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Rec.Autos.Simulators Archive

GPL:slip angles and tire sound feedback

9 posts by 6 people · 08 Sep 1998 - 13 Sep 1998

I'm particularly peeved by the fact that the rev-counter is not the "tick-flick" type....which it should be modelled as! Most annoying and I'm considering taking out a summons!! > This sim is modeled unbelievably well and it bothers me that the feedback of > the slip angles(tire slide)are not that well done. -- Regards, Bruce. ---------- The GP Legends Historic Motor Racing Club is located at:- http://www.netspeed.com.au/brucek/legends/
I too would of liked a little more feedback from the tyres when braking. As it is now in the demo it seems as if I can hear if I brake to hard, but not if I brake to soft. I have the feeling that you get the best braking power if you dont hear any tyre squelling at all, which means keeping the pressure just a little bit short of where the tyre squelling kicks in. This would mean that you either memorize your foot angle for each corner (which seems to be the case with me) or you pump your brake to keep it near the threshold. Neither of these two techniques feels very realistic to me. I would rather prefer what Dan suggests, that the tyre squelling kicks in before I reach maximum traction, thus I could feel the car through the sound. This would replace the feeling of g-forces very well in my humble opinion :o). /Christer, am I way off on this one or what??? -- http://home4.swipnet.se/~w-41236/ (Read all about the "Global online racing"-proposal under "For developers". Read it a couple of times, cause noone has understood it the first time they've read it yet :o))
Grant Reeve 09 Sep 1998#419786
Quoted text (11 lines)> I too would of liked a little more feedback from the tyres when braking. As it > is now in the demo it seems as if I can hear if I brake to hard, but not if I > brake to soft. I have the feeling that you get the best braking power if you > dont hear any tyre squelling at all, which means keeping the pressure just a > little bit short of where the tyre squelling kicks in. This would mean that you > either memorize your foot angle for each corner (which seems to be the case with > me) or you pump your brake to keep it near the threshold. Neither of these two > techniques feels very realistic to me. I would rather prefer what Dan suggests, > that the tyre squelling kicks in before I reach maximum traction, thus I could > feel the car through the sound. This would replace the feeling of g-forces very > well in my humble opinion :o).
The way I've figured is that very slight screechy noises is the best level of braking... at the Parabolica, if I brake at my usual brake point with very slight tyre squeal noise I am fine, but if I brake with less - verging on no squeal at all, then I end up running wide and ending up in the gravel... this happens now and then when i get a brainfade. I find it interesting how some people think there is not enough feedback, but others (like me) think there is. But I don't reckon it's worth bothering to worry about it until we try the full version, since this is just a year old demo. Cheerio, Grant.
> I read somewhere that Papyrus is trying to make GPL the QUake of racing > sims.If this is right,then I hope we can adjust the point in the slip angle > range at which time the grip sound starts Dan From my point of view, Quake is great for what it is, but it's far from the end all and be all of its genre. If you're simply referring to its end-user programmability, I'd argue that GPL should *not* suffer the same tweaking. Tires make sound as they slip across the road surface; either Papyrus gets this right, or they resolve to fix it. Another way of looking at it: I'd be more inclined to ask the Goodyear rep for more grip, even at the expense of sonic warning. (They already did decades ago that with radials.) I'm waiting for a good force-feedback wheel to go along with GPL. If Papyrus did their homework and got this right, we should all be able to feel the fronts go light and funny just before we run off the track. I'd build a force-feedback tilting seat cushion if I wasn't so absolutely certain the Lounge Lizard Larry genre would find better use for it than racing sims. :) It should be a real kick in the butt, though, if someone were to allow our lower-body gyroscopes to get into the action. (I don't dread the slippery streets of winter as much as most.) Michael.
Trips 12 Sep 1998#420237
> I'm waiting for a good force-feedback wheel to go along with GPL. If > Papyrus did their homework and got this right, we should all be able to > feel the fronts go light and funny just before we run off the track. Will GPL support force feedback? I'm not so sure that it will... Trips
Trips 12 Sep 1998#420239
> No. > > Will GPL support force feedback? I'm not so sure that it will... Didn't think so... thanks for confirming. Trips
ymenard 12 Sep 1998#420240
(Having fun with headers ^^^ heh). Actually, in the GPL Manual, you will have an explanation from David Kaemmer about why there isn't any Force-Feedback option for GPL. (I actually think that present FF is just not enough old/advanced for what Papyrus would like to model, as wet weather is also). - Fran?ois Mnard <ymenard> Good race at the Brickyard! - Official Mentally retarded guy of r.a.s. - Excuse me for my English (I'm French speaking) - Sponsored by http://www.awpss.com/ on the NROS - "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."--
Trips 13 Sep 1998#420365
Quoted text (11 lines)> >> No. > Trips wrote after : > >Didn't think so... thanks for confirming. > (Having fun with headers ^^^ heh). > Actually, in the GPL Manual, you will have an explanation from David Kaemmer > about why there isn't any Force-Feedback option for GPL. > (I actually think that present FF is just not enough old/advanced for what > Papyrus would like to model, as wet weather is also).
Well, I'm glad that the Papy folks made the decision to not support force feedback unless it could be done properly... crash and bump effects alone would have added nothing to the sim. I'm sure that when force feedback technology for PC's advances to the point where realistic, useful feedback effects can be modeled, Papyrus will show the way. Trips

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