Got a new PS2 today with the Logitech FF wheel. GT3 is a joke. The cars just
slide around like crazy as if you are driving on ice. My copy of F1 2001 is
coming in tomorrow. Hopefully this will be better. Still these sims are not
even close to driving a real car.
Do PS2 racing games have realistic physics?
A new PS2 owner found Gran Turismo 3 cars sliding as if on ice and its force feedback weak. Jonny Hodgson said Vanishing Point's realistic tyre modelling felt similar, Stephen Ferguson criticised GT3's unrealistic airborne pitching, and others discussed aerodynamic causes. Doug Milliken noted that Atari's Hard Drivin' arcade games used real Corvette tyre data his company supplied.
With Doug Milliken (Milliken Research Associates)
Automated summary.
".." <[email hidden]> wrote in message
news:[email hidden]...
> >F-355 Challenge on the Dreamcast is still the only console racer that
> >delivers a simulation feel with solid racing action. I know it can bedone
> >on the PS2, it's just a matter of someone stepping up to the plate and
> >delivering.
>
> But it's not real FF, only rumble.
I certainly didn't mean to imply that F-355 for the DC has force feedback...
clearly it does not. I don't even have rumble packs for my Dreamcast. What
I meant by simulation "feel" in this sense was the way the car handles.
I've yet to see force feedback on any console that compares to GPL or NASCAR
4 on the PC.
John
".." <[email hidden]> wrote in message
news:[email hidden]...
> >Which Logitech FF wheel did you get? There are now 4 different Logitech
> >models that work with the PS2: LWFF GP, LWFF GT, Logitech Driving Force,and
> >now... the MOMO.
>
> Logitech Driving Force for PS2 (the blue one). Can the wheel make any
> difference? The FF feels kind of weird. The resistance is nevercontinuous.
> The motors are turning either on or off.
It can, although with the force feedback I've seen thus far on the PS2
racers which support it, I don't think it's enough to amount to anything.
What you are describing is the fault of the game software, not the wheel or
the PS2. The MOMO might give you a noticable improvement in feel because of
its higher quality coupling mechanics, but it won't control what the
program's telling it to do. The same LWF GP that leaves me with the same
feeling you describe above in GT3, is much more satisfying in NASCAR 4
(although I still don't like the "gritty" feel of the gear driven feedback).
At least with the Driving Force, you've got paddle shifters! The buttons on
the GP are very hard to find when road course racing in N4, or racing in
GPL.
John
Which Logitech FF wheel did you get? There are now 4 different Logitech
models that work with the PS2: LWFF GP, LWFF GT, Logitech Driving Force, and
now... the MOMO.
As for GT3, the force feedback is pretty sorry. You can go in and narrow
the dead zone and increase the linearity to max which will help it some, but
it's still not comparable GPL or NASCAR 4, or even SCGT, for that matter.
I don't think this is the wheel's fault. Console developers just haven't
been in the business of giving simulation quality force feedback in this
fledgling enterprise. Give them a little more time. I'm hoping for better
in F1 2001, but I've already heard that it's pretty much token force
feedback. There are some adjustments to it, but not enough to achieve the
desired results. Still, it's better than the force feedback in the PC
version of F1 2001... ie. not at all!
F-355 Challenge on the Dreamcast is still the only console racer that
delivers a simulation feel with solid racing action. I know it can be done
on the PS2, it's just a matter of someone stepping up to the plate and
delivering.
John Cauthen
.. <[email hidden]> wrote in message
news:[email hidden]...
> Got a new PS2 today with the Logitech FF wheel. GT3 is a joke. The carsjust
> slide around like crazy as if you are driving on ice. My copy of F1 2001is
> coming in tomorrow. Hopefully this will be better. Still these sims arenot
> even close to driving a real car.
>Which Logitech FF wheel did you get? There are now 4 different Logitech
>models that work with the PS2: LWFF GP, LWFF GT, Logitech Driving Force, and
>now... the MOMO.
Logitech Driving Force for PS2 (the blue one). Can the wheel make any
difference? The FF feels kind of weird. The resistance is never continuous.
The motors are turning either on or off.
