Race Sim Central
Rec.Autos.Simulators Archive

Re: Sim Car Steering, illustrated

10 posts by 8 people · 05 Jun 2000 - 06 Jun 2000 00:38 UTC

(unknown) 05 Jun 2000#265111
Sadly, GPL didn't even give us the ability to view an optional speed readout when using the in-cockpit view (although you can view your vehicle speed if you opt for the less-realistic F10 "chase" view). Papy opted to completely ignore any optional in-cockpit speed readout that might replace the missing "seat-of-the-pants" (or "small-of-the- back") feeling in the name of ultimate "realism," so I doubt that they would see fit to include such an arcade-looking scale as this. After all, if Jim Clark couldn't see it in the cockpit of his own 1967 GP car, why would we need it in a two-dimensional simulator? </HUMOR> Seriously, though, this is a GREAT idea -- I'd like to see it implemented. On the other hand, after learning how to "read" my speed when entering/exiting corners in GPL, I find that I no longer have the need to reference a speed indicator in sims like F1 2000, NFSPU, etc., which shows just how much GPL can do to sharpen your simulated racing abilities. -- JB In article <8F4A5F250dscurlock@news>, [email hidden] (Don Scurlock) wrote:
Quoted text (13 lines)> [email hidden] (Andrew Turner) wrote in > <[email hidden]>: > > >Hi, > > > >In a post below Skeeter proposed that we need better feedback from > >racing sims. > > > >I've expanded on his "graph" idea and illustrated it at: > > > >http://www.voicenet.com/~turner4/drift > > I think this is an absolutely outstanding idea!!! Please give it to
me > now! > > >just a thought. And keep in mind that although cars don't really have > >this > > Actually they do. It's called YOUR ASS! and feeling through it iswhat > we are really missing in car sims. I once heard Mario Andretti saythat
Quoted text (12 lines)> he liked having no padding what so ever in his race car seats, he > wanted to be strapped directly to the metal, because that was how he > could tell what the car was doing. It's the #1 sensor, and we lack it > completely. We NEED something like this, if only as a training aid to > help tune into the vague visual clues that we now have. > > Don Scurlock > Vancouver,B.C. > > Come see how you rate, at the GPLRank site > http://gplrank.schuerkamp.de/ >
Sent via Deja.com http://www.deja.com/ Before you buy.
rrevved 05 Jun 2000#265166
On Mon, 05 Jun 2000 15:31:30 GMT, Andrew Turner <[email hidden]> wrote:
Quoted text (9 lines)>Thanks don! > >I'll be embellishing this a bit, too. > >Andrew > >P.S. Ass-o-matic? G-Ass? RaceTush? > >
Force-Ass-Back
Quoted text (8 lines)> >Don Scurlock wrote: > >> >> >just a thought. And keep in mind that although cars don't really have >> >this >> >> Actually they do. It's called YOUR ASS!
-- * rrevved at bellsouth dot net * unit.26 s.p.u.t.u.m. * http://www.cabal.net
Andrew Turner 05 Jun 2000 14:34 UTC#265144
Hi, In a post below Skeeter proposed that we need better feedback from racing sims. I've expanded on his "graph" idea and illustrated it at: http://www.voicenet.com/~turner4/drift just a thought. And keep in mind that although cars don't really have this (rabid hardcore simmers, you don't need to point this out), hey, why not? After all, in a real car you feel acceleration, you have peripheral vision, blah, blah, blah. Andrew
Don Scurlock 05 Jun 2000 15:07 UTC#265147
[email hidden] (Andrew Turner) wrote in <[email hidden]>:
Quoted text (8 lines)>Hi, > >In a post below Skeeter proposed that we need better feedback from >racing sims. > >I've expanded on his "graph" idea and illustrated it at: > >http://www.voicenet.com/~turner4/drift
I think this is an absolutely outstanding idea!!! Please give it to me now! >just a thought. And keep in mind that although cars don't really have >this Actually they do. It's called YOUR ASS! and feeling through it is what we are really missing in car sims. I once heard Mario Andretti say that he liked having no padding what so ever in his race car seats, he wanted to be strapped directly to the metal, because that was how he could tell what the car was doing. It's the #1 sensor, and we lack it completely. We NEED something like this, if only as a training aid to help tune into the vague visual clues that we now have. Don Scurlock Vancouver,B.C. Come see how you rate, at the GPLRank site http://gplrank.schuerkamp.de/
