I posted this yesterday and not one person replied
Does this mean that noone in this ng has ever driven a stockcar or
raced for real
I find this surprising, Figured there would be at least a few
If there are any folks in this ng who have actually drivin and raced
Nascar,Cascar,superstock or even streetstock please reply to this and
give me your opinion on the driving physics of NH
I for one feel it is the best yet, not perfect, but the best so far.
Although I am heavy into kart racing now i did test drive a Cascar quite
often up here in Canada and when I first tried the Demo I was amazed.
It touched my senses, I swore i could smell the speedway.
Very interested in some opinions of other drivers.
No.
"bengal" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (17 lines)
> I posted this yesterday and not one person replied > Does this mean that noone in this ng has ever driven a stockcar or > raced for real > I find this surprising, Figured there would be at least a few > > > > > > If there are any folks in this ng who have actually drivin and raced > Nascar,Cascar,superstock or even streetstock please reply to this and > give me your opinion on the driving physics of NH > I for one feel it is the best yet, not perfect, but the best so far. > Although I am heavy into kart racing now i did test drive a Cascar quite > often up here in Canada and when I first tried the Demo I was amazed. > It touched my senses, I swore i could smell the speedway. > Very interested in some opinions of other drivers.Well I must say I am really confused now
I have been following this ng quite close ever since F1 2000 was
released and have seen incredibly detailed criticism of the handling
physics of cars in F1 2000, GP3, and now NH.
They are very well written and sound very intillectual.
I can understand concerns regarding actual gameplay issues but how can
one bash the subtle effects that all these sims do a great job of
imitating, on a screen no doubt, when they have nothing to compare it
too.
Could someone please help me see the light
Shane Lowry wrote:
Quoted text (26 lines)
> > theres a thread further down, where Doug Arnao, puts his thoughts down. He > is a racer and instructor (i believe) and thinks Heat is pretty darn close > ... so do i for that matter. Look for GPL beta test in the header > > shane > > bengal <[email hidden]> wrote in message > news:[email hidden]... > > I posted this yesterday and not one person replied > > Does this mean that noone in this ng has ever driven a stockcar or > > raced for real > > I find this surprising, Figured there would be at least a few > > > > > > > > > > > > If there are any folks in this ng who have actually drivin and raced > > Nascar,Cascar,superstock or even streetstock please reply to this and > > give me your opinion on the driving physics of NH > > I for one feel it is the best yet, not perfect, but the best so far. > > Although I am heavy into kart racing now i did test drive a Cascar quite > > often up here in Canada and when I first tried the Demo I was amazed. > > It touched my senses, I swore i could smell the speedway. > > Very interested in some opinions of other drivers.Thankyou for taking the time with your post
much appreciated
Bengal
http://members.home.net/bengal2/karttec.html
Ed Bain wrote:
Quoted text (90 lines)
> > On Tue, 29 Aug 2000 15:15:28 +1000, "Shane Lowry" <[email hidden]> wrote: > > >theres a thread further down, where Doug Arnao, puts his thoughts down. He > >is a racer and instructor (i believe) and thinks Heat is pretty darn close > >... so do i for that matter. Look for GPL beta test in the header > > > >shane > > > > Here it is again.. > > http://www.delphi.com/nascarheat/messages/?msg=597.2 > > From: DOUG914 10:06 am > To: CHRISTSR unread (2 of 3) > 611.2 in reply to 611.1 prev next > > I've been driving at the Glen for over 20 years. The first time I > ever drove there, they had a chicane in the esses!........showing my > age I guess<g>. Actually I was there just last weekend for 3-days > where I instructed for a local club........did about 3 hours track > time , so the track is very fresh in my mind. MGI's track is missing > some things, but the over all layout is dead on. There is the big wide > curbing exiting turns 1, the fast left, and the last turn onto the > front straight that's missing. Also there's the brake markers going > into turn 1 thats not there (300,200,100). Only other nitpick is the > drive down hill out of turn 1 is not steep enough or ends to soon. The > real