Race Sim Central
Rec.Autos.Simulators Archive

GPL Handling

61 posts by 26 people · 02 Oct 1998 - 10 Oct 1998

Notable threadFlame warDebate over GPL car handling, AI lines and difficulty

David G Fisher questioned why human hotlaps in GPL looked wild and sideways while the AI drove smoothly at similar times. Respondents argued hotlaps differ from race driving, pointed to Dave Mansell's smooth Spa hotlap as proof that clean fast driving was possible, and debated whether GPL confused difficulty with realism. The thread degenerated when Jay Wolf declared the cars too twitchy and traded insults with several regulars, though he later conceded his skills were improving.

physics/realism debatesetup/driving techniqueGrand Prix Legends

Automated summary.

I'm just going to keep this post to one topic because it could (will) get long. I'm willing to say the game is a 10/10 if people can tell me I'm wrong in the following post. I actually hope you guys can do just that, so I can drop my concerns and just enjoy it, as is. I really want to love this sim but I have some serious concerns as to the accuracy of the handling of the cars. They just seem to be too wild. Even for '67 F1. It is certainly possible to adapt and put up fast times in GPL, but it's the way you have to drive the cars in order to get those times that has me wondering. If you look at the replays by the beta testers and the developers (including Kaemmer) which are included with the sim, the cars are all over the track, criss-crossing the drive line (which is the fastest and smoothest line around the track) instead of holding close to it. I watched each one from the chase view. Then I checked the AI, and they straddle the drive line and stay very, very, smooth through a race or practice session. I didn't see one replay where the testers were able to hold the drive line for very long through a lap. Not even close actually. The AI cars seem to drive the way I'd expect the rest (or at least the more dedicated and talented) of us should, yet even though the testers and developers have been racing this sim almost every day (I'm guessing) for maybe 5 months, they can't do it. Also, when I read the reports of the Papy Cup races, there is an awful lot of crashing going on and Alison said that when they would run a race with "shift-r" unavailable, it was not uncommon for no one (or few) to finish the race. With all the experience those people have with the sim (and their talent), why aren't the races more realistic in their results? I just don't get the impression that anyone can run the same lap times as the AI, and do it with the same smoothness and control (holding the race line which is the fastest path around the track) that they do. Also, could anyone drive that way for a full race (or even 5 laps?). If not, then why? Either the AI is wrong or there is something wrong with the drive model. They can't both be right or the most experienced drivers (like Kaemmer) would look close to the same way on the track as the AI. The cars react too much to the smallest steering input IMO. I've seen some film of cars from that era and they looked to be fairly smooth around the course. Even in the rain (which IMO would be a mess to try to drive in with GPL). What I noticed about the real life drivers was that they really whipped the wheel around. Even in F1 today, real life drivers wrench that wheel quite a bit. In GPL, watch an in cab view of an available replay, or of yourself if your fairly good, and look at how little the steering wheel moves. People are driving by only moving the wheel a few degrees. There's about as much arm movement as an 80 year old Sunday driver needs to drive his Caddy on the open highway. There's even less movement by the AI drivers. I think someone described the steering as "ultra power steering" in a post here at r.a.s. It feels much too sensitive, especially compared to real life. The linear/non-linear slider isn't the answer. I've heard these '67 cars described as "overpowered, wooly handling, monsters" a million times. So why is the steering SO delicate? Marc Collins has said that a speed sensitive slider would be best good for this sim and I strongly agree. If you just step back and try to approach the sim with a fresh view (even if you love it), and look at the way the cars handle, and how the steering responds to your input, something seems wrong. The way the best drivers' cars look as they do a competitive lap looks wrong, or at the least, considerably different from the AI. The results from races by people with months of practice time, and more talent than the average sim driver, are very surprising considering the amount of accidents that are still occurring. David G Fisher DmndDave
Grant Reeve 02 Oct 1998#423909
Quoted text (11 lines)> If you look at the replays by the beta testers and the > developers (including Kaemmer) which are included with the sim, the cars are > all over the track, criss-crossing the drive line (which is the fastest and > smoothest line around the track) instead of holding close to it. I watched > each one from the chase view. Then I checked the AI, and they straddle the > drive line and stay very, very, smooth through a race or practice session. I > didn't see one replay where the testers were able to hold the drive line for > very long through a lap. Not even close actually. The AI cars seem to drive > the way I'd expect the rest (or at least the more dedicated and talented) of > us should, yet even though the testers and developers have been racing this > sim almost every day (I'm guessing) for maybe 5 months, they can't do it.
Oh, they could all drive exactly along those blackened tyre marks if they chose. But they chose not to :) Quite often the very fastest line through a corner depends entirely on your driving style, and if you're in race mode or qualify mode. in a race you generally want to stick to a nice line such as following that driveline so as to not veer all over the track and cause accidents - but when you're on your own you can use the track a bit more maniacally. why do they crash a lot? they're pushing too hard, that's why. it is so easy to push too hard in a sim - since you know you're not going to break your neck if you wipe out. Many people out there could drive very consistant, smooth, fast laps at will. and you will be able to as well - once you've sorted out ideal setups for your style, and have put in quite a chunk of practice and developed your driving technique. Hmmm. I have no trouble with steering. But, if you're used to playing a game or a car where you yank the wheel around chronically to get anywhere (NFS1, NFS2, SODA, etc) then go hop in the GPL car, it takes a few laps to get used to the steering and accelerator and brakes again :) Consider your road car - if you are going around a turn at 110kph or so, how much do you turn the wheel? a tiny amount. now imagine if you were turning at 200kph, the amount you move the wheel would be even less again. which sounds remarkably like GPL... nothing feels wrong to me... but i only have the demo :) even with shitty setups in the demo it all feels right. And don't blame the game if people go around crashing - when i watch motorsports on TV it's amazing how often drivers***up and make mistakes and even crash - even at the very top levels. Those pro guys are able to drive right on the edge of their ability without hardly making mistakes, yet they still do. Us mere mortals don't have such good ability to drive close to our limits without introducing ourselves to the scenery with alarming regularity - yet we try to drive just like the pros do - of course we will crash more often. The sensible approach would be to drive WELL within your limits - and make a setup that gives you more leeway for error, but almost no one ever does that. Not sure if i made any useful points there apart from merely disagreeing :) Grant.
On Fri, 2 Oct 1998 05:27:21 -0400, "David G Fisher" >talent), why aren't the races more realistic in their results? I just don't >get the impression that anyone can run the same lap times as the AI, and do >it with the same smoothness and control (holding the race line which is the >fastest path around the track) that they do. Also, could anyone drive that >way for a full race (or even 5 laps?). A few comments... - First of all the laps being driven are probably "hotlaps", which mean the driver is on the limit and it becomes progressively more and more difficult to follow the lines. - Secondly, the lines are just "a line" around the circuit, not THE line around the circuit. Take the run from Hugenholtzbocht at Zandvoort - I've tried a number of lines through that right-left-right section, brake late and late apex, smoothly drive through, drift through on opposite lock, early apex and pitch the car through - that's a number of variations even before you take into account irregularities and errors in my driving. The line is there partly as an indication of ideal line for new drivers, partly as an indication of braking points and partly to enhance the realism and atmosphere - it's not something that will necessarily benefit you by following it. Also, in the real world this line is far less obvious and you don't have the advantage of watching it from the angles you can in GPL. That makes the difference more pronounced. - Finally IMO it is possible to follow the lines and be that smooth, but I can't do it and be quick. That's more down to a lack of ability on my part, going in slightly too hot to corners and running wide on exit etc. This is from convenience I think. You can make the wheel move massive amounts by adjusting the lock but small movements are quicker. Maybe someone from Papy could stop by and explain what they can since to comment on the internal workings of the game engine are not my domain. GPL models a racecar in vastly more detail than anything that has gone before, and I can assure you that is not marketing froth to sell the game, the stuff Mike Lescault described was the mere tip of the iceberg. Sometimes in testing Dave would describe a tweak or piece of fine-tuning he had done within the game to a collective "You're modelling THAT???" from the test team. What I'm getting at is that I would be amazed if the game did feel similar to what we know, and perhaps that is the issue? The last time I found GPL to be "funny" to control was when I installed my PDPI-L4, and it took some messing with linearity, lock and DirectInput to get it back to what I feel is a smooth and accurate feel. I believe that's because we suffer a lack of talent, a lack of self-preservation, a lack of racecraft and a lack of patience. All of the people you refer to can run many, many laps without incident, but when you're following someone and faster an accident tends to happen for the reasons outlined above. Moves are made based upon what is succesful against the AI (who reflect the self-preservation instinct), not what can be succesful against a human. This generates more accidents than would otherwise be expected, since the precarious balance between fear and the desire to win is totally lost. Practice and respect for opponents will help I believe. Cheers! John
Trips 02 Oct 1998#423911
> The last time I found GPL to be "funny" to > control was when I installed my PDPI-L4, and it took some messing with > linearity, lock and DirectInput to get it back to what I feel is a > smooth and accurate feel. John, could you please describe what you did to get GPL to feel smooth with your PDPI gameport? I've jsut installed one in my rig and the cars seem very "nervous" around center now... I've moved the linearity slider in GPL more toward non-linear than I normally run it, but that hasn't completely restored the feel... Before I go back to an analog gameport (CH Gamecard3), I'd like to try whatever changes you've made... Thanks in advance, David
Devo 02 Oct 1998#423912
Quoted text (8 lines)> If you just step back and try to approach the sim with a fresh view (even if > you love it), and look at the way the cars handle, and how the steering > responds to your input, something seems wrong. The way the best drivers' > cars look as they do a competitive lap looks wrong, or at the least, > considerably different from the AI. The results from races by people with > months of practice time, and more talent than the average sim driver, are > very surprising considering the amount of accidents that are still > occurring.
