinking and is
happy to provide his assistance with Food For Thought!
Over the years, numerous threads have been devoted here to the sim vs
arcade debate. What is a sim and what is an arcade racer? Obviously
these discussions exist because everybody has different expectations
and priorities. However, the general attitude here seems that the
absolute realism of the physics makes or breaks a sim. That is: for
more than half of the frequent posters here, a sim will be spoiled
when a car doesn't react like it would in reality. A sim that,
as a matter of speaking, *only* has correct physics to offer seems to
be regarded higher than one that fails in this respect, but has
everything else (see later). Along the same lines, a wheel and pedals
are considered *absolutely* required to fully get the experience
right.
I've always had the feeling that this "hardcore" approach misses the
point somewhere. The thinking has gone too much in one direction.
Because it seems soobvious and because nobody really challenged it
:-) So that's why I did some hard thinking to rationalize this rather
"undefined" feeling that I always had. When I started, I didn't know
where it would end. Turns out like some philosophical voyage of
discovery of simulation, hehe :-) It's just MY view,
which I do not consider better or worse than other views. All that I
want is that the hardcore guys give it an honest read. And of course
discuss it... throw it all out if the logic fails!! :-)
Ok, here goes...
I'd like to start with a simple question: WHY do racing simulators
exist at all?
Well, millions of people would like to experience racing.
Unfortunately, for several reasons, only a few hundred worldwide are
able to *actually* experience it. Therefore, a racingsim offers
ordinary people the best possible illusion of racing. And to achieve
this, it uses the virtual reality capacities of a computer.
Right. If this would be my ultimate answer, then I could just as well
stop here because with this definition, the what I call "hardcore
approach" would be unchallengable <G>
HOWEVER, we have peeled only the first layer of the onion :-) The key
here is that, to get to the essence, we also have to answer the
question why realworld racing ITSELF (thinking about F1 in particular)
exists. Why people want to be a racecar driver and why those who
already are, find it enjoyable?
I've put together a list of reasons here (would be interested to hear
whether anyone can add things?). They are in no particular order, and
most are interconnected in some way.
1) glamour; the 'happy few', exotic places and flashy cars
2) getting respect, BEING someone; because of 1)
3) competition; measuring yourself against others
4) the challenge,getting the best out of yourself; a battle with your
own capacities
5) *physical* sensations: G-forces, arms hurt, bumps...; these give
you an adrenalin rush because you are well aware that you're "taming"
a powerful beast
6) *sound* and *smell* of racecars; (HOW it sounds and smells is
secondary to the fact that these particular sounds and smells are
associated with racing)
7) *visual* sensations; the impression of moving very very fast
8) the danger involved; another source of adrenalin
(9) commercials, pit girls,groupies, your own Jet and champagne or
Guinness<G>
Apart from the smell and the danger, pretty much everything in this
list can be simulated to some degree. The physical sensations are
difficult, the online community gives respect and, together with AI,
competition. Licenses give you an idea of taking part in the real
glamour.
Item (4), the challenge, can be broken down further. The challenge
consists of constantly pushing yourself to improve the following
skills. The constant battle to improve these skills *IS* racing:
1) "feeling" the car with that part of your body under your back <G>
2) "listening" to the car, in order to preserve it to get it over the
finishline
3) understanding how to tweak car parameters to make the car
faster/better
4) braveness; not being afraid of taking risks
5) accuracy; how precise is your control over the car
6) reaction-speed; responding fast to the inputs of your senses
7) concentration; staying focused over longer periods
8) physical condition and stamina; to maintain concentration during
the course of a race
9) regularity; the ability to do it over and over again (laps/races)
10) tactics; making the right decisions even in the heat of the action
11) mental strength; controlling nerves and recovering from bad luck
You also need a rich dad and social "connections" or the ability to
sell yourself <G>
Apart from 4), every challenge in this second list is, or can be,
simulated to some degree. Simulating "feeling" the car is difficult
once again. Complex car tweaking is already available. Simulation of
tactics and "listening" to the car will undoubtedly get better and
better over time.
**How well everything in this list is implemented, is what really sets
a sim apart from an arcade game!**
I think we pretty much all agree that a simulator which offers all of
this, could be called the PERFECT simulator, not?
Now comes the "mental leap": there is a subtle difference between
simulating autoracing, and simulating the enumerated aspects that make
autoracing exciting and enjoyable!
Some aspects of real autoracing as we know it now, may not be
essential at all. That is: they are what they are, but if they would
be different, they would not make the racing less enjoyable and less
of a challenge. The reasons that they "are what they are" could be
historical or practical or even just random. As a result, they aren't
mentioned in the lists above!
Some examples:
- turning a steeringwheel and pushing pedals:
In the real world, they are _practical_: the easiest and most
efficient way to change direction or to produce a mechanical pressure
to slow down the vehicle. But they are also _historical_ in a way. In
the past there was no other way to control a car, but now or in the
future it could be possible (and IS even reality sometimes!!) to use
joysticks, paddles and buttons to achieve the same or better accuracy!
In the real world, they have the added advantage of feedback: a whole
pallette of forces is transferred through wheel and pedals to the
pilot.
- real-world physics:
It has been shown that real-world physics seem to be finetuned to make
our Universe possible. If physical constants would be just a little
bit different, the Universe would pretty much fall apart :-) (on
purpose of anthropic reasoning?) However, if we ignore this, we
could come up with some pretty interesting and complex alternative
physics. Physics that are JUST as challenging to handle as the physics
that we know. Springs and dampers acting totally different...
Air-resistance increasing when you brake instead of decreasing...
Lateral forces the faster you go in a straight line.... Current top
pilots would STILL be top pilots under those circumstances (if they
were born in that world..) Because the really important skill is to
handle "a" complex environment.
- "trivial" things that are pretty much random: the whole points
system, technical regulations, car-liveries, the F1 circus as a
whole...
We could change ALL of these things, and still end up with a great and
fantastically challenging sim. The only reason why a PERFECT
simulation of these particular aspects adds to the essence of a
racingsim, is the _association_ with real world racing. For example
the "trivial" aspects mentioned above make it easy to identify with
the "real" thing, so by getting them right the sim tries to offer you
a little of the "glamour". The physics will never be TOO obviously
unreal, because that would also immediately kill the whole
identification. And we like to hold a wheel because the real drivers
do so too, and because that's what we see on TV all the time...
Take special hardware: do a wheel and pedals, as symbols for a more
perfect true-to-life simulation, significantly improve any of the
enumerated "essentials"? Force feedback gives some physical
sensations, but nothing like the real thing. They provide better
accuracy, but with keyboard control that is carefully tuned, you can
also get a very challenging and complex experience.(remember that
"accuracy" was just one of the 11 required skills, BTW)A quality sim
can obviously not get away with _totally_ neglecting all of these
non-essential aspects. The more a player knows about real racing, the
more sensitive he will be for these aspects that mainly improve the
identification with the real thing. As an example, for people who
regularly drive real cars to the limit, it might be harder to ignore
the imperfections in the physics model. (But why do they need a sim
anyway? ;-) ) They will notice when the car reacts funny. They will
notice when a change in setup does not have the real-world effect.
Those who do NOT regularly drive real cars to the limit, will NOT be
distracted by this, and can nevertheless enjoy a slightly different
model that is just as complex. Kids or people who only occasionally
watch races and are totally unaware of what being a racepilot really
takes, will even be satisfied with an arcade game that offers barely
more than the visual experience. They will not feel the same
excitement as a real racer though!
To put the whole idea in a nutshell: Imperfections in the physics
model, and keyboard or joystick control do NOT devaluate the
sim-experience as profoundly as is commonly proclaimed. When a physics
model is not TOO obviously unreal, and challenging enough, and when
the control method is well executed and challenging, then a simulator
can give you EXACTLY the same excitement as a real racer. It does not
deserve to be slammed. Or: perfect physics alone can sometimes be
insufficient to beat a sim with flawed physics but better in other
aspects.
=============
The point of view that I defended in the previous post, is that
*Physics* and absolute copying of reality (like using wheel and
pedals) are not necessarilly the unchallengable "Holy Grails" of sim
racing. I tried to justify this view by investigating the motivations
behind real world racing itself. The underlyingidea for this approach
was to illustrate that the details behind the physics of a racecar and
environment are not an essential part of the racing experience. That
is: in an imaginary world with totally different, but equally complex,
physical laws, and a totally differently responding car, racing would
be just as exciting and current topdrivers would STILL be topdrivers.
