I have noticed over the years that many games ( SCGT's initial version,
GT1 - 3 , i.e.) have been dismissed as arcade by some people in part due to
missing dashboards. I too would prefer a dashboard in all racing sims, or
even arcade racers for that matter. However, for me at least, it is not a
key issue as to whether I judge a racer to be a good simulation. If the
Physics model makes the car "feel" arcade or "look" arcade on replays, then
no amount of faithfulness in dashboards, graphics quality, damage modeling,
great A.I., multiplayer support, or anything else will make the game into a
sim, IMHO. During my ride home from work, I was thinking about the
significance of various sensory inputs and visual cues involved in actually
driving a real car.
My impression is that the dashboard and general interior of my car within my
field of view, was a fairly minor
source of visual stimulation. I would guess that 90% of the time my eyes are
focused 50 yards down the road, and my dashboard does not really impede me
from looking at the road a few feet in front of me, because I almost never
focus clearly on either the road that close in or even my dashboard, except
for with my peripheral vision. While I think that having a dashbaoard adds
something to the immersion factor of a game, it certainly is fairly low on
my list of make or break features in a racing sim. For me at least, 95 % of
what makes a sim is believable "feeling" and "looking" PHYSICS modeling. The
remaining 5% in order of importance are, realistic graphics that immerse me
into realistic racing venues and a realworld environment, intelligent A.I.
that gives me humanlike opponents to race against, realistic damage
modeling, and everything else after that.
How important is a dashboard in the cockpit view?
Olly Greenfield argued that missing dashboards should not alone make a game arcade. Most replies said in-car views give vital reference points for judging slides and car placement, while some preferred hood views for visibility and speed. The discussion again touched on whether Gran Turismo 3 drives realistically.
With Joe McGinn (Radical Entertainment)
physics/realism debategame comparison
Automated summary.
>"Olly Greenfield" <[email hidden]> wrote
> While I think that having a dashbaoard adds
> something to the immersion factor of a game, it certainly is fairly low on
> my list of make or break features in a racing sim. For me at least, 95 %of
> what makes a sim is believable "feeling" and "looking" PHYSICS modeling.
Having a believable "feeling" is completely dependant on the quality of the
cockpit view. There are several steps towards perfectness I would say :
1) No cockpit view at all (many pure arcade titles)
2) Hood cam or full screen view from where a driver would seat in the car
(GT3)
3) 2d or poorly modeled 3d cockpit (SCGT)
4) 3d cockpit that incorporates some driver motion (RC2k or GP3)
4) fully 3d cockpit with great sensory feedback and driver motion (N4)
Of course, you do not look at the cockpit most of the time since it's a more
subtle feeling that is still absolutely important to the immersion. The
sensory inputs you gain from a realistic cockpit view is really important.
I include both the 3d cockpit and the driver motion. The driver motion is
much, much more essential to the immersion! The cockpit technically
shouldn't move much, it's your view that moves depending on what the chassis
does to your body (suspension, engine torque, etc..) and what the G-forces
does to your body (frontal and lateral).
--
-- Fran�ois M�nard <ymenard>
-- May the Downforce be with you...
-- http://www.ymenard.com/
-- This announcement is brought to you by the Shimato Dominguez
Corporation - helping America into the New World...
"Olly Greenfield" <[email hidden]> writes:
Very nicely observed and good article. The problem I have with games
lacking dashboard view are the alternative viewpoints. It's often
bumpercam, hoodcam, roofcam og kitecam which i feel none gives me the
right immersion. I don't want to stick my head to the bumper, sit on
the roof or fly behind the car. The bumperview is also a bit wrong
since noone can see the bumper while in the racecar.
I think GPL did this in av very good way to introduce the widesceen
format. If this view had been avaliable in N4 most of the dashboard
could be hidden, and the windscreen would get a larger percentage of
the view. So a option in say N4 where you could introduce the black
stripes and cut some of the cockpit would be very nice.
--
Olav K. Malmin
remove .spam when replying
Quoted text (14 lines)
> My impression is that the dashboard and general interior of my car within my > field of view, was a fairly minor > source of visual stimulation. I would guess that 90% of the time my eyes are > focused 50 yards down the road, and my dashboard does not really impede me > from looking at the road a few feet in front of me, because I almost never > focus clearly on either the road that close in or even my dashboard, except > for with my peripheral vision. While I think that having a dashbaoard adds > something to the immersion factor of a game, it certainly is fairly low on > my list of make or break features in a racing sim. For me at least, 95 % of > what makes a sim is believable "feeling" and "looking" PHYSICS modeling. The > remaining 5% in order of importance are, realistic graphics that immerse me > into realistic racing venues and a realworld environment, intelligent A.I. > that gives me humanlike opponents to race against, realistic damage > modeling, and everything else after that.When racing next to other cars I need the interior of the car to help judge
how close to other cars I am.