track bottoms out just as you turn back right, to go up the > esses. Bus stop chicane is perfect. > > Driving model: I think this shows how convincing a driving experience > can be inside a computer. Don't know what compromises the MGI guys > have done to make it so, but it's something Papy could stand to take > notice of. After working on the GPL beta team, and "discussing" at > length the unnecessary difficulty of driving GPL with Keammer and > Sentell, I thought no other company could ever truly deliver. I was > wrong. I loved GPL, it was revolutionary, it was incredibly accurate - > by the numbers, it was a labor of love for Keammer and the team, it > was a too difficult because the team wouldn't compromise. When you > mastered it, you felt you really had acomplished > something......problem was if you walked away from it for any length > of time, you had to put, IMHO, too much work to return to that form. > This eventually kept me from returning to it. Maybe I'm just getting > too old? <g> > > You see, never in twenty years of driving race cars, and all different > types, have I ever found one "difficult" to drive (unless there's a > real problem). Any resonably well setup car can be driven to 85-90% of > its capability within a few sessions. This has always been an > underlying, nagging problem for me with sims - you need to switch mind > set to drive the computer with a car inside....... With HEAT, I can > pull out on the track cold, and forget about adapting my thoughts for > driving inside a computer - or "playing" the game - and just > drive_the_car............the first 85% or so no problem - the last ten > not so easy. > > AI is very good , right up there with GPL - a little too much brakes > at the Glen - But still good > > While I care very little about the yellow/damage/save game issue's, I > agree it would be nice to have them working. > > Sorry for rambling, but after being totally bored with racing sims for > over a year, this one took me by surprise :) > > It has a great foundation - well done guys :) > > --Doug Arnao > > >bengal <[email hidden]> wrote in message > >news:[email hidden]... > >> I posted this yesterday and not one person replied > >> Does this mean that noone in this ng has ever driven a stockcar or > >> raced for real > >> I find this surprising, Figured there would be at least a few > >> > >> > >> > >> > >> > >> If there are any folks in this ng who have actually drivin and raced > >> Nascar,Cascar,superstock or even streetstock please reply to this and > >> give me your opinion on the driving physics of NH > >> I for one feel it is the best yet, not perfect, but the best so far. > >> Although I am heavy into kart racing now i did test drive a Cascar quite > >> often up here in Canada and when I first tried the Demo I was amazed. > >> It touched my senses, I swore i could smell the speedway. > >> Very interested in some opinions of other drivers. > >theres a thread further down, where Doug Arnao, puts his thoughts down. He
is a racer and instructor (i believe) and thinks Heat is pretty darn close
... so do i for that matter. Look for GPL beta test in the header
shane
bengal <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (17 lines)
> I posted this yesterday and not one person replied > Does this mean that noone in this ng has ever driven a stockcar or > raced for real > I find this surprising, Figured there would be at least a few > > > > > > If there are any folks in this ng who have actually drivin and raced > Nascar,Cascar,superstock or even streetstock please reply to this and > give me your opinion on the driving physics of NH > I for one feel it is the best yet, not perfect, but the best so far. > Although I am heavy into kart racing now i did test drive a Cascar quite > often up here in Canada and when I first tried the Demo I was amazed. > It touched my senses, I swore i could smell the speedway. > Very interested in some opinions of other drivers.There is more to it than that, namely engineering and physics knowledge,
and perhaps even more importanly, intuition. One does not need to have
done something in person in order to estimate how a relatively simple
mechanical system will behave under some given conditions (although it
may be hard, and in certain cases even impossible, but not in the
applications we are discussing here). That's why, for example, the moon
landing was successful on the first try. Noone did it before, but it
went as planned.
And why do you say burnouts are impossible in GP3?