It is the *complexity* of the car behaviour and overall physics that
fuels a lot of the aspects that make racing exciting. The
*faithfulness* to real-world car behaviour and overall physics mainly
matter because they improve the *identification* with the real world.
Therefore, after a certain point, the importance of the simulation of
exact physics becomes inferior to the importance of mimicing other
aspects of racing that are totally independant from "correct"
physics. Another consequence is, that keyboard or joystick control do
certainly not devaluate the experience as profoundly as is mostly
assumed.
One of the points that I would like to comment in more detail is the
axiom that a "simulation" MUST strive to offer an absolutely perfect
recreation of EVERY ASPECT of the real thing.
Someone responded: "If it models something else or takes liberties,
it's called a game. That's what this topic is all about."
First remark: there are no sims that do not take liberties, and there
will never BE sims that do not take liberties. On the most fundamental
level, because our so called "laws of physics" are no better than
approximations themselves. Newtonian physics give you no more than
some basic rules to construct yourself an approximation of reality. Do
something unusually fast or look at something on the atomic scale and
Newton sinks like the Titanic :-) It was surpassed by Einstein's
Relativity and later Quantummechanics. And they show their
shortcomings too and will eventually be surpassed by something else.
God knows whether THAT will "be" reality or just a construction that
nicely approximates reality. And on top of that(don't quote me because
I'm not a sim programmer) I think that a transition from concept to
computerised simulation also requires numerical tricks that are a way
to be able to actually "calculate" the physics?
Of course this goes a little over the top, it's hardly relevant
anymore for the topic.. But it does illustrate that a clear and fixed
border between "simulation" and "taking liberties" is an illusion.
Certainly when you consider the limited amount of available CPU
cycles... Our categorizing is totally arbitrary. GPL physics are NOT
realistic. GPL doesn't simulate the movement of every single component
in the engine. It doesn't simulate the flow of gas molecules around
the carbody. It doesn't simulate the stress within the materials. It
doesn't accurately simulate the inflation of the tire due to the
heating up. Realtime simulation, to a certain degree of realism, of
each of these individual aspects would require a supercomputer in
itself!!!
"But," some will react, "it doesn't NEED to because these aspects
are not relevant and huge simplifications and approximations in these
areas don't hurt the experience."
Well, I wholeheartedly agree with them :-) The issue is then
reduced to a discussion of how far we allow the simplifications to go.
Where we allow them and where not. A good definition is that
simplifications are acceptable, as long as the concessions concern
aspects that are of minor importance to what the sim tries to achieve.
What seperates "hardcore" from "sensible" <G> and from "arcade" is the
interpretation of WHAT precisely the sim should try to achieve.
The best way that I've seen this explained is that a perfect
simulation of car physics only guarantees that you have a "car physics
simulator". But is that really what we're looking for? The key is that
racepilots are more than just "car physics experts". Patrick Head is a
"car physics expert" (or at least a few years ago he WAS, by the looks
of it :-) ), but do we really think about HIM when we enjoy a
racingsim? Would Patrick Head become World Champion?
Where one puts the borderline might seem arbitrary, but I see it as
more than that. The hardcore approach has an inherent problem: it
never ends! When exactly are those physics sufficiently detailed to be
satisfied? In a sense, the hardcore approach is obliged to NEVER be
totally satisfied. Since, by definition, a simulation of the physics
can never be perfect, a "satisfied hardcore simmer" would imply that
the accuracy of the physics WASN'T his ONLY priority after all. What
other priorities are there? And what other priorities are *sensible*?
What aspect is important enough to compromise physics for it? I think
"simulating what a racingdriver experiences" is a good candidate :-)
I UNDERSTAND that those with real-world carsetup experience and
car-handling-on-the-limit experience WILL be annoyed by some of the
things that I would call "details". If I would be in that position, I
would probably be annoyed also! But they suffer a DISadvantage rather
than an advantage. Since they have gone "one bridge too far" in their
realworld experience, they are blinded by a hunt for perfect physics
that is DOOMED anyway. And in the process they risk to miss the real
point of a racingsim...