>F-355 Challenge on the Dreamcast is still the only console racer that
>delivers a simulation feel with solid racing action. I know it can be done
>on the PS2, it's just a matter of someone stepping up to the plate and
>delivering.
But it's not real FF, only rumble.
.. <[email hidden]> wrote in message news:[email hidden]...
> Got a new PS2 today with the Logitech FF wheel. GT3 is a joke. The cars just
> slide around like crazy as if you are driving on ice. My copy of F1 2001 is
Some of the guys at my uni (Loughborough) developed the physics
engine for Vanishing Point.
Apparently, this is exactly what it feels like if you model
the tyres realistically. You need mu (friction) values
around 2.0 to make it "feel" right; witness also the 'realistic'
tyres in GT2.
Jonny
> Some of the guys at my uni (Loughborough) developed the physics
> engine for Vanishing Point.
And what a fine job they did! - Vanishing Point has the best feeling of road
contact I've ever experienced in a game. In fact I think that the physics
on the whole leave games like Gran Turismo 2,3 in the dust. Although it has
a legion of fans, it's still one of the most underrated games ever. I don't
suppose anyone has any details on the sequel i.e. is it coming to X-box or
PS2? VP is in my personal top 5 games for the last 20 years.
"John Cauthen" <[email hidden]> wrote in message news:<9rbsi1$3qns$[email hidden]>...
> I don't think this is the wheel's fault. Console developers just haven't
> been in the business of giving simulation quality force feedback in this
> fledgling enterprise. Give them a little more time.
Haven't tried F1 2001 yet. However, Nascar Heat has pretty nice forces
(doesn't look too amazing, but there is a definite sim feel to it, at
least what the forces are concerned). Doesn't surprise me too much,
really - given that it comes out of the same oven as (the vastly
underrated, IMHO) Viper Racing on PC did a while back...
..tom
The thing that killed GT3 for me was the behaviour of the cars in the air.
For a sim which was supposed to have top-notch physics modelling, someone
made a big error with the aero and centre of pressure, or maybe the whole
thing is just one big black box with no actual physics model. Every single
car tries to do a backflip when launched off a mild bump in the game. It's
ridiculous.
Stephen
.. <[email hidden]> wrote in message
news:[email hidden]...
> Got a new PS2 today with the Logitech FF wheel. GT3 is a joke. The carsjust
> slide around like crazy as if you are driving on ice. My copy of F1 2001is
> coming in tomorrow. Hopefully this will be better. Still these sims arenot
> even close to driving a real car.
On Mon, 29 Oct 2001 08:39:10 +0100, "Stephen Ferguson"
<[email hidden]> wrote:
>The thing that killed GT3 for me was the behaviour of the cars in the air.
Haven't seen that yet. :)
When driving cars on the limit; you get to the limit of adhesion.
Hence, you're then more floating on, sliding on ice, what you will.
Correct behavior, isn't it?
Anyway, haven't played it too much yet, but jeez I love the replays!
:)
Just using it as a target for my own sim mainly though (in graphics,
not physics).
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/
Ruud van Gaal <[email hidden]> wrote in message
news:[email hidden]...
> On Mon, 29 Oct 2001 08:39:10 +0100, "Stephen Ferguson"
> <[email hidden]> wrote:
>
> >The thing that killed GT3 for me was the behaviour of the cars in theair.
Hi Ruud,
I wasn't referring to the sliding behaviour of the cars. I agree that at
the limit, and on the ground, you get this dancing on ice feel. So, the GT3
cars are fine as long as you have all four wheels on the ground. However,
as soon as you crest a hump at speed, things go to hell. Instead of a
natural jump, like you get in GPL, RallyMasters and even NFS-Porsche, you
get this absolutely bizarre instant wheelie. I've had a Celica rally car
stand right up on its tail on the Smoky Mountain circuit at the jump after
the S/F, despite purposely hammering the brakes just before the crest.
Experience from real-world driving and hours of GPL and RallyMasters
dictates that the car should certainly not rotate backwards, and especially
not until the thing is vertical! I think it's a bizarre bug with the
downforce.