-Gregor
Simon Brown wrote:
Quoted text (20 lines)
> > You don't think it's possible to get a fairly good impression of how a > Nascar or F1 car should handle through watching the sport on tv for a > prolonged period? > > Just on GP3, real F1 drivers can do things in F1 which are impossible in > GP3, like burnouts. You don't have to have driven an F1 car to notice that. > > "bengal" <[email hidden]> wrote in message > news:[email hidden]... > > Well I must say I am really confused now > > I have been following this ng quite close ever since F1 2000 was > > released and have seen incredibly detailed criticism of the handling > > physics of cars in F1 2000, GP3, and now NH. > > They are very well written and sound very intillectual. > > I can understand concerns regarding actual gameplay issues but how can > > one bash the subtle effects that all these sims do a great job of > > imitating, on a screen no doubt, when they have nothing to compare it > > too. > > Could someone please help me see the lightYou don't think it's possible to get a fairly good impression of how a
Nascar or F1 car should handle through watching the sport on tv for a
prolonged period?
Just on GP3, real F1 drivers can do things in F1 which are impossible in
GP3, like burnouts. You don't have to have driven an F1 car to notice that.
"bengal" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (12 lines)
> Well I must say I am really confused now > I have been following this ng quite close ever since F1 2000 was > released and have seen incredibly detailed criticism of the handling > physics of cars in F1 2000, GP3, and now NH. > They are very well written and sound very intillectual. > I can understand concerns regarding actual gameplay issues but how can > one bash the subtle effects that all these sims do a great job of > imitating, on a screen no doubt, when they have nothing to compare it > too. > Could someone please help me see the light > > Shane Lowry wrote:I play with no driving aids on a steering wheel. Maybe the thing I'm
thinking of isn't called a burnout.
What I mean is that if you sit still on the track and then floor the
throttle in first gear, you can't stop the car from spinning just by
correcting the cars rotation with the steering. You can only prevent a spin
by lifting off the gas a little. I suppose the correct name for that would
be a wheelspin start.
"Ed Bain" <[email hidden]> wrote in message
news:[email hidden]...
> On Tue, 29 Aug 2000 11:29:48 GMT, "Simon Brown"<[email hidden]> wrote:
Quoted text (7 lines)
> > >real F1 drivers can do things in F1 which are impossible in > >GP3, like burnouts. > > Uhh.. burnouts are VERY easy to do in GP3. > Turn off your driving aids. >What I mean (which probably isn't called a burnout) is that if you are
stationary on the track in first gear and you floor the throttle, the car
always spins, it's impossible to just correct with the steering, you have to
lift off the throttle.
> And why do you say burnouts are impossible in GP3?
>
> -Gregor
>
Simon Brown wrote:
>
> What I mean (which probably isn't called a burnout) is that if you are
> stationary on the track in first gear and you floor the throttle, the car
> always spins, it's impossible to just correct with the steering, you have to
> lift off the throttle.
>
The burnouts are possible, just quite difficult. First of all, the
steering lock should not be set too high, as this looses the delicacy
needed to control the car (and speed sensitivty set to 0, which is not
really important here, but I can use every opportunity to reccomend it
;) ). Second, it's also a difficult thing in real life, especially if
you really put the throttle all the way down. If the rear tires are
spinning really fast, then they are unable to produce any lateral force
while the fronts can, and this makes a high grip car like the one on GP3
unstable. A real driver can sense the onset of a spin much faster than a
sim racer (seat of the pants feel), so he or she is able to correct it
more easily.
That said, controlled burnouts are possible in GP3 and I've done plenty
of them, though not always succeeding, but lack of feedback makes them,
like many other aspects of simming, unnecessarily hard. Try using less
than full throttle, only enough to produce smoke, this will retain a
tiny bit of the lateral capabilities of the rear tires making the car
slightly less unstable.
-Gregor
Simon Brown wrote:
>
> You don't think it's possible to get a fairly good impression of how a
> Nascar or F1 car should handle through watching the sport on tv for a
> prolonged period?
Kinda like getting a fairly good impression of what sex feels like after
watching porno flicks for a prolonged period, IMHO -- the concept is
pretty clear, but the sensation is entirely missing. I think that unless
one has gotten comfortable with a high-grip car on the edge of adhesion,
has darted in and out of very close traffic, and gotten loose at both
ends of the car enough times to be able to feel it happening before it's
irretrievably lost, then one has no credible experience with which to
judge how well -- or not -- a particular sim conforms to "real-world"
physics. As someone else pointed out here, there are many people who are
VERY good at GPL, because they've learned the optimum techniques for
exploiting the idiosyncracies of the SIM, and not because they are
necessarily latent Schumachers or Clarks.
