Well, the cars feel "natural" I will say that, so I would say the physics
engine itself is pretty good. However, I think the way the car is modeled
is all wrong for a couple of reasons.
The car feels absolutely massive, like the polar moment of inertia is just
enormous. When the rear end starts to get away from you, it's so gradual
you've got all day to catch it. Shades of SCGT. I really think I've driven
road cars that feel twitchier than this. Anyone who's ever seen an F1 or
CART driver apply opposite lock knows that it requires an extremely quick
flick of the wheel. F1CS2000 doesn't even come close to capturing that
"feel". I really think GP3 is much closer to reality in that respect.
Along similar lines, once the rear does get away from you it takes way too
long to correct it. Again, from watching F1 and CART, I think the
correction should be very quick. A sharp snap of opposite lock, and it's
over. Either that, or it should fishtail a couple of times, but it should
do so very quickly.
The other thing is the weird wheelspin. I'm less certain about this issue,
but it seems like once the rear wheels begin to spin, there's nothing you
can do but slam on the brakes, if you want to stop it quickly. F1 cars are
far more sensitive to taking your foot off the throttle. Do so, and the
wheelspin should stop immediately, although the sudden engine braking might
make you lose grip. F1 cars have almost no flywheel and extremely powerful
engine braking. There's nothing that would keep the rear wheels spinning
like they do in this sim. A related problem could be the way the engine
revs. When you're in neutral, and you rev the engine, the revs drop
veeerrryy slooowly when you lift your foot. Again, not realistic. Ever
heard an F1 car rev it's engine? The revs drop immediately. It sounds
completely insane, all twitchy and violent. Sorta reminds me of someone
learning to play the violin, with their bow bouncing off the strings. The
wheelspin and revving problem suggest to me that the cars have
unrealistically large flywheels, but of course there's no way to know for
sure.
I suppose comparisons between this sim and GP3 are obligatory, so here goes.
I'd say that F1CS2K probably has a better physics engine, but GP3 seems to
have far more accurate parameters for an F1 car, and consequently GP3 much
better captures the look and feel of F1 racing based on what I've seen on
TV.
Thanks for listening. Comments are welcome (obviously).
-Aubrey
I agree with you for the most part. I will say though, that I am having the
most fun play this game than any other F1 racing game to this point. I
really think the game is fun and that is the most important to me....
"Aubrey" <[email hidden]> wrote in message
news:1D6%5.16822$[email hidden]...
driven
issue,
> but it seems like once the rear wheels begin to spin, there's nothing you
> can do but slam on the brakes, if you want to stop it quickly. F1 carsare
> far more sensitive to taking your foot off the throttle. Do so, and the
> wheelspin should stop immediately, although the sudden engine brakingmight
> make you lose grip. F1 cars have almost no flywheel and extremelypowerful
goes.
-----= Posted via Newsfeeds.Com, Uncensored Usenet News =-----
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Quoted text (7 lines)
> Well, the cars feel "natural" I will say that, so I would say the physics > engine itself is pretty good. However, I think the way the car is modeled > is all wrong for a couple of reasons. > > The car feels absolutely massive, like the polar moment of inertia is just > enormous. When the rear end starts to get away from you, it's so gradual > you've got all day to catch it. Shades of SCGT. I really think I'veQuoted text (11 lines)
> road cars that feel twitchier than this. Anyone who's ever seen an F1 or > CART driver apply opposite lock knows that it requires an extremely quick > flick of the wheel. F1CS2000 doesn't even come close to capturing that > "feel". I really think GP3 is much closer to reality in that respect. > Along similar lines, once the rear does get away from you it takes way too > long to correct it. Again, from watching F1 and CART, I think the > correction should be very quick. A sharp snap of opposite lock, and it's > over. Either that, or it should fishtail a couple of times, but it should > do so very quickly. > > The other thing is the weird wheelspin. I'm less certain about thisQuoted text (12 lines)
> engine braking. There's nothing that would keep the rear wheels spinning > like they do in this sim. A related problem could be the way the engine > revs. When you're in neutral, and you rev the engine, the revs drop > veeerrryy slooowly when you lift your foot. Again, not realistic. Ever > heard an F1 car rev it's engine? The revs drop immediately. It sounds > completely insane, all twitchy and violent. Sorta reminds me of someone > learning to play the violin, with their bow bouncing off the strings. The > wheelspin and revving problem suggest to me that the cars have > unrealistically large flywheels, but of course there's no way to know for > sure. > > I suppose comparisons between this sim and GP3 are obligatory, so hereQuoted text (10 lines)
> I'd say that F1CS2K probably has a better physics engine, but GP3 seems to > have far more accurate parameters for an F1 car, and consequently GP3 much > better captures the look and feel of F1 racing based on what I've seen on > TV. > > Thanks for listening. Comments are welcome (obviously). > > -Aubrey > >it's TOO scgt IMO
Aubrey <[email hidden]> wrote in message
news:1D6%5.16822$[email hidden]...
driven
issue,
> but it seems like once the rear wheels begin to spin, there's nothing you
> can do but slam on the brakes, if you want to stop it quickly. F1 carsare
> far more sensitive to taking your foot off the throttle. Do so, and the
> wheelspin should stop immediately, although the sudden engine brakingmight
> make you lose grip. F1 cars have almost no flywheel and extremelypowerful
goes.