--
Kevin Anderson
[email hidden]
"Olly Greenfield" <[email hidden]> wrote in message
news:94c57.489$[email hidden]...
> I have noticed over the years that many games ( SCGT's initial version,
> GT1 - 3 , i.e.) have been dismissed as arcade by some people in part due
to
> missing dashboards. I too would prefer a dashboard in all racing sims, or
> even arcade racers for that matter. However, for me at least, it is not a
> key issue as to whether I judge a racer to be a good simulation. If the
> Physics model makes the car "feel" arcade or "look" arcade on replays,
then
> no amount of faithfulness in dashboards, graphics quality, damage
modeling,
> great A.I., multiplayer support, or anything else will make the game into
a
> sim, IMHO. During my ride home from work, I was thinking about the
> significance of various sensory inputs and visual cues involved in
actually
> driving a real car.
> My impression is that the dashboard and general interior of my car within
my
> field of view, was a fairly minor
> source of visual stimulation. I would guess that 90% of the time my eyes
are
> focused 50 yards down the road, and my dashboard does not really impede me
> from looking at the road a few feet in front of me, because I almost never
> focus clearly on either the road that close in or even my dashboard,
except
> for with my peripheral vision. While I think that having a dashbaoard adds
> something to the immersion factor of a game, it certainly is fairly low on
> my list of make or break features in a racing sim. For me at least, 95 %
of
> what makes a sim is believable "feeling" and "looking" PHYSICS modeling.
The
> remaining 5% in order of importance are, realistic graphics that immerse
me
> into realistic racing venues and a realworld environment, intelligent A.I.
> that gives me humanlike opponents to race against, realistic damage
> modeling, and everything else after that.
>
>
If you can see them closer than your interior, then you know they're too
close ;).
-Gregor
Kevin Anderson wrote:
Quoted text (8 lines)
> > When racing next to other cars I need the interior of the car to help judge > how close to other cars I am. > > -- > Kevin Anderson > [email hidden] >
"Olly Greenfield" <[email hidden]> wrote in message
news:94c57.489$[email hidden]...
> I have noticed over the years that many games ( SCGT's initial version,
> GT1 - 3 , i.e.) have been dismissed as arcade by some people in part dueto
> missing dashboards. I too would prefer a dashboard in all racing sims, or
> even arcade racers for that matter. However, for me at least, it is not a
> key issue as to whether I judge a racer to be a good simulation. If the
> Physics model makes the car "feel" arcade or "look" arcade on replays,then
> no amount of faithfulness in dashboards, graphics quality, damagemodeling,
> great A.I., multiplayer support, or anything else will make the game intoa
> sim, IMHO. During my ride home from work, I was thinking about the
> significance of various sensory inputs and visual cues involved inactually
> driving a real car.
> My impression is that the dashboard and general interior of my car withinmy
> field of view, was a fairly minor
> source of visual stimulation. I would guess that 90% of the time my eyesare
> focused 50 yards down the road, and my dashboard does not really impede me
> from looking at the road a few feet in front of me, because I almost never
> focus clearly on either the road that close in or even my dashboard,except
> for with my peripheral vision. While I think that having a dashbaoard adds
> something to the immersion factor of a game, it certainly is fairly low on
> my list of make or break features in a racing sim. For me at least, 95 %of
> what makes a sim is believable "feeling" and "looking" PHYSICS modeling.The
> remaining 5% in order of importance are, realistic graphics that immerseme
> into realistic racing venues and a realworld environment, intelligent A.I.
> that gives me humanlike opponents to race against, realistic damage
> modeling, and everything else after that.
>
>
My general feeling is that a moving dashboard is necessary for a believable
feeling. By moving dashboard I mean that the interior of the car is not a
static image, but moves depending on forces.
Many simulators have that now, and I tend to play those that do.
GPL is a good example of a moving cockpit. As are all papyrus simulations
(N4, Viper Racing ..). The actual screen area used for the dashboard might
be very small. I like the F355 Challenge version and feel that N4 uses to
much
"real estate" on the screen.
