In article <8ljtk8$3bo$[email hidden]>, [email hidden] says...
I think Mike meant roll in the sense of angular rotation about the z-axis
of the car when the wheels on one side of the car ride up a high curb.
I'm assuming he also meant that the cockpit rolls rather than the view.
This is almost like the much-derided F10 "third person" view in GPL:-(
Personally I would prefer the view to roll.
- Michael
"rrevved" <[email hidden]> wrote in message
news:[email hidden]...
I agree in concept (haven't seen the game yet) as all the motorcycle sims
seem easier to ride when the driver's head is allowed to move around and
maintain a fairly level view. I know that my eyes and head would always
automatically compensate for body roll when I was driving agressively, even
in a verrrry softly sprung 2CV.
When you turn off the virtual cockpit, does the horizon tilt? Does it do
this smoothly?
Stephen
Quoted text (31 lines)
> On Tue, 25 Jul 2000 11:23:08 +0100, Mike Armstrong <[email hidden]> wrote: > > > When I round the last corner at Mexico > >in GPL I can almost feel the centrifugal force pushing me into my seat > >(well, slight artistic licence here, but you know what I mean). This > >effect is achieved by the your view from the cockpit remaining level > >and the horizon/environment tilting. > > > >Sounds simple I know, but see how GP3 implements this. The cockpit > >tilts and the horizon stays level. It's as if your virtual eyes are > >staying level with the horizon. Just go around the last corner at > >Brazil keeping to the right and you'll see what I mean. IMO this is > >totally unacceptable and kills the effect. Your view should always be > >liked to the cockpit, not the horizon. > > It's a virual cockpit. It is emulating a driver's head moving > about in the cockpit. If you make, for example, a high-G long > left sweeping turn, the body will roll to the right. The virtual > driver's head/eyes will lean INTO the turn, maintaining a more > even keel with the horizon, and not allowing his head to follow the > body's roll. > > Some sims have taken this too far, in my opinion, like CPR, > where the driver actually -turns- his head, and looks into the > turn. Very disorienting, for me. If you didn't like the way > the virtual cockpit was implemented in CPR, you could turn it > off. The same option is available in GP3. > > Personally, I think the GP3 cockpit and driver head motion, etc. > is EXTREMELY well done. It's the best I've ever seen. >On Tue, 25 Jul 2000 05:54:07 -0500, rrevved
<[email hidden]> wrote:
>If you didn't like the way
>the virtual cockpit was implemented in CPR, you could turn it
>off. The same option is available in GP3.
Only if you're using Software3D at 640x480, as far as I can see.
>Personally, I think the GP3 cockpit and driver head motion, etc.
>is EXTREMELY well done. It's the best I've ever seen.
Yeah it feels pretty good, but unlike you said, the virtual head is
actually moving to the _outside_ of the corner, not to the inside.
Use the wide angle cockpit to make it more apparent.
Seems their drivers all need a little neck muscle workout. :-)
As for the horizon vs car banking, I too think that GP3's way is
more 'realistic',in real life your eyes/brain compensate for the tilt.
Blaze
I'm surprised that this has not been noticed yet.
Yes, GP3 has on-track banking, but the way in which it is implemented
is plain wierd. For me, well implemented on-track banking increases
the imersion in a sim greatly. When I round the last corner at Mexico
in GPL I can almost feel the centrifugal force pushing me into my seat
(well, slight artistic licence here, but you know what I mean). This
effect is achieved by the your view from the cockpit remaining level
and the horizon/environment tilting.
Sounds simple I know, but see how GP3 implements this. The cockpit
tilts and the horizon stays level. It's as if your virtual eyes are
staying level with the horizon. Just go around the last corner at
Brazil keeping to the right and you'll see what I mean. IMO this is
totally unacceptable and kills the effect. Your view should always be
liked to the cockpit, not the horizon. Imagine if an oval racer were
released with this style of banking implementation. It would be
slaughtered!
The same effect can be observed when mounting the kerbs. Most kerbs
are higher than the track surface, yes? The horizon should tilt but
it doesn't.
The only time I have seen true 'Roll' from the cockpit is when contact
is made with another car and you become airborne, and then, you can
almost feel the framerate slow as an (IMO) 'canned tilt' routine is
called.
Not only can GP3's antiquated Physics/3D engine not handle 'Roll'
correctly but 'Pitch' appears wrong to me also. Sometimes a car
heading up an incline seems to have it's nose buried into the track
and it's arse end up in the air! Can't the GFX engine pitch these
cars?
Camber/banking HAS been added to the GP3 model, however it's
implementation is bad. The tracks in general remain flat with banking
added at a few (too few) special places where it is really noticable.