My thoughts exactly. My question would be this: With the right combination of throttle/brakes/gear changes at the right times, would it be possible to drive like the AI, and as fast? I've yet to see it done by the "hotlappers". Maybe it's just easier to swing the backend out and slide around the corners... Myself, I have to say that last night at Kyalami (my first attempt) I resolved to just make it around for a couple of laps during practice to get my tires hot. Much to my amazement, my cornering improved dramatically! My brakes didn't even lock up as much. I even managed to qualify in the middle of the pack (albeit in novice mode). My goal is to drive like the AI. Can it be done? Devon
Quoted text (8 lines)>On Fri, 2 Oct 1998 05:27:21 -0400, "David G Fisher" >A few comments... >- First of all the laps being driven are probably "hotlaps", which >mean the driver is on the limit and it becomes progressively more and >more difficult to follow the lines.
They may be hotlaps, but the times are very close to that of the AI. The difference in the way the laps look is what I'm talking about. Smooth and under control by the AI, loose and kind of wild by the real drivers. They really do look very, very, different. I did a fast lap at Silverstone myself and it looked nothing like the AI. The replay that came with the game on that track is the same. I know you don't have to follow the line exactly, but it seems to be laid out along the optimim path for each track. At least as far as I can tell. The AI certainly follows it religiously. In real life racing, a drive line appears because everyone knows the ultimate line and trys to stay on it in order to be as fast as possible. The AI in GPL does this. Can they follow the lines, be as smooth as the AI, AND still match the AI's lap times, especially in qualifying? Can they do it lap after lap? I would expect after all these months that they could. If you just use the drive line as a reference point, it's easy to see people are drifting in turns, swirving along the straights, and basically loose all over the track. Even if the line wasn't there, you can see where mistakes are being made. They make up for the control mistakes by being quicker on the throttle, and with their braking.These are people who have been driving the game for 5 months already, and I know they have a high talent level. Every single element of the car could be modeled, but the procedure for doing so has to be right or what do you have? Accuracy in the drive model is what I want as much as anyone but it doesn't look like that accuracy is being seen on the track. Reading those reports, people are often times crashing, or at least losing control, without it being caused by the presence of another driver. Again, after all the hours and months of practice, the results seem out of whack from what I'd expect and I don't blame the drivers as many of them are as good as anyone is going to get in GPL. It looks like they are losing control too often. I'll keep it simple and say that by now, I'd expect the most experienced and talented drivers in GPL (like the testers, developers, and Kaemmer himself) to resemble the AI to the point where it's hard to tell them apart in a replay. If they can't, who will? The AI cars look like the real life drivers did in the film I've seen. So far, I haven't seen any GPL driver who comes close. This is the key point. Assuming the physics model is accurate (which I have no reason or desire to dispute) then why such a vast difference in the way very talented and experienced drivers are able to control the car during a fast lap? If someone can send me a replay of themselves which shows them to be as smooth, under control, AND as fast as the AI in qualifying, or even a full race, I'd appreciate it. If that replay shows it done over a number of laps, even better. If not, then I don't know what to think. David G Fisher DmndDave
% > The last time I found GPL to be "funny" to % > control was when I installed my PDPI-L4, and it took some messing with % > linearity, lock and DirectInput to get it back to what I feel is a % > smooth and accurate feel. % John, could you please describe what you did to get GPL to feel smooth % with your PDPI gameport? . . . <snip> And while you are at it, can you please explain your experiences with DirectInput vs. Generic (if any)? Thanks. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Paul Tenhe 02 Oct 1998#423915
Quoted text (61 lines)> I'm just going to keep this post to one topic because it could (will) get > long. I'm willing to say the game is a 10/10 if people can tell me I'm wrong > in the following post. I actually hope you guys can do just that, so I can > drop my concerns and just enjoy it, as is. > I really want to love this sim but I have some serious concerns as to the > accuracy of the handling of the cars. They just seem to be too wild. Even > for '67 F1. It is certainly possible to adapt and put up fast times in GPL, > but it's the way you have to drive the cars in order to get those times that > has me wondering. If you look at the replays by the beta testers and the > developers (including Kaemmer) which are included with the sim, the cars are > all over the track, criss-crossing the drive line (which is the fastest and > smoothest line around the track) instead of holding close to it. I watched > each one from the chase view. Then I checked the AI, and they straddle the > drive line and stay very, very, smooth through a race or practice session. I > didn't see one replay where the testers were able to hold the drive line for > very long through a lap. Not even close actually. The AI cars seem to drive > the way I'd expect the rest (or at least the more dedicated and talented) of > us should, yet even though the testers and developers have been racing this > sim almost every day (I'm guessing) for maybe 5 months, they can't do it. > Also, when I read the reports of the Papy Cup races, there is an awful lot > of crashing going on and Alison said that when they would run a race with > "shift-r" unavailable, it was not uncommon for no one (or few) to finish the > race. With all the experience those people have with the sim (and their > talent), why aren't the races more realistic in their results? I just don't > get the impression that anyone can run the same lap times as the AI, and do > it with the same smoothness and control (holding the race line which is the > fastest path around the track) that they do. Also, could anyone drive that > way for a full race (or even 5 laps?). > If not, then why? Either the AI is wrong or there is something wrong with > the drive model. They can't both be right or the most experienced drivers > (like Kaemmer) would look close to the same way on the track as the AI. The > cars react too much to the smallest steering input IMO. I've seen some film > of cars from that era and they looked to be fairly smooth around the course. > Even in the rain (which IMO would be a mess to try to drive in with GPL). > What I noticed about the real life drivers was that they really whipped the > wheel around. Even in F1 today, real life drivers wrench that wheel quite a > bit. In GPL, watch an in cab view of an available replay, or of yourself if > your fairly good, and look at how little the steering wheel moves. People > are driving by only moving the wheel a few degrees. There's about as much > arm movement as an 80 year old Sunday driver needs to drive his Caddy on the > open highway. There's even less movement by the AI drivers. I think someone > described the steering as "ultra power steering" in a post here at r.a.s. It > feels much too sensitive, especially compared to real life. The > linear/non-linear slider isn't the answer. I've heard these '67 cars > described as "overpowered, wooly handling, monsters" a million times. So why > is the steering SO delicate? Marc Collins has said that a speed sensitive > slider would be best good for this sim and I strongly agree. > If you just step back and try to approach the sim with a fresh view (even if > you love it), and look at the way the cars handle, and how the steering > responds to your input, something seems wrong. The way the best drivers' > cars look as they do a competitive lap looks wrong, or at the least, > considerably different from the AI. The results from races by people with > months of practice time, and more talent than the average sim driver, are > very surprising considering the amount of accidents that are still > occurring. > David G Fisher > DmndDave
You are absolutely right on all points but I'm afraid that you will not get any sympathy from this NG and I'l probably get flamed for my heresy. After all these months of the vast majority of posters proclaiming how great the Demo was and saying it is the best thing since sliced bread and only slightly behind the Second Coming of Christ, do you really think they will criticize it now,HA!!! Anyway, your points should be of no suprise since the Demo had the same shortcommings."TO-BE-FLAMED" Paul