There are certainly some things that can be learned from a sim that
apply to real-world racing: corner entry and exit speed strategies (in a
very broad-brush sense) for example, or outbraking, or learning the
correct line ... but the "real-world veracity" of all these things
depends upon how close the physics model of the sim corresponds to the
Newtonian physics that rule us here on Earth. It will be MOST
interesting, I think, when Skip Barber's School/Racing Sim is released.
As I have opined before, if *anybody* knows this stuff in an empirical
and transmittable way (rather than simply intuitively and
inarticulately), it's Skip Barber. But even if the physics model can be
made spot on, unless someone is willing to invest in a 6-axis "shake
and bake" sim capsule that can accurately replicate all the various
force vectors acting on car and driver, it's still a looooong way from a
real world experience. And it's not just a matter of "willing suspension
of disbelief" or psychological immersion; the proof of the pudding would
be if you could step out of such a simulator , step into a real Barber
Dodge, and drive it considerably quicker than someone just sitting
through the chalkboard friction-circle classes at the Barber School and
then getting into the car for a go... a scenario (minus the "shake and
bake" capsule) I'm sure will be enacted at some point by the Barber School.
Interesting times...
BB
So am I right in thinking that you have managed a full throttle wheelspin
start? How long roughly can you keep the throttle full down and keep the
car moving straight forward for?
I've tried extensively and can't get anywhere near one. The car always
spins within a few seconds. You don't have opposite lock help on or
something do you? Theres a few extra driving aids burried in the controller
options. I have speed sensitive steering off and maximum steering lock on
about 18, if I remember correctly.
I can do fantastic wheelspin starts in GPL btw, although the dynamics of the
cars are of course, quite different.
Quoted text (20 lines)
> The burnouts are possible, just quite difficult. First of all, the > steering lock should not be set too high, as this looses the delicacy > needed to control the car (and speed sensitivty set to 0, which is not > really important here, but I can use every opportunity to reccomend it > ;) ). Second, it's also a difficult thing in real life, especially if > you really put the throttle all the way down. If the rear tires are > spinning really fast, then they are unable to produce any lateral force > while the fronts can, and this makes a high grip car like the one on GP3 > unstable. A real driver can sense the onset of a spin much faster than a > sim racer (seat of the pants feel), so he or she is able to correct it > more easily. > > That said, controlled burnouts are possible in GP3 and I've done plenty > of them, though not always succeeding, but lack of feedback makes them, > like many other aspects of simming, unnecessarily hard. Try using less > than full throttle, only enough to produce smoke, this will retain a > tiny bit of the lateral capabilities of the rear tires making the car > slightly less unstable. > > -GregorWell, I doubt there's much *evidence* that the best GPL players are actually
bad at driving 1967 F1 cars. It's not a theory that will have been tested
very often :) Also I remember a post here from someone who claimed playing
GPL had helped him improve and win races in the real world, although only at
amateur level of course.
I get your point though. But for the sake of argument, ex-f1 driver Martin
Brundle now works for ITV, a UK-based tv company, and they did a piece
demonstrating different starting techniques. One of the starts Martin did
(in a real f1 car) was a full-throttle wheelspin start and he kept the
throttle full-down the whole time and didn't spin. If someone has a replay
of themselves doing this in GP3 I'd love to see it (no steering aids on an
anologue controller only), because I certainly can't manage it, and it's not
through lack of trying.
There's a clear example of where watching the real sport on TV shows up a
failing in a game.
"Barton Brown" <[email hidden]> wrote in message
news:[email hidden]...
School.
>
> Interesting times...
