Of course the real F1 cars of sixties didn't have telemetry, but I hope
Papyrus will include it in the final version of GPL. It would be a
waste of that excellent physics model, if we couldn't study the car
behaviour a little closer!
Jari Jokinen
> I hope that Papyrus totally ignore your suggestion, to be perfectly blunt.
> The last thing an "historical" sim needs is technology from the
> future.....it then ceases to be "historical".
> If you wish to study the car behaviour, simply save a replay and then cycle
> through the available camera positions.
Would it upset you if you never looked at it? ;)
- Matt
I hope that Papyrus totally ignore your suggestion, to be perfectly blunt.
The last thing an "historical" sim needs is technology from the
future.....it then ceases to be "historical".
If you wish to study the car behaviour, simply save a replay and then cycle
through the available camera positions.
> Of course the real F1 cars of sixties didn't have telemetry, but I hope
> Papyrus will include it in the final version of GPL. It would be a
> waste of that excellent physics model, if we couldn't study the car
> behaviour a little closer!
> Jari Jokinen
--
Bruce.
(At home)
> Of course the real F1 cars of sixties didn't have telemetry, but I hope
> Papyrus will include it in the final version of GPL. It would be a
> waste of that excellent physics model, if we couldn't study the car
> behaviour a little closer!
I agree that data acc and telemetry were not on 1960's F1 cars.
However, it's interesting to note that the Chaparral team from the same
period (with engineering help from Chevy R & D under the table) had basic
telemetry in their Can-Am cars, and even sent realtime data to Detroit by
phone (on occassion). So the technology was available...
This is certainly a matter of opinion, but consider this: If GPL was a
REAL simulation/educational tool for learning how to drive and setup
real F1 cars of 1967 (and not "just" a very good entertainment title),
there would propably be telemetry; All the things needed for it are
modeled anyway, so why should they be hidden from the end user?
I just think telemetry would be interesting. Replays are no
substitute for it and besides they didn't have THAT much cameras filming
the races on the sixties ;)
Jari Jokinen
> I hope that Papyrus totally ignore your suggestion, to be perfectly blunt.
> The last thing an "historical" sim needs is technology from the
> future.....it then ceases to be "historical".
> If you wish to study the car behaviour, simply save a replay and then cycle
> through the available camera positions.
Yes.....true indeed.
BUT.....GPL is not a depiction of either Can-Am in general or the Chapparal
team in particular.
However....having said that....perhaps Papyrus could add another string to
their bow by producing a Can-Am sim, with lovely McLarens and Chaparrals and
Lolas and big, brutish Porsches and, and.........mmmmmmm!
--
Bruce.
(At home)
Quoted text (11 lines)
> > Of course the real F1 cars of sixties didn't have telemetry, but I hope > > Papyrus will include it in the final version of GPL. It would be a > > waste of that excellent physics model, if we couldn't study the car > > behaviour a little closer! > I agree that data acc and telemetry were not on 1960's F1 cars. > However, it's interesting to note that the Chaparral team from the same > period (with engineering help from Chevy R & D under the table) had basic > telemetry in their Can-Am cars, and even sent realtime data to Detroit by > phone (on occassion). So the technology was available...No, not at all, Matthew.
But I think that it would be somewhat unrealistic to include such a feature that
was never available in reality at that time.
Why stop there? Why not, for instance, include the ability to have wings? This
would cater for those who may want to see what one of these things may have
handled like with some downforce. Or how about semi-automatic gearboxes,
two-pedal braking systems and mandatory pit stops?
--
Bruce.
(At home)
Quoted text (9 lines)
> > I hope that Papyrus totally ignore your suggestion, to be perfectly blunt. > > The last thing an "historical" sim needs is technology from the > > future.....it then ceases to be "historical". > > If you wish to study the car behaviour, simply save a replay and then cycle > > through the available camera positions. > Would it upset you if you never looked at it? ;) > - MattTo each his own.
> This is certainly a matter of opinion, --
Bruce.
(At home)
> Of course the real F1 cars of sixties didn't have telemetry, but I hope
> Papyrus will include it in the final version of GPL. It would be a
> waste of that excellent physics model, if we couldn't study the car
> behaviour a little closer!
Why? I'd say this would transform it from accurate simulation of the
period to ummm, ahhhh....... something else! Why not just have included
what was available at the time? Wait for N3 or ICR3.
> Yes.....true indeed.
> BUT.....GPL is not a depiction of either Can-Am in general or the Chapparal
> team in particular.