Andrew Turner 05 Jun 2000 15:31 UTC#265149
Thanks don! I'll be embellishing this a bit, too. Andrew P.S. Ass-o-matic? G-Ass? RaceTush? Don Scurlock wrote: > > >just a thought. And keep in mind that although cars don't really have > >this > > Actually they do. It's called YOUR ASS!
GTX_SlotCar 05 Jun 2000 18:16 UTC#265090
Not a bad idea. Of course, for GPL you could just make the whole graph red ;-) -- Slot Tweaks & Reviews www.slottweak.com "Andrew Turner" <[email hidden]> wrote in message news:[email hidden]... > Hi, > > In a post below Skeeter proposed that we need better feedback from > racing sims. > > I've expanded on his "graph" idea and illustrated it at: > > http://www.voicenet.com/~turner4/drift > > just a thought. And keep in mind that although cars don't really have > this (rabid hardcore simmers, you don't need to point this out), hey, > why not? After all, in a real car you feel acceleration, you have > peripheral vision, blah, blah, blah. > > Andrew >
Phil Lee 05 Jun 2000 18:47 UTC#265186
rrevved <[email hidden]> wrote > > Force-Ass-Back > LOL. Sounds like something that would kill Kenny. Cheers Phil
Don Scurlock 05 Jun 2000 22:11 UTC#265120
[email hidden] (Andrew Turner) wrote in <[email hidden]>:
Quoted text (7 lines)>Thanks don! > >I'll be embellishing this a bit, too. > >Andrew > >P.S. Ass-o-matic? G-Ass? RaceTush?
You could call them YAMs for YourAssMeters Do you know how to extract the data from the game to run these meters? Can you extract G-force data? If so then your ready for the ultimate gpl project, the moving chair SIMULATOR! -- Don Scurlock Vancouver,B.C. Come see how you rate, at the GPLRank site http://gplrank.schuerkamp.de/
Skeeter 05 Jun 2000 23:21 UTC#265135
On Mon, 05 Jun 2000 14:34:21 GMT, Andrew Turner <[email hidden]> wrote: >Hi, > >In a post below Skeeter proposed that we need better feedback from >racing sims. > >I've expanded on his "graph" idea and illustrated it at: I like it.Why not use the unused top and bottom parts of the screen.What I mean is have the top part turn white from the center out in relation to how much slip and use your idea of the white start to turn yellow and then red when it hits the tires maximum grip level.Believe me when your flying thru a fast sweeper and your fronts start to turn red youll know its time to back off or die!There is one problem to this idead that comes to my mind.Its that this will work great on a super flat race track.But what happens when you fly over a crest?it could go black again and when you start to touchdown it could again show where the tires are in the slip angle range.Whoaa,I answered my own question:) I think this idea coupled with the cockpit that rotates in a circle around the drivers perspective will give way more feel to sims but well just have to wait and see what WSC hasto offer.
Quoted text (10 lines)> >http://www.voicenet.com/~turner4/drift > >just a thought. And keep in mind that although cars don't really have >this (rabid hardcore simmers, you don't need to point this out), hey, >why not? After all, in a real car you feel acceleration, you have >peripheral vision, blah, blah, blah. > >Andrew >
Karsten Borchers 06 Jun 2000 00:38 UTC#265066
Great idea :) But how about this one ?? Use the same meters, and position them on each side of the screen vertically, and there they tell you where the nose of the car beside you is... The top end of the meter indicates your nose, and the buttom the rear of the car. Borchers "Andrew Turner" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (16 lines)> Hi, > > In a post below Skeeter proposed that we need better feedback from > racing sims. > > I've expanded on his "graph" idea and illustrated it at: > > http://www.voicenet.com/~turner4/drift > > just a thought. And keep in mind that although cars don't really have > this (rabid hardcore simmers, you don't need to point this out), hey, > why not? After all, in a real car you feel acceleration, you have > peripheral vision, blah, blah, blah. > > Andrew >

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