On Fri, 2 Oct 1998 18:20:33 -0400, "David G Fisher" >They may be hotlaps, but the times are very close to that of the AI. You miss the point. You compare a) the drivers b) the AI, and c) the movie. The drivers are hotlapping, the AI have to be able to match those times or they will not be competitive with the way humans drive, and the people in the movie are trying to make a movie without killing themselves. The AI match the movie because that's how they're supposed to look and drive. They do the same speeds we do because they need to match us. We have no fear and fling the cars round like madmen. For that reason the look differs. There is no optimum line, just "a" line. The AI follow it because that's what they do. If you watch a field of humans they will all take slightly different lines due to errors and differing styles. In real life racing a line appears _averaging_ the laps that the drivers are following - it is not "one" line it is an amalgam of all the lines driven which comes to resemble one wider line. See above - that would not make sense. What you see is not issues with the drive model but with interpretation of what you see. I've seen Schumacher drive off the track under no pressure - if he can do then surely it's allowed for others who have less practice, lass talent and lack the feel of the car under their butt? Whatever we may think we are not racecar drivers, and we lack the physical and mental ability to place a car, right line, every time. There are exceptions, and if you see Matt Sentell and Dave Kaemmer driving you would see it is certainly possible. I watched Doug Arnao's replays at the Ring of all places and he wa doing laps within ONE second of each other - one second after more than 8 minutes of driving! Consistency is certainly possible but it takes practice, skill and dedication. I don't agree at all that the human players should resemble the AI, but they should be smooth, consistent and error free. The top drivers are IMO. I haven't seen the release version but I imagine the laps on there are designed to be "Wow, look at that guy drive!" sort of stuff. That's not comparable - it depends on style. Two of the beta-team were/are hotlap afficionados, and had a little battle at Spa a while back. One guy was sideways through the Masta Kink at 170mph+, driving the wheels of the car and smoking tyres into every corner. The other guy was controlled, precise, smooth, almost SLOW looking. The laptimes were as near as dammit identical. It's not the game engine, it's the inputs you give it. I'm not sure if Alison's site has any hotlap replays for download but you might want to look out for any by Doug Arnao. I'm always amazed by his laps, how utterly in control they look, even almost slow, but the laptimes are awesome. Doug is a car guy and races for a living, so perhaps his approach is different to those of us weaned on sims? Perhaps that's the difference? Cheers! John
Someone who disagrees with you is not flaming you. Cheers! John
Is there a sim where anyone drives identically to the AI? Take ICR2 for eg. If you wanna be slow, drive like the AI. The AI is basically a moron and comparing it the the ever changing and inconsistant (even in the case of the most consistant drivers) human drivers is just nonsense. We are a LONG LONG way away from AI that is anything like true human behaviour. The AI is like a train on a track that makes the odd random error. Again, no comparison to human behaviour at all. As far as consistancy goes, simmers need to up their game as we take yet another glorious step toward the true sim and away from arcade! Also, here's a quote from Alison from the Papy cup "Monaco is a hell of a place to hold a motor race, expecially when the field is filled out with NASCAR drivers in Formula 1 cars!"
Quoted text (24 lines)> > If you just step back and try to approach the sim with a fresh view (even if > > you love it), and look at the way the cars handle, and how the steering > > responds to your input, something seems wrong. The way the best drivers' > > cars look as they do a competitive lap looks wrong, or at the least, > > considerably different from the AI. The results from races by people with > > months of practice time, and more talent than the average sim driver, are > > very surprising considering the amount of accidents that are still > > occurring. > My thoughts exactly. My question would be this: With the right > combination of throttle/brakes/gear changes at the right times, would it > be possible to drive like the AI, and as fast? I've yet to see it done > by the "hotlappers". Maybe it's just easier to swing the backend out and > slide around the corners... > Myself, I have to say that last night at Kyalami (my first attempt) I > resolved to just make it around for a couple of laps during practice to > get my tires hot. Much to my amazement, my cornering improved > dramatically! My brakes didn't even lock up as much. I even managed to > qualify in the middle of the pack (albeit in novice mode). > My goal is to drive like the AI. Can it be done? > Devon
-- Byron Forbes Captain of Team Lightning Bolt http://members.tripod.com/~HOSHUMUNGUS and http://www.frontiernet.net/~godsoe/bolt/home.htm
Devo 03 Oct 1998#424233
> The AI is like a train on a track that makes the odd random error. Again, no > comparison to human behaviour at all. Not according to what I just read in my strategy guide for GPL. See "Winning Isn't Everything. Yeah Right". I quote: "In 'Grand Prix Legends', the AI drivers act like, well, human beings. Sometimes they make mistakes. Sometimes they're on top of their game. Sometimes they make Herculean efforts only to have their cars let them down. Some days they're uncatchable. Other days they should have stayed in bed. And that's just when they're racing the tracks and each other. When a computer-driven car comes up behind you and you try to prevent it from passing you, the AI car won't simply bull its way past; it will tuck in behind you for a lap or more if necessary, analyzing the way you drive. When the AI determines where on the track you're the slowest, that's where your opponent will make his move." I'd like to add that based on footage that I've seen in various documentaries from the era (including the recent airing of "9 Day's in Summer") my observation is that the AI in GPL is much closer to "real life" drivers of the time than the "hotlappers" of today. Devon
News 03 Oct 1998#424234
I've been saying this for years. I'm not here to tell the people that if they like something not to like it. But to understand your view and my view as more of a commoners view. This is why GPL won't be played as much as it should. Nascar 2 sold well but there are a lot of people that bought it and shelved it way to early. I believe your logic is so correct that it can not be argued sanely. I always watched replays as part of my handling review. The one that is by far the best for realism is Nascar in arcade with heavily modified ai settings. This was poetry. You could be mistaken easily for an Ai driver lap after lap. No AA500 there. I also like Toca, but the bumping wasn't realistic watching replays, but in all actuality really lends itself better that it is the way it is. Otherwise you would have blow out races and races where only a few would finish in. Toca in a GP enviroment is absolutley excellent since they do things to keep the race close unlike all other GP racers I've tried. Without some type of added control from GPL I simply will not be able to get my local gang into this game. The learning curve can not be much higher than it is to jump into their own auto and drive it fast down the road. They will become frustrated and ask for N2, Toca, MTM or some other genre. I do like the net options they threw in here that I wish N2 had. I'm lucky to be blessed with cable modems. I'm setting up my gang with USB sound (another problem with dos N2) so we can have several sound sources going at once. There is a program called Honeynet which allows a group of 8 to talk live to one another with a headset across the net while they are playing their favorite game (works great with CTF Quake). This is only possible with usb sound unless you don't want game sounds. This is just a tech. message to some out there that might want to take advantage of this awesome feature. Having N2 using GPL's netwokring abilities this would be the shi!. But I agree if the replays show the absolute pro's driving insanely on the track then there has to be someting wrong. I personally have a feeling that the players who do love it enjoy the challange and find the groove the game does create even though it isn't really realistic fun to drive even though it's quite dangerous. BH
Bravo, Devon! You are extremely observant and 100% accurate in your summation. > I'd like to add that based on footage that I've seen in various > documentaries from the era (including the recent airing of "9 Day's in > Summer") my observation is that the AI in GPL is much closer to "real > life" drivers of the time than the "hotlappers" of today. > Devon -- Regards, Bruce. ----------
News 03 Oct 1998#424236
Quoted text (10 lines)>>Accuracy in the drive model is >>what I want as much as anyone but it doesn't look like that accuracy is >>being seen on the track. >It may come as something of a shock to you, but none of us (including all >the beta testers, Dave Kaemmer, yourself & myself) are top class racing >drivers. If we were, we wouldn't be messing about with sims, now would we ><g> So if we have to drive right at our limits to get the sort of times >that Clark, Brabbham & co could do in their sleep then what is so >unrealistic about that?