Quoted text (7 lines)
> Well, the cars feel "natural" I will say that, so I would say the physics > engine itself is pretty good. However, I think the way the car is modeled > is all wrong for a couple of reasons. > > The car feels absolutely massive, like the polar moment of inertia is just > enormous. When the rear end starts to get away from you, it's so gradual > you've got all day to catch it. Shades of SCGT. I really think I'veQuoted text (11 lines)
> road cars that feel twitchier than this. Anyone who's ever seen an F1 or > CART driver apply opposite lock knows that it requires an extremely quick > flick of the wheel. F1CS2000 doesn't even come close to capturing that > "feel". I really think GP3 is much closer to reality in that respect. > Along similar lines, once the rear does get away from you it takes way too > long to correct it. Again, from watching F1 and CART, I think the > correction should be very quick. A sharp snap of opposite lock, and it's > over. Either that, or it should fishtail a couple of times, but it should > do so very quickly. > > The other thing is the weird wheelspin. I'm less certain about thisQuoted text (12 lines)
> engine braking. There's nothing that would keep the rear wheels spinning > like they do in this sim. A related problem could be the way the engine > revs. When you're in neutral, and you rev the engine, the revs drop > veeerrryy slooowly when you lift your foot. Again, not realistic. Ever > heard an F1 car rev it's engine? The revs drop immediately. It sounds > completely insane, all twitchy and violent. Sorta reminds me of someone > learning to play the violin, with their bow bouncing off the strings. The > wheelspin and revving problem suggest to me that the cars have > unrealistically large flywheels, but of course there's no way to know for > sure. > > I suppose comparisons between this sim and GP3 are obligatory, so hereQuoted text (10 lines)
> I'd say that F1CS2K probably has a better physics engine, but GP3 seems to > have far more accurate parameters for an F1 car, and consequently GP3 much > better captures the look and feel of F1 racing based on what I've seen on > TV. > > Thanks for listening. Comments are welcome (obviously). > > -Aubrey > >
> Well, the cars feel "natural" I will say that, so I would say the
> physics engine itself is pretty good. However, I think the way
> the car is modeled is all wrong for a couple of reasons.
In the vehicles directory you can edit the .veh file to change all the
inertia and flywheel things you were talking about.
-Dirt-
2000 White/Red CBR929RR
**Jesus saves sinners and redeems them for valuable cash prizes**
Sent via Deja.com
http://www.deja.com/
>"Chris Cavin" <[email hidden]> wrote
> In the vehicles directory you can edit the .veh file to change all the
> inertia and flywheel things you were talking about.
The problem is that when ISI released the title, the way they modeled it was
their opinion about how the cars performed. They were wrong, probably even
on purpose.
--
-- Fran�ois M�nard <ymenard>
-- May the Downforce be with you...
-- http://www.WeRace.net
-- People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world.
In article <1D6%5.16822$[email hidden]>, "Aubrey" <[email hidden]> wrote:
>Well, the cars feel "natural" I will say that, so I would say the physics
>engine itself is pretty good. However, I think the way the car is modeled
>is all wrong for a couple of reasons.
Good catches. They have been the subject of some threads here by a couple of
the apparently very knowledgeable members of the RAS community. Basic answer
is that the inertia values in the .veh files are very high. This is clearly
so for the vehicle inertia (if it follows form, the numbers are in kgm2. And
one can calculate that they are way too high for the mass and dimensions of an
F1 car) the other is the flywheel inertia.
Some think they set these values for playability. Perhaps to account
for the limited calculation rate. Change the values to suit your taste.
When F12000 was released, the settings to adjust inertia, etc., were quickly
made available (by Gregor). Many people here NEVER bothered with those
settings, and instead chose to rip the sim, and say things like, "It's no
GPL". I'm sure ISI released it the way they did on purpose. It makes sense
to compensate for the lack of real-world feedback because 99.99% of the
public who buys it will benefit. It only takes a hard core simmer a few
seconds to make the adjustments. Never forget, a perfect physics model which
plugs in perfect numbers is just as unrealistic as a space-zombie / monster
truck / killer tomato / arcade racer (remember GPL?).
David G Fisher
"ymenard" <[email hidden]> wrote in message
news:25c%5.85119$[email hidden]...