I would like to se an in-car view like that in F355 in Racer.
On physical feedback there are quite a few products available.
The easiest is a bass shaker like Aura mounted to the seat.
I hope someone will create sounds that are meant for these shakers.
Very often the feeling is there on low rpm's but vanishes in normal
racing. Various speaker seats give the same result.
Anyone have hints on sounds or games well suited for bass shakers?
There is a product called Tactile Feedback System (www.vrf.com) which
from what I see is like a massage pillow controlled by audio by some
filtering
mechanism. It was reviewed as pretty good. The first version is not
available
anymore, but a new version is soon to be released. At least they promised
me so. The previous version was $180.
Of the more special products there was an electomagnetic head device that
was meant to stimulate your balance nerves, but the product was never
released for public use, it is only available for medical labs.
Moving cockpits are the best way of giving you physical
feedback. There are a few available, but they are fairly expensive.
From the easiest moving seat ( http://www.rocknride.net/ ).
Anyone tried this?
To different levels of moving platforms.
http://www.dreamalitytechnologies.com/vrseat.htm
http://www.inmotionsimulators.com/index.php
There are also some home made or do it yourself versions, but mainly
for flying simulators. The SimCraft http://simcraft.com/ looks like the best
I have seen.
I will be happy for all input on inexpensive moving platforms.
Hopefully simulator software (WSC, Racer ...) will output information for
moving platforms in the future (IntelliMove?). If only someone could produce
an inexpensive moving platform, simulations will be very realistic for all
of us
in the future.
Ivar
I think dashboards and other details that you "pick up" in your peripheral
vision are the details that make the "illusion" complete. Papy's
"virtual-cockpit" is a great example here... those head movements add's so
much the the physics imho.
Just compare some AI's from incar with your own replay and you'll see what a
big difference it is. I for one have grown real fond if this concept and
sometines wonder how I'll react to other sims in the future.. (Rally Trophy
seems to be the one thats going to give me an answer on that)
As to the importance of a *dashboard*.. - I'm not sure.... I know I'll
never have much to spare for games without an in-car view. No incar view =
no buy - it's that simple! A race sim without a in-car view is like a
flight-sim with no cockpit-view.
Dunno about others, but I do think my "ranking" of looking/judging a game
today goes something like this:
1. Online racing capabilities:
I rank this most important because I really think the physics these days are
getting so good in most new titles so Online play get to be the decider
2. Physics
3. Sound
4. "Gameplay" Good or special "gameplay" get make up for lots of things :-)
5. Type of racing/series/class/tracks/cars etc.
6. Graphics
7. "Tweakability" / 3rd. party add-on support..
8. Min. system requirements.
....
Dead-last no matter what: AI. (I never race them - and basicly think their
a thing of the past!)
ed_
Olly Greenfield wrote:
>
> I have noticed over the years that many games ( SCGT's initial version,
> GT1 - 3 , i.e.) have been dismissed as arcade by some people in part due to
> missing dashboards.
A dashboard is part of the environment that you are in. To me, having
no dash would be like having opponents out there on the track that you
cannot see. Not very entertaining and won't get my money.
--
Fester
I'd have to agree with you. I don't even consider games without an 'in car
view' and 'multiplayer support'. I also never race the AI.
"Ed Solheim" <[email hidden]> wrote in message
news:luf57.1087$[email hidden]...
> I think dashboards and other details that you "pick up" in your peripheral
> vision are the details that make the "illusion" complete. Papy's
> "virtual-cockpit" is a great example here... those head movements add'sso
> much the the physics imho.
> Just compare some AI's from incar with your own replay and you'll see whata
> big difference it is. I for one have grown real fond if this concept and
> sometines wonder how I'll react to other sims in the future.. (RallyTrophy
> seems to be the one thats going to give me an answer on that)
>
> As to the importance of a *dashboard*.. - I'm not sure.... I know I'll
> never have much to spare for games without an in-car view. No incar view=
are
> getting so good in most new titles so Online play get to be the decider
> 2. Physics
> 3. Sound
> 4. "Gameplay" Good or special "gameplay" get make up for lots of things:-)
> 5. Type of racing/series/class/tracks/cars etc.
> 6. Graphics
> 7. "Tweakability" / 3rd. party add-on support..
> 8. Min. system requirements.
> ....