> However....having said that....perhaps Papyrus could add another string to
> their bow by producing a Can-Am sim, with lovely McLarens and Chaparrals and
> Lolas and big, brutish Porsches and, and.........mmmmmmm!
Bruce, I agree completely CanAm would be great :)!
What I'd like to see also:
World of Outlaws dirt sprint sim
Nascar dirt modifieds
Early Trans Am
Trev
I'm with you on this Trev, on all three counts!!!
Dan
Quoted text (9 lines)
>Bruce, I agree completely CanAm would be great :)! >What I'd like to see also: >World of Outlaws dirt sprint sim >Nascar dirt modifieds >Early Trans Am >TrevThe Trans Am simulator will be out around Sept 1998. Here is a press
release from the Trans Am web page.
FOR IMMEDIATE RELEASE
TRANS-AM'S "GLORY DAYS" TO BE CAPTURED IN NEW DRIVING
SIMULATOR FROM GT INTERACTIVE
ENGLEWOOD, Colo. (March 2, 1998)The rich heritage and e***ment of
Trans-Am
racing will soon arrive to corner and personal computer arcades with
the newest racing
simulator, Trans-Am Racing, set to bring the thrill of the Trans-Am
"glory days" to the
public this fall.
A collaborative effort between GT Interactive, Engineering Animation
Inc. and SCCA Pro
Racing, Trans-Am Racing captures the 1968-1972 Trans-Am seasons,
complete with the
legendary drivers and machines. EAI, a leading producer of
enterprise-wide product data
visualization and collaboration software solutions, brings its
unrivaled fusion of 3D imagery
and visualization technology to Trans-Am Racing, creating the most
realistic automobile
physics and crashes ever created on a PC.
"The Trans-Am Racing series of the 60s and 70s were truly some of the
most influential
and classic series in auto racing history," said Richard Burns, Vice
President, Domestic
Publishing for GT Interactive, a leading global publisher of software
for personal
computers and video game systems from Sony and Nintendo. "By melding a
timeless
property like Trans-Am Racing, with the technology and expertise of
EAI, we can bring to
life all of the e***ment, charisma, and nostalgia of the hot muscle
cars that defined a
legendary era for auto racing."
By securing the exclusive worldwide rights to the sights and sounds
that were the
backbone of the "glory days" Trans-Am, GT Interactive plans to treat
fans to the actual
drivers, tracks, cars, and images that helped establish the Trans-Am
as the era's premier
racing spectacle. Every featured track, most of which have never been
seen before in a
racing simulation, and some of which no longer exist, will be
period-correct to meticulous
detail, from elevation changes to trees and track signage. The
carsincluding such
classics as the 1968 Chevrolet Camaro, 1970 Boss Mustang, 1970 Pontiac
Firebird, 1966
Dodge Dart and 1972 AMC Javelinwill encompass the high-horsepower,
small-tire
characteristics of a period when racing truly separated the "men from
the boys."
"We're e***d with this new partnership that will bring the history
of America's muscle car
road racing series to life," said John Clagett, Vice President, SCCA
Pro Racing
Communications and Marketing Services. "The early years of the
Trans-Am featured the
greatest cars and racers of the era in fender-banging, drama-filled
competition. The
Trans-Am Racing simulation game will rekindle interest in the roots of
the Trans-Am, and
bring new fans to today's NTB Trans-Am Seriesstill the most
action-packed,
ground-pounding road racing anywhere."
Following the game's expected September, 1998 release, Trans-Am Racing
demonstrations will be set up at select NTB Trans-Am Series venues.
Scott B. Husted
[link lost in import: /~sbhusted]
Quoted text (15 lines)
> I'm with you on this Trev, on all three counts!!! > Dan > >Bruce, I agree completely CanAm would be great :)! > >What I'd like to see also: > >World of Outlaws dirt sprint sim > >Nascar dirt modifieds > >Early Trans Am > >TrevJari, I may be mistaken, but he only "telemetry" available in 1967 came from
the driver and his foot and backside. Other than driver input, I don't think
any sort of electronic information gathering device was used in the '60s. So if
GPL is a '60s sim.....that sort of thing should be left out.