R: Thus brings up my old second point. Do you make a game only a few can drive? Or a game where the majority can drive like only a few can? I think the people (the people) want the second, they want to believe they are a world class driver and can compete on a world class level (there still is a challange believe me). My ultimate point with this is to have a TOGGLE where you can have it both ways. I would bet the farm the majority of people who would buy the game IF IT WERE KNOWN would choose the easier and safer driving model. N2 arcade was setup wrong and not really mentioned. But everyone I shown that wasn't a complete die hard simmer liked it much better and those people out numbered the simmer over 10 to 1. Obviously this isn't Papy's goal but this game is getting hyped that a commoner would assume it's fantastic, but many would get it and find it undriveable. The masses is looking for a model like that sony psx racing game, which I've heard by dedicated sim racers is excellent and more controllable. BH
SteveBla 03 Oct 1998#424237
> I'm just going to keep this post to one topic because it could (will) get > long. I'm willing to say the game is a 10/10 if people can tell me I'm wrong > I really want to love this sim but I have some serious concerns as to the > accuracy of the handling of the cars. > The AI cars seem to drive > the way I'd expect the rest (or at least the more dedicated and talented) >of us should Multi-part answer--------- A. Go to Dave Mansell's Skunk Racing page B. Download his hotlap & setup for Spa C. Watch 3:17! hotlap D. Cry E. Load setup F. Drive G. Say "Oh" This is how you do it. Smooth and Faaaaasssst. No more slideways craziness. The man's an artist. Still slow, but less so Steve B.
Devo 03 Oct 1998#424238
wrote... I agree that the cars are extremely difficult to control as the drivers of that era were able to do. I have yet to visit Mansell's page and see his recent hotlaps that have been said to be closer to what we would expect from good (no, great) drivers. But - this is a "Racing Simulation" not a "Game". I knew what I was getting into when I bought it. It's the challenge that keeps me coming back. Devon
<snip> % Can they follow the lines, be as smooth as the AI, AND still match the AI's % lap times, especially in qualifying? Can they do it lap after lap? I would % expect after all these months that they could. If you just use the drive % line as a reference point, it's easy to see people are drifting in turns, % swirving along the straights, and basically loose all over the track. Even % if the line wasn't there, you can see where mistakes are being made. They % make up for the control mistakes by being quicker on the throttle, and with % their braking.These are people who have been driving the game for 5 months % already, and I know they have a high talent level. <snip> I hear where you are coming from and I understand. I was beginning to wonder if I could ever hope to make these "high times" being posted and still "drive" in a "sane" manner. After some minor tweaking of the setup, I can now come within a second and a half of the AI's best times at Monza. While I am not as "smooth" and "perfect" as the AI, their method of attacking the track is what I am aiming for. I have always found the "hotlap" replays to be rather NFS in approach and fine for hotlaps, but nothing that could be used for racing. The keys I have found to coming close to driving smooth is two-fold... 1) Maximum frame rate along with consitent frame rate. This is the first key. I am running a PII 300 with a Voodoo2 12mb card and find that it is necessary to drop down to 512x384 with a few graphics turned off to keep my frame rate high and consitent enough to race with the AI. 2) Controller precision... Get the best you can get (along with controller card). While I don't have the "cream of the crop" (Thrustmaster NASCAR Pro w/ACM), it is vital to have acceleration and braking on separate axes. Now if I can only master the art of braking I would be that much closer to my goal... While the brake on the TM NASCAR Pro is stiff, it doesn't have the real feel of a real brake, but I am re-training my left foot (but it is *** when I switch back to my street car <G>). Also, one must realize that the AI are driving with the feedback of all of the senses us humans are missing in the sim.... -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
% I've been saying this for years. I'm not here to tell the people that if % they like something not to like it. But to understand your view and my view % as more of a commoners view. This is why GPL won't be played as much as it % should. Nascar 2 sold well but there are a lot of people that bought it and % shelved it way to early. <other excellent observations and comments snipped> I guess it boils down to, I don't give a ***that "average-joes" "non-simmers" won't/can't enjoy the beauty of GPL. While I agree with your observations (and to a lesser degree your comments), I enjoy the the challenge presented to me by GPL. And my goal is to drive it as smooth (and fast) as I can possibily can. Just because others want to toss their car around and make the HotLap Top 10, doesn't deter me from enjoying the shear beauty of GPL. And I am getting smoother (and faster) now that I can tune the car to my driving style. I actually believe that GPL offers the physics to drive the car smooth and fast (one must develop the talent for it -- just like in real life racing). This just raises the *sim* bar a few notches higher (which is a damn good thing in my book). Other software houses will continue to make "arcade/sim" racing sims, so the "commoner" should feel too left out. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
I looked at the replay and it's a GREAT bit of driving, I mean that sincerely, but it's also the perfect example of looking nothing like the AI. David G Fisher DmndDave
Quoted text (10 lines)>Multi-part answer--------- >A. Go to Dave Mansell's Skunk Racing page >B. Download his hotlap & setup for Spa >C. Watch 3:17! hotlap >D. Cry >E. Load setup >F. Drive >G. Say "Oh" >This is how you do it. Smooth and Faaaaasssst. No more slideways
craziness. >The man's an artist. >Still slow, but less so >Steve B.
Devo 04 Oct 1998#424565
> Now if I can only master the art of braking I would be that much closer > to my goal... While the brake on the TM NASCAR Pro is stiff, it doesn't > have the real feel of a real brake, but I am re-training my left foot > (but it is *** when I switch back to my street car <G>). I too use a TM NASCAR PRO and brake in GPL with my left foot. It scares the hell out of me to think that my reflexes may get me screwed up on I75 doing 80mph in our little "Winston Cup" rush hour traffic (sometimes it seems like everyone is flying but there's only about 5" between us). If it gets real bad I break my engine because I jammed my car into gear by just lifting off the accelerator and didn't push in the clutch. Currently it's the other way around, though. I sometimes step on my brake while lifting on the accelerator and shifting in GPL ;) Devon
Grant Reeve 04 Oct 1998#424566
> If it gets real bad I break my engine because I jammed my car into gear > by just lifting off the accelerator and didn't push in the clutch. > Currently it's the other way around, though. I sometimes step on my > brake while lifting on the accelerator and shifting in GPL ;) hehe ;) i had a similar experience just a couple of days ago, i was nailing it up a short stretch of road (this is a ***y little car so "nailing it" doesn't really mean anything impressive) and shifted into 3rd with a little bit of a graunch in an otherwise smooth upshift and thought initially that the clutch was acting up - before i realised that i had never even touched the clutch pedal at all during the gearshift! that was definitely GPL influence leaking out into my real driving there:) fortunately also due to GPL influence the shift was timed well enough to minimise any potential damage.
DPHI 04 Oct 1998#424567
Steve, could you post Dave's URL? I never have seen his site and hear it's pretty good. Thanks -don "To race is to live, everything else is just waiting." - Rudi Caracciola
Stuart Boo 04 Oct 1998#424568
Quoted text (7 lines)>> While the brake on the TM NASCAR Pro is stiff, it doesn't >> have the real feel of a real brake, but I am re-training my left foot >> (but it is *** when I switch back to my street car <G>). >I too use a TM NASCAR PRO and brake in GPL with my left foot. It scares >the hell out of me to think that my reflexes may get me screwed up on I75 >doing 80mph in our little "Winston Cup" rush hour traffic
<grin> I have always left foot braked in these sim, but I've yet to have a problem switching back to normal mode in the car. Maybe I've yet to sim-race, then hop out in the car. I can't imagine right foot braking. I'd lose so much precision and timing, and the ability the brake and control the throttle at the same time (v. important in GPL I believe). But then I now know of a couple of demons with a CH Flightstick Pro (Hi Mike, Hi Joachim!) which until I see them in action, I just can't comprehend. Stuart -- Stuart Booth Somewhere in Buckinghamshire, England, UK Note: My email address is in disguise! Remove trailing Z
Kurt 04 Oct 1998#424569
Geez, I can see the lawsuits now "Injured driver sues sim manufacturer." Kurt
Quoted text (14 lines)> > If it gets real bad I break my engine because I jammed my car into gear > > by just lifting off the accelerator and didn't push in the clutch. > > Currently it's the other way around, though. I sometimes step on my > > brake while lifting on the accelerator and shifting in GPL ;) > hehe ;) i had a similar experience just a couple of days ago, > i was nailing it up a short stretch of road (this is a ***y little > car so "nailing it" doesn't really mean anything impressive) and > shifted into 3rd with a little bit of a graunch in an otherwise smooth > upshift and thought initially that the clutch was acting up - before > i realised that i had never even touched the clutch pedal at all > during the gearshift! that was definitely GPL influence leaking out > into my real driving there:) fortunately also due to GPL influence > the shift was timed well enough to minimise any potential damage.
>It may come as something of a shock to you, but none of us (including all >the beta testers, Dave Kaemmer, yourself & myself) are top class racing >drivers. If we were, we wouldn't be messing about with sims, now would we ><g> So if we have to drive right at our limits to get the sort of times >that Clark, Brabbham & co could do in their sleep then what is so >unrealistic about that? Sims will always be easier than real life. IMO, it's not even close no matter how good the sim is. In the aviation industry, NASA, and the military for example, they have incredible simulators which go much, much farther than any PC sim because they also can subject you to g-forces and the elements. People still master them. Even then, they still can't jump into a jet with 200 passengers, a fighter jet, or the space shuttle, because the simulators aren't anywhere near enough of a test to determine someone's abilities. There's a long list of things that sims can't re-create, fear and consequences being high on that list. So yes, I do expect after a certain amount of time that the most dedicated and talented would be able to drive GPL in a way as to resemble the AI which look very, very similiar to the real life drivers of that era. I don't care how hard or easy GPL is for me or anyone, I just want to know if it's possible, and if not, then why? I actually don't see the learning curve (to be fast) for me in GPL to be much different than the other sims I've run. Obviously, it's possible to be fast. I'm just concerned about the accuracy of the WAY we are being fast. Is it possible that GPL requires ff in order to drive the cars smooth? If so, and the developers felt that current ff really wasn't good enough to be included in the sim, then shouldn't they have fudged GPL in some way to compensate until ff technology is advanced enough? Have other developers done this? GPL's physics model can be absolutely perfect in it's accuracy, but without the real world feedback necessary to drive a car, then what we are experiencing is possibly more unrealistic than a physics model which has been fudged. It's not about "gameplay", it's about realism. Sims are supposed to be realistic. So far, I haven't seen realistic driving, just fast. As a matter of fact, I've seen some replays in the past few days which the driver is very, very fast, and I'm surprised how the cars look because it would be impossible for them to ever be driven that way in real life. Is that accurate or realistic? I'm going to concentrate on being smooth and fast in GPL, and I'm hoping I can do it (and see others do it as well). If not, I think I'll be very disappointed sometime in the future. David G Fisher DmndDave
On Sun, 4 Oct 1998 22:19:08 -0400, "David G Fisher" >abilities. There's a long list of things that sims can't re-create, fear and >consequences being high on that list. So yes, I do expect after a certain >amount of time that the most dedicated and talented would be able to drive >GPL in a way as to resemble the AI which look very, very similiar to the >real life drivers of that era. Pardon me if I've misunderstood you David but it seems there's a total contradiction in what you are expecting. In one breath you say that sims can't recreate fear and consequences, yet in the next you say that the best drivers should resemble the AI. Yet the AI drive like the real drivers (hence affected by fear and consequences) and within the sim we are not. Surely then the best drivers would be expected to drive like you imagine Clark and Hill would if they were unfussed by trifling details like staying alive? That seems to be what we see from the Achim Trensz's, Doug Arnao's and Dave Mansell's of the world - fast, smooth, but taking risks that no real-life driver would. A real world driving style is developed by taking a corner slowly and building speed until you _feel_ that you couldn't take it faster without too much risk. We develop a style exactly the reverse of that - hurl the car into a corner and crash massively, then slow down progressively until we KNOW that we are taking that corner as fast as we can with that setup. Of course the resultant speeds and styles will be different. Unless a sim can address the above somehow (and even more difficult, still be saleable) I don't think we can ever be fast in the same way the real drivers were/are. I used to be ***y quick around Bristol in an Indycar, but I doubt any real world driver would ever risk his life in the oversteering twitchy car I used to do it. As far as I can see the cars are already smooth, it's just the lines taken that are different. FF would be really nice to have, but not necessary in order to be smooth. Sims are supposed to make money - that means it has to be about gameplay. Focussing on realism alone could well guarantee a perfectly accurate flop. I disagree. I don't think anyone _would_ do that in real life, but certainly people could. It's respect for life and limb that precludes it. Look at Dave's 3:17 at Spa - how many times did he virtually die before he achieved that? Even in a race I attack Masta at 170mph+ all the way through - damned if I would do that if there was a chance I would kill myself. Gilles Villeneuve once described qualifying - if you need a fast time in the closing seconds of qualifying sometimes you shut out the fear and push the boundaries of what you and the car are capable of, and accept this huge risk. The real drivers know there is a level of performance beyond what they are comfortably prepared to reach for - we drive in this "forbidden zone" all the time. I've always disliked this aspect of sim-racing since it brings everything back to time - if you are prepared to try over, and over, and over you will eventually set a totally unfeasible time. Not an impossible time, because the physics of the car in both real world and sim can achieve it. But an unrealistic time nevertheless, because no driver would take the Masta Kink sideways, tyres smoking at 170mph+ as I often see Achim Trensz doing! :-) Cheers! John
SteveBla 05 Oct 1998#424898
>I looked at the replay and it's a GREAT bit of driving, I mean that >sincerely, but it's also the perfect example of looking nothing like the AI. >DmndDave I'd say it's a lot closer than most of the hotlaps you see(or attempt!). It's much smoother and closer to the "true" line. It is, however, considerably quicker. Think "qualifying lap" vs. "race laps". Watching the AI drivers in race mode, they are indeed much more conservative. They know the tracks pretty well, I think, but they DON'T know about "shift-R"! I can think of a few times when that would have been handy in real life....would've saved me money on plaster. How would Clark (or Senna) have gone if he'd had a reset key? I guess we'd be able to ask him, huh? Too bad the FIA outlawed 'em. Steve B. End Thought: I wonder what the AI drivers would look like if you dialed their speed up to DM's level? I'll have to give that one a whirl sometime.
Pat Dotson 05 Oct 1998#424899
Quoted text (7 lines)> <snip> > % Can they follow the lines, be as smooth as the AI, AND still match the AI's > % lap times, especially in qualifying? Can they do it lap after lap? I would > <snip> > Also, one must realize that the AI are driving with the feedback of all > of the senses us humans are missing in the sim....
This is the answer to the AI v. Human driving style question. The AI is getting the "seat of the pants" feedback about the car that we are not. Is that all that's left to complain about? -- Pat Dotson IMPACT Motorsports http://www.impactmotorsports.com/pd.html
Did you make that up, or were you paraphrasing the collective works of Moss, Lauda, Prost, et al? I read their autobiographies, not critically mind you, and missed all of that. Michael.
Quoted text (9 lines)> ... Surely then the best drivers would be expected to > drive like you imagine Clark and Hill would if they were unfussed by > trifling details like staying alive? > That seems to be what we see from the Achim Trensz's, Doug Arnao's and > Dave Mansell's of the world - fast, smooth, but taking risks that no > real-life driver would. A real world driving style is developed by > taking a corner slowly and building speed until you _feel_ that you > couldn't take it faster without too much risk. We develop a style
...
No, I was writing from my own experiences chatting with other racers. Cheers! John
Jay Wolf 06 Oct 1998#425240
Quoted text (15 lines)> Fact is that this is the best simulator that has been made for the PC market > (there might be others for other OS's but I doubt it). That said, it takes > skill. Further, it would help if you were competent in a real race car. Some > have said the game is too hard...how many of these folks have ever tried to > race? Or even just *driven* a race car? (there is a *big* difference) Driving > a race car at reasonable speeds *is* hard, and racing the thing is *very > hard*. > The game is *not* too hard, it is realistic. For those that don't appreciate > it, go drive a brainless (no-real-skill-needed) game that you can drive using > the keyboard. This game is certainly not for everyone....but then again > neither is racing! > Use the game to practice up on your car control skills, and remember if you > can't handle a *simulator* then don't try the stuff on the road/track!
this is horseshit! some of the goddam cars do not handle well in GPL - PERIOD. they ARE too twitchy and they ARE too unforgiving. this is a fact. open our eyes and notice all of the posts to this effect. i have done 100's of laps on this sim as well as other sims. i can handle a SIM car just fine. the GPL cars were DESIGNED to perform somewhat twitchy to simulate the real cars. this does not mean that they are perfect, does it? in the real world, why would anybody drive a ferrari all over the road if a lotus held a perfect driving line? not going to happen. "but lord jay, this is the most accurate blah blah blah..." horseshit. IT IS NOT REAL!!!! it does not mimic a real race car. it tries to come close, but fails miserably in some respects. "but lord jay, i've driven a real race car and blah blah blah..." horseshit. there wouldn't be a single real-world driver who would volunteer to drive some of these cars with the amount of spasticity in the handling the way it has been designed in the computer simulation. a 1/8" turn of the handle makes you swing to the complete opposite side of the track? c'mon, fellas. open your eyes. yes, GPL is much closer than other simulations at attempting to mimic the true driving feel, but it is NOT realistic. we will be scoffing at this sim in five years - hopefully. "gee, lord jay, maybe you should try one of those arcady-type games that blah blah blah..." bite me. your "holier-than-thou" small-dick posturing is getting tiresome. nutrasweet is simulated sugar, but i sure as hell can tell the difference. INCOMING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
says...