There's another, more implicit, argument in the quest for perfect
physics reproduction. A hardcore simmer reasons that, no matter what,
more perfect physics and equipment automatically also get you closer
to the thrills of the racing experience. Or in other words: the more
accurate the "car physics simulator", the more accurate also the "car
racing simulator". From that point of view, the hardcore choice of
where to put the borderline ("as far as you can") seems more "pure",
less arbitrary. Instead of "artificially" recreating the driving
experience, you get to it the way it is supposed to happen. Instead
of a "surrogate", you get the original. Instead of a synthetic
diamond, you get a natural one. That way, you can no longer blame them
that they "miss the point". On the contrary: with THEIR hardcore
approach, they naturally get what the less hardcore approach tries to
reach via unrealistic illusion.
Well, there are two counter arguments here that I can think off.
First of all: is reality the best there is? Maybe sometimes, reality
is such that it does no longer fullfill the expectations of those who
started racing. Important aspects that made them love racing, get
mutilated in such a way that it makes their experience less enjoyable.
Are we really obliged to get THOSE aspects into a sim, too? This
sounds silly, but consider the following examples:
- the most obvious one: accidents! We certainly don't want to get hurt
via a simulator. Real pilots don't have the choice. If they WOULD have
the choice, they would certainly "disable" the "injuries" option. I'm
still wondering what would happen if the most hardcore of hardcore
simdrivers are actually ABLE to enable "injuries" in GPL218 :-)
- too much technology: a ctive suspension, advanced throttle control,
computerized everything... why not satellite navigation <G>? The
driver can become a passenger in his own vehicle. The best are no
longer the best, and I'm sure many lost a lot of racing experience.
Must we stubbornly implement this type of evolution, no matter how far
it goes, into a sim and dig the grave of our own enjoyment?
- reality too complex: there are situations where reality turns out to
be just that little bit *too* difficult to handle. Struggling to get a
car set up right is one thing, but if there is *no* progress
whatshowever it becomes more of a torture than anything else. My
fellow countryman and multiple 500cc motocross champion Joel Smets saw
an entire season destroyed because his bike was so totally unreliable
that he was barely able to finish a single race (while constantly
running in first position...). If a sim would be incredibly accurate,
to such degree that you get totally lost at some point, how fun would
it be? Would it still *make sense* to use the sim at all? There has to
be *some* system in there, and it should not be hidden in such
a way that only ingenious physicists are able to uncover and handle
it. When it becomes sheer agony, there's no point anymore in using the
sim. So in a sense, racing similators HAVE to be dumbed down to some
degree if they don't want to have a market that consists of Patrick
Head, Harvey Postletwaite, Adrian Newey, Ross Brown, John Barnard and
Gordon Murray :-)
Second remark: if we transfer a certain aspect as accurately as
possible to a computersim, does this automatically guarantee that it
retains its essence? I think it does not necessarilly, and that it
should also be carefully considered whether the increased accuracy for
that particular aspect is worth the cost. Sometimes we have to
introduce artificial aspects into the sim to compensate for the
absence of "unsimulatable" aspects. It's nice to have an absolutely
perfect tiregrip model in your sim. But because we can (currently,
some would say) not simulate the feeling of the car under our butt, we
have to include artificial clues to substitute it. Or over-emphasize
aspects that would provide only minor feedback in reality.
In a nutshell: because of inherent physical limitations, a bare,
pixel-perfect transition from reality to a sim will likely disrupt the
experience in some way. It will require you to introduce artificial
"compensators". Or sometimes you can opt to simplify the transition in
such a way that you don't *need* the artificial compensators. Which
approach results in the best suspension of disbelief??? Highly
debatable.... But the simplification at least allows you to invest CPU
in OTHER aspects!
Therefore, along the same lines, a sim developer is obliged to
evaluate the limited computer power at his disposal and make the most
efficient choices. It could be great to accurately calculate the
airflow over the spoilers in realtime, but does the surplus value
justify the CPU-cost? If he thinks a little longer, he could realise
that a considerable improvement in graphics would increase the
suspension of disbelief much more, against the same CPU-cost.