> Dead-last no matter what: AI. (I never race them - and basicly thinktheir
Quoted text (8 lines)
> no buy - it's that simple! A race sim without a in-car view is like a > flight-sim with no cockpit-view. > > Dunno about others, but I do think my "ranking" of looking/judging a game > today goes something like this: > > 1. Online racing capabilities: > I rank this most important because I really think the physics these daysQuoted text (7 lines)
> a thing of the past!) > > ed_ > > > >A friend of mine mounted four 5w shakers to the bottom of his chair.
He ran the output from his computer through a frequency splitter and
into a seperate amplifier, and from there to the shakers. I found the
effect to be pretty immersive in N4 and GPL, and didn't really notice
any fading at higher RPMs. I think the sounds in N4 are pretty decent
as is, and IIRC, he was using a soundpack for GPL. Cant be sure, I
drank plenty of beer that weekend...
I too am interested in motion platforms for driving sims. Have you
seen the National Automotice Driving Simulator (NADS) site? Sorry, I
no longer have the URL.
Gerald Moore
"Ivar Sandstad" <[email hidden]> wrote in message news:<lee57.1069> The easiest is a bass shaker like Aura mounted to the seat.
> I hope someone will create sounds that are meant for these shakers.
> Very often the feeling is there on low rpm's but vanishes in normal
> racing. Various speaker seats give the same result.
> Anyone have hints on sounds or games well suited for bass shakers?
Granted your views about dashes are widespread. But then to lump other
things like damage modeling as insignificant is off base. Without damage
modeling, you have no NEED to learn racing lines, no NEED to develop
technique. You must simply floor the gas and look for something, preferably
an AI vehicle, to bounce off of to complete a turn. I watched my son do
this last night with gt3. He got tired of my watching his replays...cuz I
would say things like..."you missed the apex there, turned in too late, you
wouldn't have had to play bumper cars if you hadn't left the entry so
late....blah blah blah..."
And back to dashes..looking out of your car is not a good indication of
the perspective most racing drivers have. They sit much lower in their
vehicles and cannot even see the hood(bonnet) in most cases. So the dash
occupies a much greater portion of their view. Also, you are correct about
the sensory input, a good racing driver is looking to the next turn, not
the current one...most photos of drivers show them focusing far ahead or
twisting their heads to view the next apex as opposed to the one they
currently are negotiating.(sp?).
And I will admit that the 2000 version of the Audi R8, the Le Mans winner
...had no proper dash at all...but still had the driver sitting behind a
raised section of cockpit .
But to sum up. A cockpit view is not needed...but it should be. kids are
growing up with skills learned on nintendo or playstation and often have no
idea about what constitutes a really clean corning technique. However, I
chose long ago..as a matter of principle and of pride...to ALWAYS race in
the car. There is nothing of logic that dictates my stance, but of feeling.
IF I want to race a 'car' simulator, I want to be IN THE CAR. Even if I
could gain an advantage, as some people claim, by hangliding behind the car,
I'd prefer to give up the time to increase the immersion. My choice, but I
also challenge all users to plant their butts in the car...claustrophobic?
Limited viewing? Lack of situational awareness? maybe so, but for me doing
what is more right feeling is more important.
dave henrie
"Olly Greenfield" <[email hidden]> wrote in message
news:94c57.489$[email hidden]...
> I have noticed over the years that many games ( SCGT's initial version,
> GT1 - 3 , i.e.) have been dismissed as arcade by some people in part dueto
> missing dashboards. I too would prefer a dashboard in all racing sims, or
> even arcade racers for that matter. However, for me at least, it is not a
> key issue as to whether I judge a racer to be a good simulation. If the
> Physics model makes the car "feel" arcade or "look" arcade on replays,then
> no amount of faithfulness in dashboards, graphics quality, damagemodeling,
> great A.I., multiplayer support, or anything else will make the game intoa
> sim, IMHO. During my ride home from work, I was thinking about the
> significance of various sensory inputs and visual cues involved inactually
> driving a real car.
> My impression is that the dashboard and general interior of my car withinmy
> field of view, was a fairly minor
> source of visual stimulation. I would guess that 90% of the time my eyesare
> focused 50 yards down the road, and my dashboard does not really impede me
> from looking at the road a few feet in front of me, because I almost never
> focus clearly on either the road that close in or even my dashboard,except
> for with my peripheral vision. While I think that having a dashbaoard adds
> something to the immersion factor of a game, it certainly is fairly low on
> my list of make or break features in a racing sim. For me at least, 95 %of
> what makes a sim is believable "feeling" and "looking" PHYSICS modeling.The
> remaining 5% in order of importance are, realistic graphics that immerseme
> into realistic racing venues and a realworld environment, intelligent A.I.