Quoted text (15 lines)>>Fact is that this is the best simulator that has been made >>for the PC market (there might be others for other OS's >>but I doubt it). That said, it takes skill. Further, it >>would help if you were competent in a real race car. Some >>have said the game is too hard...how many of these folks >>have ever tried to race? Or even just *driven* a race car? >>(there is a *big* difference) Driving a race car at >>reasonable speeds *is* hard, and racing the thing is *very >> hard*. >> snippage >this is horseshit! some of the goddam cars do not handle >well in GPL - PERIOD. they ARE too twitchy and they ARE >too unforgiving. this is a fact.
Gee Mr. Gurney. I didn't know you monitored this newsgroup... Oooooh - that many... As long as it's on a Playstation... Gee, I don't know. The cars were actually designed to be "realistic", not "twitchy". Perfect? Who the hell really knows. Most of us are barely old enough to remember 1967, much less Grand prix race cars. And I'd be willing lay big money on the bet than NOBODY here has any real honest-to-god seat time in one of these cars to be able to comment. Ferrari is *the* car at Nurburgring. Lotus is too tough on me - give me an Eagle any time. These cars were considered state-of-the-art in their day. Also, starting in 1968, the began putting front wings and rear spoilers on them to get them to handle the tremendous horsepower they carried around - probably because the cars were such a handful without any aero enhancements. If you lack the ability to drive the faster cars, maybe you should stick with a Coventry or BRM an the Novice trainer level, and leave the real men with the faster stuff... Putz... -- ========================================================= John Simmons - Redneck Techno-Biker (Zerex12) http://www.members.home.net/jms1/index.html John Simmons - Barbarian Diecast Collector http://members.home.net/jsimm/diecast_index.html If you want to send me email, go to either of the URL's shown above & click "Send Me Mail" in the contents frame. =========================================================
Paul Tenhe 06 Oct 1998#425242
Quoted text (40 lines)> > Fact is that this is the best simulator that has been made for the PC market > > (there might be others for other OS's but I doubt it). That said, it takes > > skill. Further, it would help if you were competent in a real race car. Some > > have said the game is too hard...how many of these folks have ever tried to > > race? Or even just *driven* a race car? (there is a *big* difference) Driving > > a race car at reasonable speeds *is* hard, and racing the thing is *very > > hard*. > > The game is *not* too hard, it is realistic. For those that don't appreciate > > it, go drive a brainless (no-real-skill-needed) game that you can drive using > > the keyboard. This game is certainly not for everyone....but then again > > neither is racing! > > Use the game to practice up on your car control skills, and remember if you > > can't handle a *simulator* then don't try the stuff on the road/track! > this is horseshit! some of the goddam cars do not handle well in GPL - PERIOD. they > ARE too twitchy and they ARE too unforgiving. this is a fact. open our eyes and > notice all of the posts to this effect. i have done 100's of laps on this sim as > well as other sims. i can handle a SIM car just fine. the GPL cars were DESIGNED to > perform somewhat twitchy to simulate the real cars. this does not mean that they > are perfect, does it? in the real world, why would anybody drive a ferrari all over > the road if a lotus held a perfect driving line? not going to happen. > "but lord jay, this is the most accurate blah blah blah..." horseshit. IT IS NOT > REAL!!!! it does not mimic a real race car. it tries to come close, but fails > miserably in some respects. > "but lord jay, i've driven a real race car and blah blah blah..." horseshit. there > wouldn't be a single real-world driver who would volunteer to drive some of these > cars with the amount of spasticity in the handling the way it has been designed in > the computer simulation. a 1/8" turn of the handle makes you swing to the complete > opposite side of the track? c'mon, fellas. open your eyes. yes, GPL is much closer > than other simulations at attempting to mimic the true driving feel, but it is NOT > realistic. we will be scoffing at this sim in five years - hopefully. > "gee, lord jay, maybe you should try one of those arcady-type games that blah blah > blah..." bite me. your "holier-than-thou" small-dick posturing is getting > tiresome. > nutrasweet is simulated sugar, but i sure as hell can tell the difference. > INCOMING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Well Said!!! This is a great sim but some people are mistakenly(and maybe on purpose)confusing difficulty with realism. There are a few who would like it to be almost impossible to drive as long as they could master it and then be able to proclaim about how realistic it is. Anyway, it is a GREAT SIM that missed the mark slightly in a few areas. Let's enjoy it and quit comparing it to the real thing since I venture to say that no one who has purchased this "GAME" has ever driven a '67 F1 car. Hell half of you probably were not even born in '67--I was, even had some seat time in the late '60's in a Formula V but I don't have a clue how a F1 drove and don't pretent to. Enjoy GPL for what it is -A COMPUTER SIMULATION GAME.
Kevin E. Hi 06 Oct 1998#425243
Jay, It's a game. Get a life. >> Fact is that this is the best simulator that has been made for the PC market >> (there might be others for other OS's but I doubt it). That said, it takes >> skill. Further, it would help if you were competent in a real race car. Some >> have said the game is too hard...how many of these folks have ever tried to >> race? Or even just *driven* a race car? (there is a *big* difference) Driving >> a race car at reasonable speeds *is* hard, and racing the thing is *very >> hard*. >> The game is *not* too hard, it is realistic. For those that don't appreciate >> it, go drive a brainless (no-real-skill-needed) game that you can drive using >> the keyboard. This game is certainly not for everyone....but then again >> neither is racing! >> Use the game to practice up on your car control skills, and remember if you >> can't handle a *simulator* then don't try the stuff on the road/track! >this is horseshit! some of the goddam cars do not handle well in GPL - PERIOD. they >ARE too twitchy and they ARE too unforgiving. this is a fact. open our eyes and >notice all of the posts to this effect. i have done 100's of laps on this sim as >well as other sims. i can handle a SIM car just fine. the GPL cars were DESIGNED to >perform somewhat twitchy to simulate the real cars. this does not mean that they >are perfect, does it? in the real world, why would anybody drive a ferrari all over >the road if a lotus held a perfect driving line? not going to happen. >"but lord jay, this is the most accurate blah blah blah..." horseshit. IT IS NOT >REAL!!!! it does not mimic a real race car. it tries to come close, but fails >miserably in some respects. >"but lord jay, i've driven a real race car and blah blah blah..." horseshit. there >wouldn't be a single real-world driver who would volunteer to drive some of these >cars with the amount of spasticity in the handling the way it has been designed in >the computer simulation. a 1/8" turn of the handle makes you swing to the complete >opposite side of the track? c'mon, fellas. open your eyes. yes, GPL is much closer >than other simulations at attempting to mimic the true driving feel, but it is NOT >realistic. we will be scoffing at this sim in five years - hopefully. >"gee, lord jay, maybe you should try one of those arcady-type games that blah blah >blah..." bite me. your "holier-than-thou" small-dick posturing is getting >tiresome. >nutrasweet is simulated sugar, but i sure as hell can tell the difference. >INCOMING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Kevin E. Hi 06 Oct 1998#425244
You replied to "Lord Jay's" post: Nicely put. Sounds like you actually realize that this is a game! Not something to kill your neighbors over. I object to Jay's previous visceral posting and his spleen venting. -Kevin
Jay Wolf 06 Oct 1998#425245
> Jay, > It's a game. Get a life. my point exactly. some of these bozos are treating this like a religion or something. it's some sort of***-measuring tool instead a racing simulator game. "i don't need to use a real blender, man. i have Blenderizer 2000 on CD-Rom. it's in 3D and dices, splices and chops virtual radishes just like the real thing. of course, i've never actually used a real blender, but i bet it would be just like the Blenderizer 2000. thanks DorkCo for making my blrnderizing dreams come true. i'm going to go puree some cabbage right now. i haven't even attempted the carrots yet!" for the record, in***-measuring terms, my 3:51 best at Spa definitely suggests that i begin perusing the backs of men's magazines for a..."solution". ; - ) j
Jay Wolf 06 Oct 1998#425246
Quoted text (8 lines)> >bite me. your "holier-than-thou" small-dick posturing is getting > >tiresome. > If you lack the ability to drive the faster cars, maybe you should stick > with a Coventry or BRM an the Novice trainer level, and leave the real > men with the faster stuff... > Putz...
ha ha ha! thanks for proving my point so well! you crack me up.