>
> BB
Quoted text (39 lines)
> Simon Brown wrote: > > > > You don't think it's possible to get a fairly good impression of how a > > Nascar or F1 car should handle through watching the sport on tv for a > > prolonged period? > > Kinda like getting a fairly good impression of what sex feels like after > watching porno flicks for a prolonged period, IMHO -- the concept is > pretty clear, but the sensation is entirely missing. I think that unless > one has gotten comfortable with a high-grip car on the edge of adhesion, > has darted in and out of very close traffic, and gotten loose at both > ends of the car enough times to be able to feel it happening before it's > irretrievably lost, then one has no credible experience with which to > judge how well -- or not -- a particular sim conforms to "real-world" > physics. As someone else pointed out here, there are many people who are > VERY good at GPL, because they've learned the optimum techniques for > exploiting the idiosyncracies of the SIM, and not because they are > necessarily latent Schumachers or Clarks. > > There are certainly some things that can be learned from a sim that > apply to real-world racing: corner entry and exit speed strategies (in a > very broad-brush sense) for example, or outbraking, or learning the > correct line ... but the "real-world veracity" of all these things > depends upon how close the physics model of the sim corresponds to the > Newtonian physics that rule us here on Earth. It will be MOST > interesting, I think, when Skip Barber's School/Racing Sim is released. > As I have opined before, if *anybody* knows this stuff in an empirical > and transmittable way (rather than simply intuitively and > inarticulately), it's Skip Barber. But even if the physics model can be > made spot on, unless someone is willing to invest in a 6-axis "shake > and bake" sim capsule that can accurately replicate all the various > force vectors acting on car and driver, it's still a looooong way from a > real world experience. And it's not just a matter of "willing suspension > of disbelief" or psychological immersion; the proof of the pudding would > be if you could step out of such a simulator , step into a real Barber > Dodge, and drive it considerably quicker than someone just sitting > through the chalkboard friction-circle classes at the Barber School and > then getting into the car for a go... a scenario (minus the "shake and > bake" capsule) I'm sure will be enacted at some point by the Barber"Simon Brown" <[email hidden]> wrote
> So am I right in thinking that you have managed a full throttle wheelspin
> start? How long roughly can you keep the throttle full down and keep the
> car moving straight forward for?
It's incredibly difficult, but possible. Actually, it would be realistic if
GP3 was a "driving" simulation, where us mortals are slower than the
real-life counterparts in average (like in GPL), but GP3 is a "racing"
simulation by Geoff Crammond's words and is made so the mortals can run in
the same competitive way as real-life F1 drivers.
We are talking about full 100% throttle of course. Anybody who lifts even
3-4% isn't doing a full wheelspin. You can easily stay in a straight line
doing that method. But your right, for me maybe 99% of the time I'll spin
when doing that and my racing abilities are imho quite high compared to the
average.
> I can do fantastic wheelspin starts in GPL btw, although the dynamics ofthe
> cars are of course, quite different.
Irrelevant of the type of car your perfectly right. It feels real.
--
-- 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.
--
Colin Harris
Bomber Racing: Http://fullspeed.to/Bomber
ICQ 25485061
ymenard <[email hidden]> wrote in message
and my racing abilities are imho quite high compared to the
> average.
Don't think there's too much "h" in that "imho", Francois!!!!!!
> --
> -- Fran�ois M�nard <ymenard>
>
ymenard wrote:
What is the definition of wheelspin? If you decrease the 1st gear, you
in effect do the same as lifting off, but you can keep 100% throttle
anyway.
The usual definition of wheelspin is that the tires are turning at least
twice as fast as they would if there was no slip. This, however, is far
from set in stone. I think it's safe to say that there is wheelspin if
tires produce smoke. You can off course always go into telemetry and
compare the front to rear wheelspin values.
I just don't think that considering the applied throttle is a measure of
whether your rears are spinning or not.
-Gregor
Quoted text (7 lines)
> > We are talking about full 100% throttle of course. Anybody who lifts even > 3-4% isn't doing a full wheelspin. You can easily stay in a straight line > doing that method. But your right, for me maybe 99% of the time I'll spin > when doing that and my racing abilities are imho quite high compared to the > average. >On Wed, 30 Aug 2000 09:43:58 GMT, "Colin Harris"
<[email hidden]> thus spoke:
>Don't think there's too much "h" in that "imho", Francois!!!!!!
It's not a humble opinion so it must be his honest opinion.
--
Slacker


