> >"Chris Cavin" <[email hidden]> wrote
> > In the vehicles directory you can edit the .veh file to change all the
> > inertia and flywheel things you were talking about.
>
>
> The problem is that when ISI released the title, the way they modeled itwas
> their opinion about how the cars performed. They were wrong, probablyeven
realise
> how hard it is to put up with all the idiots in the world.
>
>
>
Quoted text (9 lines)
> on purpose. > > > > -- > -- Fran�ois M�nard <ymenard> > -- May the Downforce be with you... > -- http://www.WeRace.net > -- People think it must be fun to be a super genius, but they don'tBravo, David, bravo! Well-said!
-- JB
F1CS2K Rank 131.8670
In article <Jme%5.184644$[email hidden]>,
"David G Fisher" <[email hidden]> wrote:
> When F12000 was released, the settings to adjust inertia, etc., werequickly
> made available (by Gregor). Many people here NEVER bothered with those
> settings, and instead chose to rip the sim, and say thingslike, "It's no
> GPL". I'm sure ISI released it the way they did on purpose. It makessense
> to compensate for the lack of real-world feedback because 99.99% ofthe
> public who buys it will benefit. It only takes a hard core simmer afew
> seconds to make the adjustments. Never forget, a perfect physicsmodel which
> plugs in perfect numbers is just as unrealistic as a space-zombie /monster
all the
> > > inertia and flywheel things you were talking about.
> >
> >
> > The problem is that when ISI released the title, the way theymodeled it
> was
> > their opinion about how the cars performed. They were wrong,probably
Sent via Deja.com
http://www.deja.com/
Quoted text (8 lines)
> truck / killer tomato / arcade racer (remember GPL?). > > David G Fisher > > "ymenard" <[email hidden]> wrote in message > news:25c%5.85119$[email hidden]... > > >"Chris Cavin" <[email hidden]> wrote > > > In the vehicles directory you can edit the .veh file to changeQuoted text (17 lines)
> even > > on purpose. > > > > > > > > -- > > -- Fran�ois M�nard <ymenard> > > -- May the Downforce be with you... > > -- http://www.WeRace.net > > -- People think it must be fun to be a super genius, but they don't > realise > > how hard it is to put up with all the idiots in the world. > > > > > > > >I just got F1CS2K and I think it's really fun. I don't think I there's enough
wheelspin when I stomp on the gas comin' out of a corner in first gear at low
RPM (like Indy). However, this may be setup-related. What I do think after
driving many laps at Indy is that I think this could be compared to a good
champ car physics model. What do you all think?
God bless,
Loren
>"David G Fisher" <[email hidden]> wrote
> When F12000 was released, the settings to adjust inertia, etc., werequickly
> made available (by Gregor). Many people here NEVER bothered with those
> settings, and instead chose to rip the sim, and say things like, "It's no
> GPL".
It was no GPL. I dislike any modern F1 sim, none of them appeal to my
demands. Can't you understand that? We don't want flashy graphics, we want
a hardcore game engine. ISI has yet to give us that. Like I care about the
helicopter, take it out it will leave more cycles for the physics!
> I'm sure ISI released it the way they did on purpose. It makes sense
> to compensate for the lack of real-world feedback because 99.99% of the
> public who buys it will benefit.
So you would rather have a simulation that on purpose creates a false
impression of reality, compared to a simulation that on purpose creates
reality even if it gives false impressions?
So you like it when they lie to customer into thinking it's how a real F1
drives?
--
-- Fran�ois M�nard <ymenard>
-- May the Downforce be with you...
-- http://www.WeRace.net
-- People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world.
"David Masten" <[email hidden]> wrote in message
news:91jltn$1hj0$[email hidden]...
> In article <1D6%5.16822$[email hidden]>,"Aubrey" <[email hidden]> wrote:
> >Well, the cars feel "natural" I will say that, so I would say the physics
> >engine itself is pretty good. However, I think the way the car ismodeled
> >is all wrong for a couple of reasons.
>
> Good catches. They have been the subject of some threads here by a coupleof
> the apparently very knowledgeable members of the RAS community. Basicanswer
> is that the inertia values in the .veh files are very high. This isclearly
> so for the vehicle inertia (if it follows form, the numbers are in kgm2.And
> one can calculate that they are way too high for the mass and dimensionsof an
> F1 car) the other is the flywheel inertia.
>
> Some think they set these values for playability. Perhaps to account
> for the limited calculation rate. Change the values to suit your taste.
>
I must have missed theose threads. Everything I've read about this sim just
oozed over the physics. But thanks to you and Chris Cavin for pointing out
the .veh files. Looks interesting! I'll poke around in there next chance I
get.
Hmmm. You'd think he would have them up on his website then, huh?
I don't collect tweaks... i look for them when i need them.