Jay Wolf 06 Oct 1998#425247
Quoted text (9 lines)> On Tue, 06 Oct 1998 19:52:27 -0700, > > some of these bozos are treating this like a religion or > >something. it's some sort of***-measuring tool instead a racing simulator > >game. > Too tough for ya, Jay?
*plonk* ; -) XOXOXO, "Emasculated" Jay
I've been sim racing since before Indianapolis 500 the Simulation and GPL is the first sim product where I can actually drive consistent and fast. It's the first sim that I have been able to tweak the setup and see dramitic results. Last night I broke 1:30 at Monza and all I was trying to do was better my approach to the Parabolica. I couldn't do this with ICRI/II, NASCARI/II, GP1/2, or F1RS. While I could get decent times, I always found it difficult to achieve top times and be consistent. If GPL is too damn hard, Hallujah! -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Skun 07 Oct 1998#425532
>this is horseshit! some of the goddam cars do not handle well in GPL - PERIOD. they >ARE too twitchy and they ARE too unforgiving. this is a fact. open our eyes and >notice all of the posts to this effect. i have done 100's of laps on this sim as >well as other sims. i can handle a SIM car just fine. the GPL cars were DESIGNED to what a stupid piece of shit you are sir.. 1967 GP cars handled EXACTLY like they do in GPL.. you think you know better than 14+ engineers +all the others involved ? pfffffft 100's of laps you say.. err going 100m , crashing resetting and doing that over and over DOES NOT COUNT ***HEAD.. the tyres of 67 lasted on average 2-3 RACES.. thats 5 or 6 hours of torture.. so try going easy for 3 minutes at the startand you'll see the grip pick up dramatically. THE POINT IS JUST THAT.. ITS REALISTIC.. you obviously have no idea of what the drivers of the time were up against.. you don't deserve GPL Anyone for multiplay.. cant wait for the VROC
ymenard 07 Oct 1998#425533
I don't know why but I have to reply to this non-sense... here we go : Jay Wolfe wrote And that's how they were in reality. This is the highest form of racing possible (Formula1) and you had the best drivers in the world. Of course, we aren't the best drivers in the world, and I trully understand that people like you don't have the racing abilities or knowledge to drive this type of car. Hmmm... it applies to every racing series presently. Why would Tyrell/Minardi and so teams uses their chassis/motor if a McLaren held a perfect driving line? In what respect can you please tell us ? Oh of course, you probably master the knowledge of racing physics and so... Im awaiting for your explanation Could I include those 20 drivers who risked their lives (and some perished) during the 1967 year ? There's setups adjustments for that. Oh and remember.... your wheel is quite smaller than the wooden/metal they had at that era. *plonk* Ah.... If --> no more arguments Than --> use flaming - 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."--
I too have done hundreds of laps but somehow _can_ manage to handle the GPL cars just fine. Could it be because the Ferrari _was_ like that but these guys had this "contract" thing which meant they couldn't quit back to the menu and load themselves up a Lotus? If you make the Ferrari like the Lotus you lose all diversity and it's no longer realistic. You want Lotus performance, drive a Lotus. Or you could open your garage screen and do what the real drivers do - adjust the car so it doesn't do that. It is not real but it _is_ realistic. Implying you expected to be able to detect no difference between GPL and the real world? That takes optimism to new levels. If you want to *** about something then have something to say. GPL isn't perfect? Gee, I guess no-one noticed that. It's not exactly real world? Well I never. You can tell the difference between it and the real world despite it being the best sim yet? What a surprise. Isn't possible to just enjoy it without trolling furiously? Cheers! John
Jay Wolf 07 Oct 1998#425535
Quoted text (7 lines)> I don't know why but I have to reply to this non-sense... here we go : > Jay Wolfe wrote > >this is horseshit! some of the goddam cars do not handle well in GPL - > PERIOD. they > >ARE too twitchy and they ARE too unforgiving.And that's how they were in > reality.
to use a bit of nazi-like masses, "oh, gee, i'll bet that YOU really drove a 1967 f1 car yourself blah blah blah..." there you go - more***-measuring. i like how you use the "people like you" arguement. brilliant. but, oh, gee, i'm sure that YOU drove a real 1967 f1 car blah blah blah... IT"S A ***ING GAME, AMIGO! fortunately, it doesn't take a physicist to see the problems inherent in the simulation. can you say "program flaw"? take a look at all of the post regarding the overly poor handling. the compu-geeks at papyrus were obviously trying to simulate poor-handling (since this is what was told to them) and went too far. how can i say "too far"? simple. the volume of complaints in this respect are testimony. i can handle "poor handling" just like the next guy, but it is rediculous to think that a car would swerve completely from one side of the track to the other. and many others also believe this. "hey, we have to make these simulated cars appear as though they are tough to handle. let's make them swerve at high RPM's, maybe that will work." papyrus missed the mark on this one. but, what do i know. i'm just a degreed scientist and former professional athlete (READ: superior hand/eye coordination). hey, GPL is a nice GAME. i like it better than the other driving GAMES that i own. let's hope that GPL2 is much improved. PAPYRUS: Jump, maggots! BRAINWASHED MASSES: How high?! really, some of you are the monica lewinsky's of racing sims. kinda scary, don'tcha think? the voice of reason, j
Scientist? How should we read that, "Domestic scientist" maybe? I presume your degree course didn't include spelling or even basic punctuation and capitalisation? Seriously though, your argument should be sound enough to actually stand up on it's own. When you start resorting to "I'm telling you I'm a scientist so you have to believe me" it looks a bit transparent. Cheers! John
Jim Sokolo 07 Oct 1998#425537
That's just not in Dave's nature. I have no doubt that he could, but if you've ever been in an auto with Dave or seen him driving, you'll know that he appreciates judicious use of excess yaw. :-) ---Jim
Jay Wolf 07 Oct 1998#425538
> You've just answered your own problem. Handling a "sim car" is very > different to handling a "simulated car". Judging GPL by what you know from > previous sims is not particularly valid. > btw - the Ferrari is great round Monaco! i'm with you! nothing like slamming the red beast into a crowd. i prefer blazing around Spa to maximize the whine. VROOOM!
Trips 07 Oct 1998#425539
> but, what do i know. i'm just a degreed scientist and former professional > athlete (READ: superior hand/eye coordination). Yeah, yeah... but how big is your***? Trips
Kevin E. Hi 07 Oct 1998#425540
Quoted text (10 lines)>> >bite me. your "holier-than-thou" small-dick posturing is getting >> >tiresome. >> If you lack the ability to drive the faster cars, maybe you should stick >> with a Coventry or BRM an the Novice trainer level, and leave the real >> men with the faster stuff... >> Putz... >ha ha ha! thanks for proving my point so well! you crack me up.
I do like the way he casually tossed in the word "Putz..." at the end. Made me laugh. However Jay's reply made me laugh even more.... -Kevin
Jay Wolf 07 Oct 1998#425541
> > but, what do i know. i'm just a degreed scientist and former professional > > athlete (READ: superior hand/eye coordination). > Yeah, yeah... but how big is your***? why, trips, you silly boy. my johnson is short enough that i will be racing the 200HP car as soon as i can transfer the GP sounds to them. sigh. at least my willie provides me with superior wind resistance. ; - ) is your real name "Horace Caulk"?
Quoted text (7 lines)> too far. how can i say "too far"? simple. the volume of complaints in this > respect are testimony. i can handle "poor handling" just like the next guy, but > it is rediculous to think that a car would swerve completely from one side of > the track to the other. and many others also believe this. "hey, we have to > make these simulated cars appear as though they are tough to handle. let's make > them swerve at high RPM's, maybe that will work." papyrus missed the mark on > this one.