So.... I think it's NOT obvious that choosing for an increase in the
accuracy of physics always improves the authenticity of the driving
experience. After some point, it makes no sense to invest even more in
the physics, and the remaining resources should be invested in OTHER
aspects (graphics, sound, AI, atmosphere). It's enough that A) the
implemented physics are complex enough to offer a sufficiently
engrossing challenge. B) they are "true" enough as to not completely
destroy the identification with the real world and real racing, C)
they have a certain degree of consistency.
Le Professeur
"For every problem, there's at least one solution that is
simple, convenient and plain wrong."
H.L.Mencken
"Byron Forbes" <[email hidden]> wrote in message
news:[email hidden]...
>
> Look, if you don't mind using a joystick, then why bother with a sim
> at all. Go get an Xbox and tell your friends to as well. Leave that
> backpack at home!
I use both. A wheel at home, and a stick on the road. The sim experience
is the same with both for me (having a well-developed imagination helps),
and I certainly wouldn't have told Wolfgang Woeger a few years back that his
choice of a joystick meant that he didn't have a full understanding of sim
racing.
I can see I've waded into it here, so I'm just going to summarize my points
for clarity. I simply wanted to say that LAN racing is not so impractical,
and a lot of fun. I perhaps overenthusiastically stated my sense of wonder
about the notebook, but it really is just that. I still can't believe what
Dell managed to pack into a 5lb box. Anyway:
1. *If* you can set it up, a LAN game beats online for the quality of
connection and racing. I never said it was easy, but with the notebook it's
not a problem, and since I anyway visit my friends and see them
face-to-face, this is a nice change and allows me to combine pleasure
(visit) with pleasure (simming). I can also get out of my chair, walk over
and give my friend a good Nelson Piquet girly-kick if he pulls an Salazar on
me...
2. The hardware required to set up a network is cheap and a network is a
no-brainer to set up, something I didn't realize at first. A lot of people
have two computers at home, and with a crossover cable you're in business
for some really fun LAN racing.
But you're right. For 20 people, VROC is great. Papyrus has rock-steady
multiplayer code and I applaud that. In a perfect world, all sims would
work as well, but in the end, even a sim without internet multiplay is worth
buying for me. A great driving model and good track accuracy makes it an
enjoyable hot-lapper as Gerry said. Good AI means I can still have fun on
the road, or a quick race at odd hours on my own terms.
Stephen
"Richard S Beckett" <
I'll have to practice a lot, to get the feel of driving a kart with a fixed
rear axle, and no gears. When I buy a new sim, then I need to practice, to
get used to the feel of that particular sim. What's the difference?
R.
then don't mess with the standard Kart, go for the Shifter carts, and
...with your Buttinski mere inches from the asphalt, I think 80mph (or
higher with the Shifters,) would seem dang fast.
dave henrie
Byron Forbes wrote:
Hehe, was a little harsh there, sorry Damien. But lets be honest how
often are you going to get twenty or more people together for a LAN
session? Three times a year, maybe four? It's impractical.
With the internet you can do it every night. I raced in a league for two
and a half years with just a 28.8k connection. I also did some LAN
events over the same period. But when I look at the replays from over
the years, how much better are the LAN ones? Answer: not much better,
just fewer!
Gerry
Quoted text (13 lines)
> > Gerry Aitken wrote: > > > > Damien Smith wrote: > > > > > > > with no internet multiplay? > > > > > > Yep...I'd rather LAN play any day. Lot cheaper too...(requires like-minded > > > friends of course) > > > > 'Powerful argument' isn't your forte, is it? > > LOL!
Damien Smith wrote:
>
> > Or from the comfort of your own home, just fire up GPL, VROC and
>
> ..play against faceless nobodies..
You're just being f****** stupid now. At least the rest of us can see
how wrong you are.
"Stephen F." wrote:
Yes, I raced against Wolfgang in the first leagues to pop up when GPL
was first released. Great simmer, even if he was a sticky and an F10er
:)) And I've been thru all the joystick/F10 view debates too. I just
don't like it when things get to the point that people start making
excuses for the lack of online support for GP sims to the point of
almost saying it's better that way.


