> that gives me humanlike opponents to race against, realistic damage
> modeling, and everything else after that.
>
>
I don't think SEEING the dashboard is an issue, but the position of the
camera should be where the driver sits. If the camera is on the nose of the
car, that means that you have the WHOLE car behind you and the camera view
is kinda at the pivot point so it is tough to tell if the car is sliding or
spinning or what not. When the view is in the center of the car, the car
rotates around you and I feel you have a good idea of where all parts of the
car are. Being behind the car allows you to see every part of the car, but
you are driving in 3rd person now...you look at the outside of the car and
see what it is doing, then react, instead of sensing what it is doing from
"inside" the car. So to go back to your post, I don't think a dashboard
view is necessary, but at least it should have a roof cam of some sort that
puts the driver in the middle of the car.
JB
Olly Greenfield <[email hidden]> wrote in message
news:94c57.489$[email hidden]...
> I have noticed over the years that many games ( SCGT's initial version,
> GT1 - 3 , i.e.) have been dismissed as arcade by some people in part dueto
> missing dashboards. I too would prefer a dashboard in all racing sims, or
> even arcade racers for that matter. However, for me at least, it is not a
> key issue as to whether I judge a racer to be a good simulation. If the
> Physics model makes the car "feel" arcade or "look" arcade on replays,then
> no amount of faithfulness in dashboards, graphics quality, damagemodeling,
> great A.I., multiplayer support, or anything else will make the game intoa
> sim, IMHO. During my ride home from work, I was thinking about the
> significance of various sensory inputs and visual cues involved inactually
> driving a real car.
> My impression is that the dashboard and general interior of my car withinmy
> field of view, was a fairly minor
> source of visual stimulation. I would guess that 90% of the time my eyesare
> focused 50 yards down the road, and my dashboard does not really impede me
> from looking at the road a few feet in front of me, because I almost never
> focus clearly on either the road that close in or even my dashboard,except
> for with my peripheral vision. While I think that having a dashbaoard adds
> something to the immersion factor of a game, it certainly is fairly low on
> my list of make or break features in a racing sim. For me at least, 95 %of
> what makes a sim is believable "feeling" and "looking" PHYSICS modeling.The
> remaining 5% in order of importance are, realistic graphics that immerseme
> into realistic racing venues and a realworld environment, intelligent A.I.
> that gives me humanlike opponents to race against, realistic damage
> modeling, and everything else after that.
>
>
In article <94c57.489$[email hidden]>, Olly
Greenfield <[email hidden]> writes
My feeling on this is that, if the game places you in the position of
the driver, then you need to know how big the vehicle is around you -
and quickly. If you haven't got the visual help to tell you where the
boundaries of the vehicle are then how do you decide where to place it
in order to clip apexes, avoid other vehicles and objects etc.
Obviously, once you become more proficient and confident at the sim.
then your focus can move away from the vehicle's size limits and onto
other things. However, even if your attention is predominantly on the
road ahead, you still use that dashboard and car structure around you in
order to place the car exactly where you want it.
--
Peter Ives
Remove ALL_STRESS before replying
If you know what's good for you, don't listen to me
GPLRank Joystick -50.63 Wheel -21.77
Quoted text (30 lines)
>I have noticed over the years that many games ( SCGT's initial version, >GT1 - 3 , i.e.) have been dismissed as arcade by some people in part due to >missing dashboards. I too would prefer a dashboard in all racing sims, or >even arcade racers for that matter. However, for me at least, it is not a >key issue as to whether I judge a racer to be a good simulation. If the >Physics model makes the car "feel" arcade or "look" arcade on replays, then >no amount of faithfulness in dashboards, graphics quality, damage >modeling, >great A.I., multiplayer support, or anything else will make the game into a >sim, IMHO. During my ride home from work, I was thinking about the >significance of various sensory inputs and visual cues involved in actually >driving a real car. >My impression is that the dashboard and general interior of my car within my >field of view, was a fairly minor >source of visual stimulation. I would guess that 90% of the time my eyes are >focused 50 yards down the road, and my dashboard does not really impede >me >from looking at the road a few feet in front of me, because I almost never >focus clearly on either the road that close in or even my dashboard, except >for with my peripheral vision. While I think that having a dashbaoard adds >something to the immersion factor of a game, it certainly is fairly low on >my list of make or break features in a racing sim. For me at least, 95 % of >what makes a sim is believable "feeling" and "looking" PHYSICS modeling. >The >remaining 5% in order of importance are, realistic graphics that immerse me >into realistic racing venues and a realworld environment, intelligent A.I. >that gives me humanlike opponents to race against, realistic damage >modeling, and everything else after that. > >
Jesse Black wrote:
This is my opinion too. I would describe it as the inside view gives
you more reference points so you can react quicker to attitude
and attitude rates. In an external view, you might end up waiting
longer before noticing the car starting to slide before starting to
catch it. This is an issue particularly important for cars modeled
with modern radial racing tires where the peak of the force
curve is at lower slip angles than in the past so that the critical
angle for exceeding the rear tires capability is in the range
of 7 to 10 degrees. I feel this small angle is easier to see inside
than outside.