The above points in combination with the lifeless driving model and
average GFX kill this sim for me. I really wanted to like GP3 and am
greatly dissapointed.
Mike
Mike Armstrong <[email hidden]> writes:
I haven't tried GP3 yet, so I can't comment on that specifically, but
it is an interesting point you have for simulators in general.
I don't know where I read it, but the eye is supposed to compensate
for small differences in the angle between the horizon and the
head. So for small bankings it wouldn't neccesarily look like the
horizon is not horizontal. Try to look at one of the corners of your
monitor and tilt your head from left too right (tell your co-workers
you have a stiff neck today if asked any funny questions:). For me it
looks like the monitor is not moving at all.
Of course, gravity may be a big part of it, and in fairly big banked
corners, the vertical gravitational forces in not neccesarily pointed
to the centre of the earth.
Everything in my IMHO, but it's interesting.
--
Olav K. Malmin
remove spam when replying
Quoted text (12 lines)
> Sounds simple I know, but see how GP3 implements this. The cockpit > tilts and the horizon stays level. It's as if your virtual eyes are > staying level with the horizon. Just go around the last corner at > Brazil keeping to the right and you'll see what I mean. IMO this is > totally unacceptable and kills the effect. Your view should always be > liked to the cockpit, not the horizon. Imagine if an oval racer were > released with this style of banking implementation. It would be > slaughtered! > > The same effect can be observed when mounting the kerbs. Most kerbs > are higher than the track surface, yes? The horizon should tilt but > it doesn't.I'm surprised that this has not been noticed yet.
Yes, GP3 has on-track banking, but the way in which it is implemented
is plain wierd. For me, well implemented on-track banking increases
the imersion in a sim greatly. When I round the last corner at Mexico
in GPL I can almost feel the centrifugal force pushing me into my seat
(well, slight artistic licence here, but you know what I mean). This
effect is achieved by the your view from the cockpit remaining level
and the horizon/environment tilting.
Sounds simple I know, but see how GP3 implements this. The cockpit
tilts and the horizon stays level. It's as if your virtual eyes are
staying level with the horizon. Just go around the last corner at
Brazil keeping to the right and you'll see what I mean. IMO this is
totally unacceptable and kills the effect. Your view should always be
liked to the cockpit, not the horizon. Imagine if an oval racer were
released with this style of banking implementation. It would be
slaughtered!
The same effect can be observed when mounting the kerbs. Most kerbs
are higher than the track surface, yes? The horizon should tilt but
it doesn't.
The only time I have seen true 'Roll' from the cockpit is when contact
is made with another car and you become airborne, and then, you can
almost feel the framerate slow as an (IMO) 'canned tilt' routine is
called.
Not only can GP3's antiquated Physics/3D engine not handle 'Roll'
correctly but 'Pitch' appears wrong to me also. Sometimes a car
heading up an incline seems to have it's nose buried into the track
and it's arse end up in the air! Can't the GFX engine pitch these
cars?
Camber/banking HAS been added to the GP3 model, however it's
implementation is bad. The tracks in general remain flat with banking
added at a few (too few) special places where it is really noticable.
The above points in combination with the lifeless driving model and
average GFX kill this sim for me. I really wanted to like GP3 and am
greatly dissapointed.
Mike
Mike Armstrong <[email hidden]> wrote:
: The only time I have seen true 'Roll' from the cockpit is when contact
: is made with another car and you become airborne, and then, you can
: almost feel the framerate slow as an (IMO) 'canned tilt' routine is
: called.
Remember that a modern F1 car doesn't roll like a GPL car. You
shouldn't really see much roll in a well set up modern F1 machine -
they're much more stiffly sprung than the GPL beasties.
--
Richard G. Clegg Only the mind is waving
Networks and Non-Linear Dynamics Group
Dept. of Mathematics, Uni. of York
UPDATED WWW: http://manor.york.ac.uk/
Hi,
Well, whatever the reason...i to have some problem with this i can't
really put my finger on, maybe it's what you guys are talking about.
I'm having a very hard time judging what the hell the car is doing in
GP3.
Understeer...oversteer...etc..etc..i'm not getting enough feedback
visually to really tell what's goin on.