It would kinda be like mounting Sidewinders on a Sopwith Camel in a WWI flight
sim.
dave henrie
Quoted text (19 lines)
> This is certainly a matter of opinion, but consider this: If GPL was a > REAL simulation/educational tool for learning how to drive and setup > real F1 cars of 1967 (and not "just" a very good entertainment title), > there would propably be telemetry; All the things needed for it are > modeled anyway, so why should they be hidden from the end user? > I just think telemetry would be interesting. Replays are no > substitute for it and besides they didn't have THAT much cameras filming > the races on the sixties ;) > Jari Jokinen > > I hope that Papyrus totally ignore your suggestion, to be perfectly blunt. > > The last thing an "historical" sim needs is technology from the > > future.....it then ceases to be "historical". > > If you wish to study the car behaviour, simply save a replay and then cycle > > through the available camera positions.> No, not at all, Matthew.
> But I think that it would be somewhat unrealistic to include such a feature that
> was never available in reality at that time.
I'd like to have something to enable me to make a better guess at
the RPM's I'm getting. (I can't read the guages, at least in
software rendering.) I realize the god's of racing didn't
have coaches, but didn't someone in the bar at least
tell them: "BTW, your fly is open, and you are consistently
lifting in turn 2" ;)
Section times would be nice. I'm sure a driver could afford
a groupie or two if no one on the team would help
with a stop watch.
Etc. I think one could pick and choose TM that would
make some historical sense to have, to complement what
info we can't get while driving in the sim, and
compensate for the rest of the team or vicious journalists.
- Matt
> Jari, I may be mistaken, but he only "telemetry" available in 1967 came from
> the driver and his foot and backside.
> It would kinda be like mounting Sidewinders on a Sopwith Camel in a WWI flight
> sim.
Well, they would at least need a heads-up-display of the
"wind-on-the-face" force level to match real world
driver data gathering capabilities.
- Matt
Early Trans-Am I can relate to, Trevor. The others that you mention never had
any involvement with.
I think that, with the "kernel" that Papyrus now have, they could create some
wonderful racing sims.
Imagine, for instance, Le Mans. With the ability to model different vehicles, and
sounds, how about a historic Le Mans? Several eras could be represented.......the
1950s, with the D-Type Jaguars and Mercedes SLRs. The 1960s, with the GT40s and
Ferrari P-4s. The 1980s, with the Porsches. Imagine a sim where you have the
ability to drive for 24 hours, in different conditions? Papyrus certainly have
the ability now to come up with some super stuff!
--
Bruce.
(At home)
Quoted text (9 lines)
> Bruce, I agree completely CanAm would be great :)! > What I'd like to see also: > World of Outlaws dirt sprint sim > Nascar dirt modifieds > Early Trans Am > TrevIm not sure which way this point takes the argument - you can decide this
for yourselves, but the driver in the car can probably get a lot more on
how well the car is handling than driving on a computer screen, so the
replays with all the cameras are definitely needed to try and recreate some
of the 'feel' a driver had. As for telemetry, well as you say, it would be
interesting, but highly unrealistic. Perhaps some bright-spark will figure
out a way of extracting the data from the replays once the game is released
:)
I realize, that telemetry wasn't available for GP cars in 1967, but I
try to defend my point of view anyway:
In real life telemetry of course requires all kinds of gadgets
attached to the car, and accordingly the kind of fancy replays we can
enjoy in driving games/simulations would require a LOTS of helicopters
flying around taking footage.
However, if GPL did have telemetry, I wouldn't find it necessery to
imagine, that the car has those gadgets needed for it. The question is
if we are allowed to observe the simulated "world" to the full extent,
which is the whole point of some scientific simulations, or if our
vision is limited to what can be seen/heard by the driver or the
cameramen. Adding telemetry to GPL isn't therefore comparable to
mounting Sidewinders to a Sopwith Camel (nothing wrong with that though,
but a bit pointless) in a flight sim.
The only problem I can see with telemetry, is that it could delay the
release of GPL. It could also ruin the multiplayer experience for
someone who wants to develop the car setups without "cheating".
Luckily GPL isn't about the GP cars of the thirties. Otherwise people
would require replays in black and white!
Jari Jokinen
Quoted text (7 lines)
> Jari, I may be mistaken, but he only "telemetry" available in 1967 came from > the driver and his foot and backside. Other than driver input, I don't think > any sort of electronic information gathering device was used in the '60s. So if > GPL is a '60s sim.....that sort of thing should be left out. > It would kinda be like mounting Sidewinders on a Sopwith Camel in a WWI flight > sim. > dave henrieAnd that's not a bad idea, either!
We have similar touches with such historical flight sims as Red Baron 2 and
the sepia-toned background graphics certainly enhance the atmosphere.
--
Regards,
----
Bruce.


