There is also an issue of the cockpit view aiding the driver in
detecting this slip angle rather than hiding it. For example,
if the cockpit dash is relatively featureless, "straight ahead"
may be hard to find so that detecting how far the car is slipping
could be harder to determine accurately and quickly.
--
Matthew V. Jessick Motorsims
[email hidden] http://www.moto1.net
Vehicle Dynamics Engineer (972)910-8866 Ext.125, Fax: (972)910-8216
Quoted text (13 lines)
> > I don't think SEEING the dashboard is an issue, but the position of the > camera should be where the driver sits. If the camera is on the nose of the > car, that means that you have the WHOLE car behind you and the camera view > is kinda at the pivot point so it is tough to tell if the car is sliding or > spinning or what not. When the view is in the center of the car, the car > rotates around you and I feel you have a good idea of where all parts of the > car are. Being behind the car allows you to see every part of the car, but > you are driving in 3rd person now...you look at the outside of the car and > see what it is doing, then react, instead of sensing what it is doing from > "inside" the car. So to go back to your post, I don't think a dashboard > view is necessary, but at least it should have a roof cam of some sort that > puts the driver in the middle of the car.I tend to prefer a 'hood cam' type of view - something close to the driver's
viewpoint, but no dashboard. Part of this is habit. When I had a slower
system, not rendering the cockpit often made the difference between playable
frame rates and a slide show. But even now I like that view because of the
sense of speed. If all you see of the track is the middle & distant parts,
it looks slow. Even though you're always looking out that far to pick up the
line properly, in your peripheral vision the closest parts of the track are
whizzing by. I feel I can more accurately judge my speed that way.
The cockpit view in GPL is great since the wide-screen effect gives you
those fast-moving sections on either side. I play N4 with the roof cam - too
high, but I prefer it to the cockpit. I especially noticed the difference in
'sense of speed' in NFS:PU. Since one started in the relatively slow 356's,
in the cockpit view it felt like I could walk faster. Switching to the
external view (I guess it was a bumper cam type view) dramatically increased
the sense of speed.
...Klinn
"Olly Greenfield" <[email hidden]> wrote in message
news:94c57.489$[email hidden]...
> I have noticed over the years that many games ( SCGT's initial version,
> GT1 - 3 , i.e.) have been dismissed as arcade by some people in part dueto
> missing dashboards. I too would prefer a dashboard in all racing sims, or
> even arcade racers for that matter. However, for me at least, it is not a
> key issue as to whether I judge a racer to be a good simulation. If the- - -<snip>- - -
>A dashboard is part of the environment that you are in. To me, having
>no dash would be like having opponents out there on the track that you
>cannot see. Not very entertaining and won't get my money.
Kinda like that hidden pixel about 50 yards down the back straight at Myrtle
Beach in N3. Or was I the only one that ever hit that damn thing?
Dave Casey
Casey#9 (NASCAR Racing 4)
www.teamcasey.net
www.lvkc.com
www.buycoolcrap.com
>"Dave Casey" <[email hidden]> wrote
> Kinda like that hidden pixel about 50 yards down the back straight atMyrtle
> Beach in N3. Or was I the only one that ever hit that damn thing?
Hmm I think that was fixed in one of the patch. But the most famous is the
outside wall at Phoenix for Nascar Racing 2. It's a legend, a myth. So
many NROS things happened because of it ;-)
--
-- Fran�ois M�nard <ymenard>
-- May the Downforce be with you...