Stephen
Quoted text (12 lines)
> > Haven't seen that yet. :) > When driving cars on the limit; you get to the limit of adhesion. > Hence, you're then more floating on, sliding on ice, what you will. > Correct behavior, isn't it? > Anyway, haven't played it too much yet, but jeez I love the replays! > :) > > Just using it as a target for my own sim mainly though (in graphics, > not physics). > >I can honestly say that I have never seen that behavior in the game
At least nothing to the extreme that you are talking about
"Stephen Ferguson" <[email hidden]> wrote in message
news:3bdd6bf1$[email hidden]...
GT3
especially
Quoted text (25 lines)
> > Ruud van Gaal <[email hidden]> wrote in message > news:[email hidden]... > > On Mon, 29 Oct 2001 08:39:10 +0100, "Stephen Ferguson" > > <[email hidden]> wrote: > > > > >The thing that killed GT3 for me was the behaviour of the cars in the > air. > > > > Haven't seen that yet. :) > > When driving cars on the limit; you get to the limit of adhesion. > > Hence, you're then more floating on, sliding on ice, what you will. > > Correct behavior, isn't it? > > Anyway, haven't played it too much yet, but jeez I love the replays! > > :) > > > > Just using it as a target for my own sim mainly though (in graphics, > > not physics). > > > > > > Hi Ruud, > > I wasn't referring to the sliding behaviour of the cars. I agree that at > the limit, and on the ground, you get this dancing on ice feel. So, theQuoted text (8 lines)
> cars are fine as long as you have all four wheels on the ground. However, > as soon as you crest a hump at speed, things go to hell. Instead of a > natural jump, like you get in GPL, RallyMasters and even NFS-Porsche, you > get this absolutely bizarre instant wheelie. I've had a Celica rally car > stand right up on its tail on the Smoky Mountain circuit at the jump after > the S/F, despite purposely hammering the brakes just before the crest. > Experience from real-world driving and hours of GPL and RallyMasters > dictates that the car should certainly not rotate backwards, andQuoted text (7 lines)
> not until the thing is vertical! I think it's a bizarre bug with the > downforce. > > Stephen > > >Well, it happens consistently for me, not always to the point of pointing
straight to heaven, but always an unnatural rotation backwards. Doesn't
matter what type of car or road surface. It happened in GT2 as well.
Stephen
Cliff Roman <[email hidden]> wrote in message
news:[email hidden]...
at
> > the limit, and on the ground, you get this dancing on ice feel. So, the
> GT3
> > cars are fine as long as you have all four wheels on the ground.However,
> > as soon as you crest a hump at speed, things go to hell. Instead of a
> > natural jump, like you get in GPL, RallyMasters and even NFS-Porsche,you
> > get this absolutely bizarre instant wheelie. I've had a Celica rallycar
> > stand right up on its tail on the Smoky Mountain circuit at the jumpafter
Quoted text (32 lines)
> I can honestly say that I have never seen that behavior in the game > > At least nothing to the extreme that you are talking about > > > > "Stephen Ferguson" <[email hidden]> wrote in message > news:3bdd6bf1$[email hidden]... > > > > Ruud van Gaal <[email hidden]> wrote in message > > news:[email hidden]... > > > On Mon, 29 Oct 2001 08:39:10 +0100, "Stephen Ferguson" > > > <[email hidden]> wrote: > > > > > > >The thing that killed GT3 for me was the behaviour of the cars in the > > air. > > > > > > Haven't seen that yet. :) > > > When driving cars on the limit; you get to the limit of adhesion. > > > Hence, you're then more floating on, sliding on ice, what you will. > > > Correct behavior, isn't it? > > > Anyway, haven't played it too much yet, but jeez I love the replays! > > > :) > > > > > > Just using it as a target for my own sim mainly though (in graphics, > > > not physics). > > > > > > > > > > Hi Ruud, > > > > I wasn't referring to the sliding behaviour of the cars. I agree thatQuoted text (13 lines)
> > the S/F, despite purposely hammering the brakes just before the crest. > > Experience from real-world driving and hours of GPL and RallyMasters > > dictates that the car should certainly not rotate backwards, and > especially > > not until the thing is vertical! I think it's a bizarre bug with the > > downforce. > > > > Stephen > > > > > > > >On Mon, 29 Oct 2001 15:47:53 +0100, "Stephen Ferguson"
<[email hidden]> wrote:
...
>I wasn't referring to the sliding behaviour of the cars. I agree that at
>the limit, and on the ground, you get this dancing on ice feel.
Yes, I was responding to the poster before you. So I think we agree
here. :)
Hammering the brakes JUST before a jump will mean the front suspension
is pressed, and if you let go again you get a pitching moment which
will send your car's front up. Depending a bit on when you brake and
when you release though.
>Experience from real-world driving and hours of GPL and RallyMasters
>dictates that the car should certainly not rotate backwards, and especially
>not until the thing is vertical!
Hehe, cool. Perhaps they saw too many videos where F1 cars would fly
backwards. Perhaps they had an equation wrong (one negative sign can
really screw everything up).
I'll see if I can get the same behavior.
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (7 lines)
>Ruud van Gaal <[email hidden]> wrote in message >news:[email hidden]... >> On Mon, 29 Oct 2001 08:39:10 +0100, "Stephen Ferguson" >> <[email hidden]> wrote: >> >> >The thing that killed GT3 for me was the behaviour of the cars in the >air.Quoted text (7 lines)
> So, the GT3 >cars are fine as long as you have all four wheels on the ground. However, >as soon as you crest a hump at speed, things go to hell. Instead of a >natural jump, like you get in GPL, RallyMasters and even NFS-Porsche, you >get this absolutely bizarre instant wheelie. I've had a Celica rally car >stand right up on its tail on the Smoky Mountain circuit at the jump after >the S/F, despite purposely hammering the brakes just before the crest."Stephen Ferguson" <[email hidden]> writes:
I've seen that, and I agree on your diagnosis. I also think this is
what causes the very coool multi-million mph-thing. :)
--
Gunnar
#31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo�: 2
FJ�SE!
Quoted text (12 lines)
> I wasn't referring to the sliding behaviour of the cars. I agree that at > the limit, and on the ground, you get this dancing on ice feel. So, the GT3 > cars are fine as long as you have all four wheels on the ground. However, > as soon as you crest a hump at speed, things go to hell. Instead of a > natural jump, like you get in GPL, RallyMasters and even NFS-Porsche, you > get this absolutely bizarre instant wheelie. I've had a Celica rally car > stand right up on its tail on the Smoky Mountain circuit at the jump after > the S/F, despite purposely hammering the brakes just before the crest. > Experience from real-world driving and hours of GPL and RallyMasters > dictates that the car should certainly not rotate backwards, and especially > not until the thing is vertical! I think it's a bizarre bug with the > downforce.[email hidden] (Ruud van Gaal) writes:
> Hehe, cool. Perhaps they saw too many videos where F1 cars would fly
> backwards. Perhaps they had an equation wrong (one negative sign can
> really screw everything up).
Ruud, it looks more like downforce is calculated without regard to the
car's, uh, aspect (good word? angle of attack? you know what I mean?).
--
Gunnar
#31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo�: 2
"a poster is a human being or the software equivalent"
On Mon, 29 Oct 2001 17:50:58 GMT, Gunnar Horrigmo <[email hidden]>
wrote:
Yes, I know what you mean. Still, a big thing in aerodynamics seems to
be the pitching of the car relative to the wind. As soon as you pitch
too much, things are really beginning to look ugly and it might tip
you over. Just like a rubber boat on the sea on a windy day. :)
You would say then that GT3 might be right; as soon as you go too far,
the problem worsens quickly.
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (8 lines)
>[email hidden] (Ruud van Gaal) writes: > >> Hehe, cool. Perhaps they saw too many videos where F1 cars would fly >> backwards. Perhaps they had an equation wrong (one negative sign can >> really screw everything up). > >Ruud, it looks more like downforce is calculated without regard to the >car's, uh, aspect (good word? angle of attack? you know what I mean?).[email hidden] (Ruud van Gaal) writes:
I don't think it is. :)
there's a trick you can perform in GT3. basically you'll need a
really powerfure car with lots of downforce, a stiff, low rideheight
rear, and a very soft front with a high ridehight (or something along
those lines anyway). in such a car it's reportedly possible to
perform a wheelie, and end with the car standing uprigt on its tail
going at several million miles per hour.
there are even a few screenshot of this happening here:
http://www.gt3.racesim.net/glitches.html
I think this fits very well with the assumption that downforce is
calculated from speed alone, disregarding pitch, while it is applied
along the car's down vector.