David G Fisher <[email hidden]> wrote in message
news:Jme%5.184644$[email hidden]...
> When F12000 was released, the settings to adjust inertia, etc., werequickly
> made available (by Gregor). Many people here NEVER bothered with those
> settings, and instead chose to rip the sim, and say things like, "It's no
> GPL". I'm sure ISI released it the way they did on purpose. It makes sense
> to compensate for the lack of real-world feedback because 99.99% of the
> public who buys it will benefit. It only takes a hard core simmer a few
> seconds to make the adjustments. Never forget, a perfect physics modelwhich
> plugs in perfect numbers is just as unrealistic as a space-zombie /monster
Quoted text (31 lines)
> truck / killer tomato / arcade racer (remember GPL?). > > David G Fisher > > > "ymenard" <[email hidden]> wrote in message > news:25c%5.85119$[email hidden]... > > >"Chris Cavin" <[email hidden]> wrote > > > In the vehicles directory you can edit the .veh file to change all the > > > inertia and flywheel things you were talking about. > > > > > > The problem is that when ISI released the title, the way they modeled it > was > > their opinion about how the cars performed. They were wrong, probably > even > > on purpose. > > > > > > > > -- > > -- Fran�ois M�nard <ymenard> > > -- May the Downforce be with you... > > -- http://www.WeRace.net > > -- People think it must be fun to be a super genius, but they don't > realise > > how hard it is to put up with all the idiots in the world. > > > > > > >Also, keep in mind that some people are very uncomfortable editing system
files. They just like to install and play. Not everyone who is in a
newsgroup is an expert.
Oh no not again!! Deja vu is looming very very largely in my mind at the
moment.
Didn't we do all this to death when F12K came out?
Iain
"ymenard" <[email hidden]> wrote in message
news:Urh%5.96720$i%[email hidden]...
> >"David G Fisher" <[email hidden]> wrote
> > When F12000 was released, the settings to adjust inertia, etc., were
> quickly
> > made available (by Gregor). Many people here NEVER bothered with those
> > settings, and instead chose to rip the sim, and say things like, "It'sno
> > GPL".
>
> It was no GPL. I dislike any modern F1 sim, none of them appeal to my
> demands. Can't you understand that? We don't want flashy graphics, wewant
> a hardcore game engine. ISI has yet to give us that. Like I care aboutthe
realise
> how hard it is to put up with all the idiots in the world.
>
>
>
Quoted text (25 lines)
> helicopter, take it out it will leave more cycles for the physics! > > > > > I'm sure ISI released it the way they did on purpose. It makes sense > > to compensate for the lack of real-world feedback because 99.99% of the > > public who buys it will benefit. > > So you would rather have a simulation that on purpose creates a false > impression of reality, compared to a simulation that on purpose creates > reality even if it gives false impressions? > > > > So you like it when they lie to customer into thinking it's how a real F1 > drives? > > > > > -- > -- Fran�ois M�nard <ymenard> > -- May the Downforce be with you... > -- http://www.WeRace.net > -- People think it must be fun to be a super genius, but they don't>"Iain Mackenzie" <[email hidden]> wrote
> Oh no not again!! Deja vu is looming very very largely in my mind at the
> moment.
> Didn't we do all this to death when F12K came out?
Yeah, but I can't resist replying to David :) Sometimes it's
entertaining, especially when he doesn't run off and actually stays for a
couple of arguments.
--
-- Fran�ois M�nard <ymenard>
-- May the Downforce be with you...
-- http://www.WeRace.net
-- People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world.
On Mon, 18 Dec 2000 22:09:41 GMT, "ymenard" <[email hidden]>
wrote:
Unfortunately that allmost never happens :(
Don't worry, I'll keep trying too.
Andre
Quoted text (9 lines)
>>"Iain Mackenzie" <[email hidden]> wrote >> Oh no not again!! Deja vu is looming very very largely in my mind at the >> moment. >> Didn't we do all this to death when F12K came out? > > >Yeah, but I can't resist replying to David :) Sometimes it's >entertaining, especially when he doesn't run off and actually stays for a >couple of arguments."UnserFan1" <[email hidden]> wrote in message
news:[email hidden]...
> I just got F1CS2K and I think it's really fun. I don't think I there'senough
> wheelspin when I stomp on the gas comin' out of a corner in first gear atlow
> RPM (like Indy). However, this may be setup-related. What I do thinkafter
Make sure you have traction control (and everything else) toggled off.
--
[email hidden]
> driving many laps at Indy is that I think this could be compared to a good
> champ car physics model. What do you all think?
>
> God bless,
> Loren
>Make sure you have traction control (and everything else) toggled off.
I do! :) The aids were the first thing that went! :o)
God bless,
Loren


