Hehehe. :) You're funny. Dweeb. The lap times tell me quite a bit about what I need to know. Too much power, or better grip, would drive the lap times down unrealistically, all else being equal. My laptimes go down with practice, unlike on the arcade games. Empirically, signor SCIENTIST, GPL is a good simulation of something, if not precisely '67 F1 cars. I think your eyes are squinched fully shut while your superior hand motion measures, and comes up short. Michael.
Quoted text (11 lines)> fortunately, it doesn't take a physicist to see the problems inherent in the > simulation. can you say "program flaw"? take a look at all of the post > regarding the overly poor handling. the compu-geeks at papyrus were obviously > trying to simulate poor-handling (since this is what was told to them) and went > too far. how can i say "too far"? simple. the volume of complaints in this > respect are testimony. i can handle "poor handling" just like the next guy, but > it is rediculous to think that a car would swerve completely from one side of > the track to the other. and many others also believe this. "hey, we have to > make these simulated cars appear as though they are tough to handle. let's make > them swerve at high RPM's, maybe that will work." papyrus missed the mark on > this one.
What is the previous experience and talent reached by "many others". I know quite a few good simmers that have zero complaints. If you can't work out how a car can swerve from one side of the track to the other then they must be giving away science degrees for free in your area. Anyway, sounds like maybe you've fallen into the MS joystick setup/driver black hole. Use the generic calibration from within GPL's options and try again! Setup issues can lead to what your talking about also. And a lack of patience, hehehehehehehe. Having come close to mastering all ICR2 tracks, I felt like a rookie when I first began with GPL! How a true rookie would feel boggles the mind! -- Byron Forbes Captain of Team Lightning Bolt http://members.tripod.com/~HOSHUMUNGUS and http://www.frontiernet.net/~godsoe/bolt/home.htm
Trips 08 Oct 1998#425811
Quoted text (10 lines)> > > but, what do i know. i'm just a degreed scientist and former professional > > > athlete (READ: superior hand/eye coordination). > > Yeah, yeah... but how big is your***? > why, trips, you silly boy. my johnson is short enough that i will be racing the > 200HP car as soon as i can transfer the GP sounds to them. sigh. at least my > willie provides me with superior wind resistance. ; - ) > is your real name "Horace Caulk"?
LOL... I'm afraid I'm nowhere near THAT fast... :) Trips
Jay Wolf 08 Oct 1998#425812
> Anyway, sounds like maybe you've fallen into the MS joystick setup/driver black hole. > Use the generic calibration from within GPL's options and try again! Setup issues can lead > to what your talking about also. And a lack of patience, hehehehehehehe. Having come close > to mastering all ICR2 tracks, I felt like a rookie when I first began with GPL! How a true > rookie would feel boggles the mind! thanks for not bashing me TOO hard, byron. winky-wink. i would put it down to a possible calibration problem, but the stability of a couple of the cars is in the manageable range. i will, however, use scientific methodology and reset, retest and reinstall to rule out each factor. i still maintain that the amount of negative feedback generated so far from others supports a problem within the program itself. i'm not the only one - just the rudest. by the way, i tried to stop buffing the german helmet for a few laps and actually drive with both hands. that seemed to really help matters quite a bit.
Ed Benson 08 Oct 1998#425813
Hell, my little Honda Accord has enough torque steer take to me from one side of the road to the other under wide-open throttle-- if I let it. You can drive the GPL cars wide open all the time like you could in other sims, you have to anticipate and compensate, and just generally back off a little, to get reliable handling. Which, IMHO, is totally realistic. Oh, and btw, I don't think the people who are posting lap times are trying to show how big their ***s are, I think they are trying to demonstrate that people can sort out the handling of these cars. You made the proposition, don't criticize them for trying to refute it. Ed Benson
Quoted text (13 lines)> > Anyway, sounds like maybe you've fallen into the MS joystick setup/driver black hole. > > Use the generic calibration from within GPL's options and try again! Setup issues can lead > > to what your talking about also. And a lack of patience, hehehehehehehe. Having come close > > to mastering all ICR2 tracks, I felt like a rookie when I first began with GPL! How a true > > rookie would feel boggles the mind! > thanks for not bashing me TOO hard, byron. winky-wink. i would put it down to a possible > calibration problem, but the stability of a couple of the cars is in the manageable range. i > will, however, use scientific methodology and reset, retest and reinstall to rule out each > factor. i still maintain that the amount of negative feedback generated so far from others > supports a problem within the program itself. i'm not the only one - just the rudest. > by the way, i tried to stop buffing the german helmet for a few laps and actually drive with > both hands. that seemed to really help matters quite a bit.
Ed Benson 08 Oct 1998#425814
Whhops, that should have been, "You can't drive..." Ed You can drive the GPL cars wide open all the time
Sounds to me like he has a nine inch personality! -- John Twitchell >> but, what do i know. i'm just a degreed scientist and former professional >> athlete (READ: superior hand/eye coordination). >Yeah, yeah... but how big is your***? >Trips
JPS 10 Oct 1998#426352
I think its fair to say that: Jay is a ***.
Quoted text (40 lines)> > Fact is that this is the best simulator that has been made for the PC market > > (there might be others for other OS's but I doubt it). That said, it takes > > skill. Further, it would help if you were competent in a real race car. Some > > have said the game is too hard...how many of these folks have ever tried to > > race? Or even just *driven* a race car? (there is a *big* difference) Driving > > a race car at reasonable speeds *is* hard, and racing the thing is *very > > hard*. > > The game is *not* too hard, it is realistic. For those that don't appreciate > > it, go drive a brainless (no-real-skill-needed) game that you can drive using > > the keyboard. This game is certainly not for everyone....but then again > > neither is racing! > > Use the game to practice up on your car control skills, and remember if you > > can't handle a *simulator* then don't try the stuff on the road/track! > this is horseshit! some of the goddam cars do not handle well in GPL - PERIOD. they > ARE too twitchy and they ARE too unforgiving. this is a fact. open our eyes and > notice all of the posts to this effect. i have done 100's of laps on this sim as > well as other sims. i can handle a SIM car just fine. the GPL cars were DESIGNED to > perform somewhat twitchy to simulate the real cars. this does not mean that they > are perfect, does it? in the real world, why would anybody drive a ferrari all over > the road if a lotus held a perfect driving line? not going to happen. > "but lord jay, this is the most accurate blah blah blah..." horseshit. IT IS NOT > REAL!!!! it does not mimic a real race car. it tries to come close, but fails > miserably in some respects. > "but lord jay, i've driven a real race car and blah blah blah..." horseshit. there > wouldn't be a single real-world driver who would volunteer to drive some of these > cars with the amount of spasticity in the handling the way it has been designed in > the computer simulation. a 1/8" turn of the handle makes you swing to the complete > opposite side of the track? c'mon, fellas. open your eyes. yes, GPL is much closer > than other simulations at attempting to mimic the true driving feel, but it is NOT > realistic. we will be scoffing at this sim in five years - hopefully. > "gee, lord jay, maybe you should try one of those arcady-type games that blah blah > blah..." bite me. your "holier-than-thou" small-dick posturing is getting > tiresome. > nutrasweet is simulated sugar, but i sure as hell can tell the difference. > INCOMING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
KPineb 10 Oct 1998#426353
Quoted text (10 lines)>I think its fair to say that: Jay is a ***. >> > Fact is that this is the best simulator that has been made for the PC >market
And special thanks to you, JPS, for raising the level of the discussion so elegantly. Your screen name seems to fit quite well. Pinebox
Jay Wolf 10 Oct 1998#426354
Quoted text (13 lines)> >I think its fair to say that: Jay is a ***. > >> > Fact is that this is the best simulator that has been made for the PC > >market > And special thanks to you, JPS, for raising the level of the discussion so > elegantly. Your screen name seems to fit quite well.
no. i am a "wussy". big difference. as my skills improve on GPL (the finest racing game/sim/whatever on the available market), i am getting closer to eating crow. that's okay - i hear that it tastes like chicken. the lotus seems fairly stable to me when compared to most others. i figured that this would be the opposite. for the record, i am currently driving with the lever 1/3 away from the right. any closer to the left throws the car all over the track. damn. j p.s. - finally broke 10:00 at the 'ring! had three straight laps around 9:55. "who's that speck in your mirror getting farther and farther away?" "oh, that's just jay. he's not very good. what a wussy." "yeah. what a wuss."

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