Race Sim Central
Rec.Autos.Simulators Archive

GPL / N3 engine

1 post by 1 person · 27 Feb 1998 - 27 Feb 1998

Hi everyone, I wrote this in response to a posting over on the NROS newsgroup, but thought people here might be interested as well. Cheers! John PS - When I mention "everyone should see the AVI of the run down to Eau Rouge from La Source", I don't mean to imply that one is already available and may or may not be released. Simply I mean that if Papy have time to make another AVI then that could be one that would really interest people. Things are pretty busy over at Papy these days, so it may not be possible! ----------------------- A dangerous comment - if you start me off on GPL I'll be here a week from now waxing all poetic about flowing drifts, flexing suspensions, birds, trees, flowers etc! Seriously though, GPL itself is stunning and my thoughts on what that engine can do for NASCAR3 and the new CART sim are positively x-certificate - they should be incredible. Delicacy of control is the primary difference as far as driving is concerned, and this is where most people's problems will come in!. GPL brings a whole new style of driving to sim-racing, mainly because of the era being depicted (which utilised the power drift as the fastest means of cornering), but also because Papyrus now has an engine which can accomodate this. Basically, the throttle totally rules the GPL world. You accelerate, drift, steer, start, spin-turn, everything with the throttle, and with 400hp under your foot being fed through a couple of skinny rock-hard pieces of 1960s ***, that requires a real deftness of touch. You're approaching the famed "Blanchimont" corner at Spa - do you take it in "classic" modern fashion, braking and then turning in? No, you bleed off a little speed on the brakes, pop the car into a drift by turning in and backing off the throttle enough to break the rear wheels loose, and then controlling the slide through the turn with delicate balance of throttle and steering. It takes practice to know just how much to back off, just how much to counter-steer, and even then you are constantly balancing the car on the thottle all the way through the turn. This really puts the sim into the hands of the drivers - it takes a some practice to learn and a lot of practice to be good at, but the feeling of a really committed lap when everything comes together is beyond anything I've experienced in a sim. You really feel like you've achieved something. The same is true of braking, with a real finesse required on the brake pedal. Missing a braking point is incredible, frantically jumping on and off the brakes to get the car slowed down, then pitching it into the corner faster than you should and trying to hold it all together on steering and throttle. The one drawback I've found in GPL is that it does underline just how much has NOT been modelled in sims up until now, and has a slight tendency to make other sims feel boring to drive. I could quote incredible facts to you about the level of detail the GPL engine goes into and exactly how much is modelled in there, but apart from getting me shot for violating the NDA(!), these things are far better explained by the Papyrus people - I would recommend everyone to keep an eye on the GPL forum ([link lost in import] where Mike Lescault often responds to questions and gives information. I believe Papyrus plan to release some more AVIs of GPL prior to release, and one that I think everyone should see is the run down from La Source toward Eau Rouge, then up and through Radillon. The view in-cockpit speaks volumes about the sim. The car squats under acceleration out of La Source, and rounding the kink toward the old S/F line it goes light over a bump in the track - you can hear the tires begin to slide and a slight counter-steer gets things on track. Down across the bridge and onto the brakes, trying to be smooth and not unsettle the car for the transition to powerslide. Pitching into the corner, the suspension moves from fully compressed at the bottom of the dip to fully light as the car crests the rise of Eau Rouge. It is here that your line has to be right since if the back of the car is hung out too far you'll be into the banking. Flick the car the other way now through Radillon, and gently feed the power back in to come out of the corner as fast as possible for the run up the hill toward Les Combes (or what is now Les Combes). The suspension movement and steering inputs seen from the***pit view really show what GPL is all about, and it is there that the driver's arms are useful - watching exactly what I was doing through that turn with all the small flicks or panicky grabs of the wheel when things go wrong :-) So this is a NASCAR3 group and I'm getting all dewy-eyed about 1960s F1(!), but all the way through testing I've been thinking how this driving will affect the future sims in the NASCAR and CART series. You'll need to be careful of locking the brakes at circuits like Marty, or even stopping to avoid a pile up on a speedway. One of the key aspects to NASCAR is speed exiting the turns, and with the new wheelspin model employed in the GPL engine this is going to require greater delicacy, especially to drive particular setups. Once more playing toward the drivers. Air flow is better modelled, with GPL's tyre smoke even being calculated based upon the airflow across the tyre at that time! What that can do for drafting?! You can also see the smoke of lock-ups or wheelspin much better, which will give you an idea if the guy in front of you is overdriving or burning up his tyres as you pressure him, which improves the strategy aspect. All in all the new engine is exceptionally impressive, and that's from someone exceptionally difficult to please. If anyone has any questions, post them to either the N3 forum or the GPL forum and hopefully one of the Papy guys will be able to answer you. Cheers! John

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy