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GPL difficulty revisited

93 posts by 36 people · 08 Nov 1998 - 17 Nov 1998

Notable threadIs GPL too difficult or simply realistic?

Lawrence Edwards argued GPL was harder than real 1960s racing given limited practice in that era and asked for easier options. John Wallace and others said difficulty reflects the reality of racing cars, and John Klemantaski, who raced a 1967 F3 car, offered first-hand comparisons. Christer Andersson questioned some aspects of realism, and tips on adjusting AI strength were shared.

physics/realism debateGrand Prix Legends

Automated summary.

Hi all My initial criticism was admittedly provocatively worded, so I've tried to put together a more thoughtful argument. Please don't flame me because I like GPL really <g>. I suppose there are 2 points about difficulty which keep getting discussed: - is GPL realistic - is it too difficult (no option to make it easy enough) I know it's a slightly different era, but I've just finished reading a book by Alf Francis, who was Sterling Moss's racing mechanic when Moss was racing in the early fifties. Several times in the book Francis talks about Moss turning up at a circuit - which he had never raced on before - and putting in very decent lap times - and then going on to put up a good show at the race. Lots of the other drivers who toured the circuits either professionally or paying for their own drives could get round at reasonable speeds, though obviously not quite as well as Moss! Lots of you in this forum have put in scores of hours with GPL (indeed some were involved from the very beginning with beta testing), not to count the hours on other sims. Real drivers did not put in this amount of practise. Hence my argument that it's not realistic. Now, on to the 'is it too difficult' argument <g>. Please try and put yourself in the position of most people - who want to be able to get in the car and have a fun race. OK, so we won't win or even come close to it, but we *must* be able to enjoy ourselves or else the game has failed IMO. Are you suggesting that GPL was aimed only at the very skilfull, dedicated drivers who are prepared to put in scores of hours of practise before they can do a decent full lap? This is not how it was marketed. I simply don't believe this. Why would everybody have put in so much effort over several years at huge expense to produce a product which only a relative handful of people will enjoy? Surely that doesn't make sense. Most of the responses I've received from my original post have basically said: - I'm not good enough - I need to practise more - I want to play an arcade game - I need to focus more and stop looking at the countryside as I drive around None of these answer my criticism. GPL is too difficult and that is why it's not selling well, IMO. The only counter to my criticsm that I can see is that, it's not too difficult, most people find the difficulty level to be OK to drive - but few have taken this line. Please don't get me wrong, I love GPL and have played it a lot. But I find GPL too frustrating, the people who produced it have scored an own goal by making it too difficult. Let's hope they learn from this and the next products will be that much better as a result <g>.
Quoted text (28 lines)> Hi all > My initial criticism was admittedly provocatively worded, so I've > tried to > put together a more thoughtful argument. Please don't flame me because > I > like GPL really <g>. > I suppose there are 2 points about difficulty which keep getting > discussed: > - is GPL realistic > - is it too difficult (no option to make it easy enough) > I know it's a slightly different era, but I've just finished reading a > book > by Alf Francis, who was Sterling Moss's racing mechanic when Moss was > racing > in the early fifties. Several times in the book Francis talks about > Moss > turning up at a circuit - which he had never raced on before - and > putting > in very decent lap times - and then going on to put up a good show at > the > race. Lots of the other drivers who toured the circuits either > professionally or paying for their own drives could get round at > reasonable > speeds, though obviously not quite as well as Moss!
Yup..if you are a good driver, and you know your car, you should learn a circuit quite fast, Jack Villeneuve says 15 laps (!)I've had the same experience, and it takes a few laps to remember which way it goes, then you start going faster. BUT - in real life, you test. You are familiar with the sensation of speed, and the feel of your car. Just like your road car. If you tried driving somewhere you'd never been before, and your car had an engine that would give you a shock every time you passed 5000 RPM, you would be off the road quite a few times too... Yes they did! Testing, testing.....And they did'nt exactly jump from being 16 years into F1, or from being 40 and driving an Opel Corsa to a 1967 Formula one car either! I agree to a point; they should have included an option to race the trainer cars. Hope not, I'll be bored with it too soon :) I think your argument is a bit off; it's like buying an adventure/action game that you complete in two nights...not very satisfying is it? Cheers, Matt_K, Norway.
Hi Lawarence, Two things I think will help with the difficulty, maybe. :-) Get Jim Clark, or Dennis Hulme to coach you. No, really! You can adjust the RELS (RELative Strength) in the sim just like ICR/CART and NASCAR. Well, not just like that. In each track file (?/GPL/TRACKS/Whichever Track) there's a Track Cofiguration Setting file (track.ini). If you open up that file you should see a line that reads: [ GP ] dlong_speed_adj_coeff = 0.990000 (Papyrus's line description is: value modifies dlong velocities (i.e. RELS) in ..LP) Actually, that's what I've changed the setting to for Mexico. It originally read something like 1.042000. Change that number to something less than 1.0 and it will slow the AI cars/drivers down. The other thing is once you get the Clarks, Hills and Bandini's slowed down to around your fastest time for a particular track (you can check quickly by accelerating the time in practice and watching the lap times) go out and practice with them. But wait in the pits until one of the cars leaves and get in behind him and stay there as long as you can stand it. Stay fairly close but several car lengths behind and just follow him around trying not to run into him in the breaking zones. It will probably seem slow in the turns, but you should begin to notice it also feels more controllable. After a while you'll get bored driving behind him and start looking for a safe place to pass. Go ahead a pass and try to drive to stay on the track comfortably. In a lap or two, maybe less, you should come upon another car. Stay behind him for a few laps. When you start consistently lapping with the fastest drivers go back an adjust the RELS a little higher. Hope this helps. -Mike
Quoted text (56 lines)> Hi all > My initial criticism was admittedly provocatively worded, so I've tried to > put together a more thoughtful argument. Please don't flame me because I > like GPL really <g>. > I suppose there are 2 points about difficulty which keep getting discussed: > - is GPL realistic > - is it too difficult (no option to make it easy enough) > I know it's a slightly different era, but I've just finished reading a book > by Alf Francis, who was Sterling Moss's racing mechanic when Moss was racing > in the early fifties. Several times in the book Francis talks about Moss > turning up at a circuit - which he had never raced on before - and putting > in very decent lap times - and then going on to put up a good show at the > race. Lots of the other drivers who toured the circuits either > professionally or paying for their own drives could get round at reasonable > speeds, though obviously not quite as well as Moss! > Lots of you in this forum have put in scores of hours with GPL (indeed some > were involved from the very beginning with beta testing), not to count the > hours on other sims. Real drivers did not put in this amount of practise. > Hence my argument that it's not realistic. > Now, on to the 'is it too difficult' argument <g>. > Please try and put yourself in the position of most people - who want to be > able to get in the car and have a fun race. OK, so we won't win or even come > close to it, but we *must* be able to enjoy ourselves or else the game has > failed IMO. > Are you suggesting that GPL was aimed only at the very skilfull, dedicated > drivers who are prepared to put in scores of hours of practise before they > can do a decent full lap? This is not how it was marketed. I simply don't > believe this. Why would everybody have put in so much effort over several > years at huge expense to produce a product which only a relative handful of > people will enjoy? Surely that doesn't make sense. > Most of the responses I've received from my original post have basically > said: > - I'm not good enough > - I need to practise more > - I want to play an arcade game > - I need to focus more and stop looking at the countryside as I drive around > None of these answer my criticism. GPL is too difficult and that is why it's > not selling well, IMO. The only counter to my criticsm that I can see is > that, it's not too difficult, most people find the difficulty level to be OK > to drive - but few have taken this line. > Please don't get me wrong, I love GPL and have played it a lot. But I find > GPL too frustrating, the people who produced it have scored an own goal by > making it too difficult. Let's hope they learn from this and the next > products will be that much better as a result <g>.