-- http://www.ymenard.com/
-- This announcement is brought to you by the Shimato Dominguez
Corporation - helping America into the New World...
"Klinn" <[email hidden]> writes:
> I tend to prefer a 'hood cam' type of view - something close to the driver's
> viewpoint, but no dashboard.
me too. for a different reason, though. I find that in-car views get
too restrictive. in a real car you can move your head to peek around
the windshield posts -- in sims I frequently find them blocking my
view through the corners.
--
Gunnar
#31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo�: 2
silence is FOO!
Hehe, "NADS", what a good choice of name :0)
Almost as funny as the shirts worn by Cambridge University Netball Team...
> I too am interested in motion platforms for driving sims. Have you
> seen the National Automotice Driving Simulator (NADS) site? Sorry, I
> no longer have the URL.
On Wed, 18 Jul 2001 08:49:09 GMT, "Olly Greenfield"
<[email hidden]> wrote:
>I have noticed over the years that many games ( SCGT's initial version,
>GT1 - 3 , i.e.) have been dismissed as arcade by some people in part due to
>missing dashboards. I too would prefer a dashboard in all racing sims, or
>even arcade racers for that matter. However, for me at least, it is not a
>key issue as to whether I judge a racer to be a good simulation.
I agree. In fact I don't even want a dashboard view anymore, even
though I used to be a stickler for it. I think Nascar 4's truly
horrendous dashboard has turned me off them! The only time I want one
know is in open-wheeled sims.
On Wed, 18 Jul 2001 05:33:57 -0400, "ymenard"
<[email hidden]> wrote:
>Having a believable "feeling" is completely dependant on the quality of the
>cockpit view.
Obviously spoken by someone who hasn't played GT3. It's million-plus
sales are almost completely based on it's realistic driving feeling.
>4) fully 3d cockpit with great sensory feedback and driver motion (N4)
N4 is the game that's turned me off cockpit view, it's so overdone. I
mean, I'd like to look at the ROAD too please, and not through some
tiny icon-sized hole in the cockpit.
In article <[email hidden]>,
[email hidden] says...
> Obviously spoken by someone who hasn't played GT3. It's million-plus
> sales are almost completely based on it's realistic driving feeling.
>
>
> I think it has more to do with the arcade nature of the game and the fact
that the cars and courses look pretty good. Realistic driving sims don't
necessarily mean great sales, even if GT3 was a realistic sim (ask Sierra
about GPL for more info <g>).
It's OK to like GT3, but let's not get carried away...
By the way, have you ever been in a stock car before? I don't think
you'd be so critical of N4's cockpit if you had.
Chris
>"Joe62" <[email hidden]> wrote
> >Having a believable "feeling" is completely dependant on the quality ofthe
> >cockpit view.
>
> Obviously spoken by someone who hasn't played GT3. It's million-plus
> sales are almost completely based on it's realistic driving feeling.
LMAO! GT3 has a realistic driving feeling? Wow I did not know the best way
to apex a corner is to throw the car into a slide, take another car has a
bump and throttle back after... I think the whole point went over your
head.
> >4) fully 3d cockpit with great sensory feedback and driver motion (N4)
>
> N4 is the game that's turned me off cockpit view, it's so overdone. I
> mean, I'd like to look at the ROAD too please, and not through some
> tiny icon-sized hole in the cockpit.
It's not overdone, it's realistic.
--
-- Fran�ois M�nard <ymenard>
-- May the Downforce be with you...
-- http://www.ymenard.com/
-- This announcement is brought to you by the Shimato Dominguez
Corporation - helping America into the New World...
"Christopher E. Johnson> By the way, have you ever been in a stock car
before? I don't think
> you'd be so critical of N4's cockpit if you had.
>
> Chris Sounds to me like an F10 driver who got into an online race where the
server forced the cockpit view...:)
dave henrie
If you can, find some footage of the big Daytona Wreck where Tony Stewart
Flipped. While he is airborne, the incar camera shows just how limited the
Winston Cup view is...the N4 dimensions seem pretty close...I would assume,
they just wouldn't make up a smaller window...with all the access they have
to real cars, I'm sure the window area etc is pretty close to what winston
cup cars actually have. As proof, think back to the race where Jeff Gordon
banged a tire in the pits..it was 20 feet in front of his car, yet he
couldn't see it...(was that Daytona also?)
dave henrie
"Joe62" <[email hidden]> wrote in message
news:[email hidden]...