Gunnar, who really doesn't know the proper lingo for these things.
--
Gunnar
#31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo�: 2
myk, trygg og god.
Quoted text (18 lines)
> On Mon, 29 Oct 2001 17:50:58 GMT, Gunnar Horrigmo <[email hidden]> > wrote: > >[email hidden] (Ruud van Gaal) writes: > > > >> Hehe, cool. Perhaps they saw too many videos where F1 cars would fly > >> backwards. Perhaps they had an equation wrong (one negative sign can > >> really screw everything up). > > > >Ruud, it looks more like downforce is calculated without regard to the > >car's, uh, aspect (good word? angle of attack? you know what I mean?). > > Yes, I know what you mean. Still, a big thing in aerodynamics seems to > be the pitching of the car relative to the wind. As soon as you pitch > too much, things are really beginning to look ugly and it might tip > you over. Just like a rubber boat on the sea on a windy day. :) > > You would say then that GT3 might be right; as soon as you go too far, > the problem worsens quickly.
Ruud van Gaal <[email hidden]> wrote in message news:[email hidden]...
Ask Mercedes... <eg>
Jonny
Quoted text (7 lines)
> Yes, I know what you mean. Still, a big thing in aerodynamics seems to > be the pitching of the car relative to the wind. As soon as you pitch > too much, things are really beginning to look ugly and it might tip > you over. Just like a rubber boat on the sea on a windy day. :) > > You would say then that GT3 might be right; as soon as you go too far, > the problem worsens quickly.
On Fri, 26 Oct 2001, Jonny Hodgson wrote:
Sorry to be rude but I don't believe it. Hard Drivin' and Race Drivin'
(Atari arcade games from c.1990) have great FF feel. They use tire data
that is similar to the Corvette tires of the day (I know, since we supplied
it!). There is a circle painted on a skidpad hidden in the game, and the
car circulates at just about 1 g at the limit (plowing slightly until you
lift off the throttle, then it starts to spin out).
-- Doug Milliken
Quoted text (7 lines)
> > Got a new PS2 today with the Logitech FF wheel. GT3 is a joke. The cars just > > slide around like crazy as if you are driving on ice. My copy of F1 2001 is > Apparently, this is exactly what it feels like if you model > the tyres realistically. You need mu (friction) values > around 2.0 to make it "feel" right; witness also the 'realistic' > tyres in GT2.
Jonny Hodgson <[email hidden]> wrote in message
news:U%jD7.23856$[email hidden]...
>
> Ruud van Gaal <[email hidden]> wrote in messagenews:[email hidden]...
OK, a flat-bottomed LeMans car doing 320kph I can see, but not a Celica
Rally car cresting a jump at 200...
Stephen
Quoted text (13 lines)
> > > Yes, I know what you mean. Still, a big thing in aerodynamics seems to > > be the pitching of the car relative to the wind. As soon as you pitch > > too much, things are really beginning to look ugly and it might tip > > you over. Just like a rubber boat on the sea on a windy day. :) > > > > You would say then that GT3 might be right; as soon as you go too far, > > the problem worsens quickly. > > Ask Mercedes... <eg> > > Jonny >On Mon, 29 Oct 2001 20:10:10 GMT, Gunnar Horrigmo <[email hidden]>
wrote:
...
>there are even a few screenshot of this happening here:
>http://www.gt3.racesim.net/glitches.html
Hehe, that does NOT seem right no. ;-)
Ruud van Gaal
Free car sim : http://www.marketgraph.nl/gallery/racer/
Pencil art : http://www.marketgraph.nl/gallery/


