Never have any problems with that at all in GPL...and i don't think
the only reason for that is physics differences
Cheers,
willem
On Tue, 25 Jul 2000 05:54:07 -0500, rrevved
<[email hidden]> wrote:
Quoted text (30 lines)
>On Tue, 25 Jul 2000 11:23:08 +0100, Mike Armstrong <[email hidden]> wrote: > >> When I round the last corner at Mexico >>in GPL I can almost feel the centrifugal force pushing me into my seat >>(well, slight artistic licence here, but you know what I mean). This >>effect is achieved by the your view from the cockpit remaining level >>and the horizon/environment tilting. >> >>Sounds simple I know, but see how GP3 implements this. The cockpit >>tilts and the horizon stays level. It's as if your virtual eyes are >>staying level with the horizon. Just go around the last corner at >>Brazil keeping to the right and you'll see what I mean. IMO this is >>totally unacceptable and kills the effect. Your view should always be >>liked to the cockpit, not the horizon. >It's a virual cockpit. It is emulating a driver's head moving >about in the cockpit. If you make, for example, a high-G long >left sweeping turn, the body will roll to the right. The virtual >driver's head/eyes will lean INTO the turn, maintaining a more >even keel with the horizon, and not allowing his head to follow the >body's roll. > >Some sims have taken this too far, in my opinion, like CPR, >where the driver actually -turns- his head, and looks into the >turn. Very disorienting, for me. If you didn't like the way >the virtual cockpit was implemented in CPR, you could turn it >off. The same option is available in GP3. > >Personally, I think the GP3 cockpit and driver head motion, etc. >is EXTREMELY well done. It's the best I've ever seen.Isn't the virtual cockpit only available in software mode tho....
Martyn_D
rrevved wrote:
Quoted text (49 lines)
> On Tue, 25 Jul 2000 13:40:08 +0200, "Stephen Ferguson" <[email hidden]> wrote: > > > > >"rrevved" <[email hidden]> wrote in message > >news:[email hidden]... > >> On Tue, 25 Jul 2000 11:23:08 +0100, Mike Armstrong <[email hidden]> wrote: > >> > >> > When I round the last corner at Mexico > >> >in GPL I can almost feel the centrifugal force pushing me into my seat > >> >(well, slight artistic licence here, but you know what I mean). This > >> >effect is achieved by the your view from the cockpit remaining level > >> >and the horizon/environment tilting. > >> > > >> >Sounds simple I know, but see how GP3 implements this. The cockpit > >> >tilts and the horizon stays level. It's as if your virtual eyes are > >> >staying level with the horizon. Just go around the last corner at > >> >Brazil keeping to the right and you'll see what I mean. IMO this is > >> >totally unacceptable and kills the effect. Your view should always be > >> >liked to the cockpit, not the horizon. > >> > >> It's a virual cockpit. It is emulating a driver's head moving > >> about in the cockpit. If you make, for example, a high-G long > >> left sweeping turn, the body will roll to the right. The virtual > >> driver's head/eyes will lean INTO the turn, maintaining a more > >> even keel with the horizon, and not allowing his head to follow the > >> body's roll. > >> > >> Some sims have taken this too far, in my opinion, like CPR, > >> where the driver actually -turns- his head, and looks into the > >> turn. Very disorienting, for me. If you didn't like the way > >> the virtual cockpit was implemented in CPR, you could turn it > >> off. The same option is available in GP3. > >> > >> Personally, I think the GP3 cockpit and driver head motion, etc. > >> is EXTREMELY well done. It's the best I've ever seen. > >> > > > >I agree in concept (haven't seen the game yet) as all the motorcycle sims > >seem easier to ride when the driver's head is allowed to move around and > >maintain a fairly level view. I know that my eyes and head would always > >automatically compensate for body roll when I was driving agressively, even > >in a verrrry softly sprung 2CV. > > > >When you turn off the virtual cockpit, does the horizon tilt? Does it do > >this smoothly? > > Stephen, I haven't tried turning it off. I may try it later this evening. > I think you're going to like the 'virtual' cockpit. It is done just right, > at least for me, and I normally switch them off immediately.Richard G Clegg <[email hidden]> wrote:
I realise that Richard.
I wasn't refering to the chassis 'roll' in relation to the suspension
and wheels. What I was refering to was the entire car rolling when
one side becomes higher than another, whilst riding kerbs for example.
To clarify, the horizon stays static, and the cockpit rolls in
relation to the eyes. Also, when following another car (try this at
the big 180 at nurburgring) you can see that the GFX cannot model
smooth transitions between a 'flat' car and a 'rolled' car. The car
rolls in obvious steps.
Maybe I'm nitpicking here!
Quoted text (9 lines)
>Mike Armstrong <[email hidden]> wrote: >: The only time I have seen true 'Roll' from the cockpit is when contact >: is made with another car and you become airborne, and then, you can >: almost feel the framerate slow as an (IMO) 'canned tilt' routine is >: called. > > Remember that a modern F1 car doesn't roll like a GPL car. You >shouldn't really see much roll in a well set up modern F1 machine - >they're much more stiffly sprung than the GPL beasties.rrevved <[email hidden]> wrote:
This example is correct if the corner is un-banked. Remember, the
reason for leaning into the corner is because the driver is trying
(probably instinctively) to keep the centrifugal force running
straight from his head through his neck and body.