> On Wed, 18 Jul 2001 05:33:57 -0400, "ymenard"
> <[email hidden]> wrote:
>
> >Having a believable "feeling" is completely dependant on the quality ofthe
Quoted text (10 lines)
> >cockpit view. > > Obviously spoken by someone who hasn't played GT3. It's million-plus > sales are almost completely based on it's realistic driving feeling. > > >4) fully 3d cockpit with great sensory feedback and driver motion (N4) > > N4 is the game that's turned me off cockpit view, it's so overdone. I > mean, I'd like to look at the ROAD too please, and not through some > tiny icon-sized hole in the cockpit.LOL@DaveH
"Dave Henrie" wrote:
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
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Quoted text (9 lines)
| Sounds to me like an F10 driver who got into an online race where the | server forced the cockpit view...:) | dave henrie | | "Christopher E. Johnson> By the way, have you ever been in a stock car | before? I don't think | > you'd be so critical of N4's cockpit if you had. | > | > ChrisOn Thu, 19 Jul 2001 16:21:38 -0400, Christopher E. Johnson
<[email hidden]> wrote:
>I think it has more to do with the arcade nature of the game ...
Wrong, since it's not an arcade driving game.
>...and the fact that the cars and courses look pretty good.
Nope. Lot's of games have this. Ridge Racer for example, but it
doesn't sell nearly as well as GT3.
>Realistic driving sims don't necessarily mean great sales...
That's true ... what GT3 has done is combined realisic driving with a
great, addictive gameplay model (i.e., the car upgrading system).
>By the way, have you ever been in a stock car before? I don't think
>you'd be so critical of N4's cockpit if you had.
No I haven't, and yes I would. N4 runs on a computer, not a road. They
have to make allowances for the limitations of the hardware. In a real
car you have peripheral vision and other tools for knowing what's
going on around you. It is an error to fail to make allowances for the
limited sensory input you have on a computer simulation.
I can't stand bumper-cam. If it has no cockpit, it has no place on my
computer.
But that's just me :)
-Larry
"Olly Greenfield" <[email hidden]> wrote in message
news:94c57.489$[email hidden]...
> I have noticed over the years that many games ( SCGT's initial version,
> GT1 - 3 , i.e.) have been dismissed as arcade by some people in part dueto
> missing dashboards. I too would prefer a dashboard in all racing sims, or
> even arcade racers for that matter. However, for me at least, it is not a
> key issue as to whether I judge a racer to be a good simulation. If the
> Physics model makes the car "feel" arcade or "look" arcade on replays,then
> no amount of faithfulness in dashboards, graphics quality, damagemodeling,
> great A.I., multiplayer support, or anything else will make the game intoa
> sim, IMHO. During my ride home from work, I was thinking about the
> significance of various sensory inputs and visual cues involved inactually
> driving a real car.
> My impression is that the dashboard and general interior of my car withinmy
> field of view, was a fairly minor
> source of visual stimulation. I would guess that 90% of the time my eyesare
> focused 50 yards down the road, and my dashboard does not really impede me
> from looking at the road a few feet in front of me, because I almost never
> focus clearly on either the road that close in or even my dashboard,except
> for with my peripheral vision. While I think that having a dashbaoard adds
> something to the immersion factor of a game, it certainly is fairly low on
> my list of make or break features in a racing sim. For me at least, 95 %of
> what makes a sim is believable "feeling" and "looking" PHYSICS modeling.The
> remaining 5% in order of importance are, realistic graphics that immerseme
> into realistic racing venues and a realworld environment, intelligent A.I.
> that gives me humanlike opponents to race against, realistic damage
> modeling, and everything else after that.
>
>
In article <SLc57.16805$[email hidden]>, ymenard
<[email hidden]> wrote:
I think I am not as happy with the 3D cockpit as it has been done so
far as I thought I would be. The 2D dash with just the dials made more
sense than the big wheel taking up so much of the screen. I want what
I would be seeing if I was in a car, and I don't think I would be
looking at the center of my steering wheel. Especially when you have a
wheel yourself at home already. Top of the dash, some hood for color,
and the mirror is perfect for me.
No car at all is really wierd to me, I want to know I am in a car and
it is the car of the particular series I am in. No cockpit = no
atmosphere. Outside the car view makes me feel like I am driving a
remote control racer or something.


