When the corner is banked the body will (in addition to rolling to the
right) be pushed down into the seat. As the angle of banking
increases there will be less roll to the right and more push down into
the seat. With this there is less need for the head to adjust.
Riding the wheel of death is perhaps the most extreme example of this.
So, as long as there is _some_ banking present then the horizon should
tilt so _some_ degree. Maybe not to the opposite degree of the
banking, but there should be some tilt. It seems wrong (to me at
least) to say that the drivers eyes/brain will compensate for banking.
Imagine those indycar drivers with their heads cranked over to the
right for 200 laps of an oval!
>
>Some sims have taken this too far, in my opinion, like CPR,
>where the driver actually -turns- his head, and looks into the
>turn. Very disorienting, for me. If you didn't like the way
>the virtual cockpit was implemented in CPR, you could turn it
>off. The same option is available in GP3.
Time for me to eat some of my words here. I tried disabling the
virtual cockpit(VC) (only available in software 3d/manual detail btw)
and the horizon now tilts. So, I stand corrected there. The engine
_can_ handle tilting of the horizon/environment, so to omit any tilt
from the VC mode must have been a design choice. However, I still
maintain that there should be more horizon tilt in the VC.
>
>Personally, I think the GP3 cockpit and driver head motion, etc.
>is EXTREMELY well done. It's the best I've ever seen.
Yes, I really like GP3's VC in every respect other than the way in
which it handles banking. I guess that I'm stuck with the VC as it
stands because I can't bear to run in Software mode for more than, oh,
1/2 a lap.
I should point out that since my first post I have been playing this
some more (with the keyboard, takes me back to GP1) and it is growing
on me.
Cheers!
Quoted text (21 lines)
>On Tue, 25 Jul 2000 11:23:08 +0100, Mike Armstrong <[email hidden]> wrote: > >> When I round the last corner at Mexico >>in GPL I can almost feel the centrifugal force pushing me into my seat >>(well, slight artistic licence here, but you know what I mean). This >>effect is achieved by the your view from the cockpit remaining level >>and the horizon/environment tilting. >> >>Sounds simple I know, but see how GP3 implements this. The cockpit >>tilts and the horizon stays level. It's as if your virtual eyes are >>staying level with the horizon. Just go around the last corner at >>Brazil keeping to the right and you'll see what I mean. IMO this is >>totally unacceptable and kills the effect. Your view should always be >>liked to the cockpit, not the horizon. > >It's a virual cockpit. It is emulating a driver's head moving >about in the cockpit. If you make, for example, a high-G long >left sweeping turn, the body will roll to the right. The virtual >driver's head/eyes will lean INTO the turn, maintaining a more >even keel with the horizon, and not allowing his head to follow the >body's roll.MichaelJP <[email hidden]> wrote:
Yup, that's exactly what I meant.
>
>I'm assuming he also meant that the cockpit rolls rather than the view.
>This is almost like the much-derided F10 "third person" view in GPL:-(
Yes! I knew the impression I was getting was familiar.
>
>Personally I would prefer the view to roll.
I'm pleased to see I'm not the only one! Try turning the virtual
cockpit off. That's how banking should have been handled IMO. Shame
about the Software3D and the loss of all the other VC effects though.
>
>- Michael
Quoted text (13 lines)
>In article <8ljtk8$3bo$[email hidden]>, [email hidden] says... >> Mike Armstrong <[email hidden]> wrote: >> : The only time I have seen true 'Roll' from the cockpit is when contact >> : is made with another car and you become airborne, and then, you can >> : almost feel the framerate slow as an (IMO) 'canned tilt' routine is >> : called. >> >> Remember that a modern F1 car doesn't roll like a GPL car. You >> shouldn't really see much roll in a well set up modern F1 machine - >> they're much more stiffly sprung than the GPL beasties. > >I think Mike meant roll in the sense of angular rotation about the z-axis >of the car when the wheels on one side of the car ride up a high curb.On Tue, 25 Jul 2000 15:30:31 +0100, Mike Armstrong <[email hidden]> wrote:
Hmmm... strange that the option would be disabled in HW 3D??? Maybe
one of those things that could be different in the final (like being
able to disable the wheel movement?)
JoH


