Hi Matt >Yes they did! Testing, testing.....And they did'nt exactly jump from >being 16 years into F1, or from being 40 and driving an Opel Corsa to a >1967 Formula one car either! The opportunity for drivers to put in hours and hours of testing is relatively new to F1. In the fifties there would be two practise days, sometimes drivers would only drive on one of those days beacuse of mechanical problems or because they arrive late or the weather is bad etc. Often drivers would do 10 to 20 laps only and hope to qualify - remember that the cars were extremely unreliable and so they couldn't push them too hard. Don't forget that drivers were not nearly as 'dedicated' as they are now. Even the professional drivers still had the attitude that racing should be fun - whereas today winning is everything. If GPL is meant to simulate the feeling of driving an F1 car in the late sixties - it slightly misses the target for me because it's too frustrating. Also, a lot of retirements and injuries were caused my mechanical failures, not generally because the cars were so bl**dy difficult to drive. F1 teams in the late sixties were clearly more 'professional' than was the case in the fifties, but you would still get teams arriving at a circuit with a newly designed and built car which had hardly been tested at all - just a few laps done by the mechanics to run the engine in. I also think you'll find that the best drivers did have a relatively fast progression into formula 1. OK, so Moss was exceptional, but again they didn't generally have years of apprenticeship through carting and the lower formulas. I never owned an Opel Corsa by the way, the closest was a Vauxhall Viva <g>. That would be excellent. It's all a matter of degree. I don't want it to be so easy that there's no satisfaction in 'mastering' it. I just think it would be a better product if the driving model was slightly easier and there were some more options to make it less frustrating for learners.
Hi Mike Thanks - I wondered how to go about adjusting the .ini files. I'll give it a go - at the moment I'm hopelessly off the pace at a few tracks, eg Monaco, which I can hardly get round at all! In the practises I do generally try and follow another car for a few laps - this is a good way to learn how much to brake. It usually ends in tears though, not to mention the fire and ***.
Quoted text (7 lines)>Hi Lawarence, >Two things I think will help with the difficulty, maybe. :-) >Get Jim Clark, or Dennis Hulme to coach you. No, really! >You can adjust the RELS (RELative Strength) in the sim just like ICR/CART
and >NASCAR. Well, not just like that. >In each track file (?/GPL/TRACKS/Whichever Track) there's a Track Cofiguration >Setting file (track.ini). If you open up that file you should see a line that >reads: > [ GP ] > dlong_speed_adj_coeff = 0.990000 >(Papyrus's line description is: value modifies dlong velocities (i.e. RELS) in >..LP) >Actually, that's what I've changed the setting to for Mexico. It originally >read something like 1.042000. Change that number to something less than 1.0 and >it will slow the AI cars/drivers down. >The other thing is once you get the Clarks, Hills and Bandini's slowed down to >around your fastest time for a particular track (you can check quickly by >accelerating the time in practice and watching the lap times) go out and >practice with them. But wait in the pits until one of the cars leaves and get >in behind him and stay there as long as you can stand it. Stay fairly close but >several car lengths behind and just follow him around trying not to run into him >in the breaking zones. It will probably seem slow in the turns, but you should >begin to notice it also feels more controllable. After a while you'll get bored >driving behind him and start looking for a safe place to pass. Go ahead a pass >and try to drive to stay on the track comfortably. In a lap or two, maybe less, >you should come upon another car. Stay behind him for a few laps. >When you start consistently lapping with the fastest drivers go back an adjust
Quoted text (12 lines)>the RELS a little higher. >Hope this helps. >-Mike >> Hi all >> My initial criticism was admittedly provocatively worded, so I've tried
to >> put together a more thoughtful argument. Please don't flame me because I >> like GPL really <g>. >> I suppose there are 2 points about difficulty which keep getting discussed: >> - is GPL realistic >> - is it too difficult (no option to make it easy enough) >> I know it's a slightly different era, but I've just finished reading a book >> by Alf Francis, who was Sterling Moss's racing mechanic when Moss was racing >> in the early fifties. Several times in the book Francis talks about Moss >> turning up at a circuit - which he had never raced on before - and putting >> in very decent lap times - and then going on to put up a good show at the >> race. Lots of the other drivers who toured the circuits either >> professionally or paying for their own drives could get round at reasonable >> speeds, though obviously not quite as well as Moss! >> Lots of you in this forum have put in scores of hours with GPL (indeed some >> were involved from the very beginning with beta testing), not to count the >> hours on other sims. Real drivers did not put in this amount of practise. >> Hence my argument that it's not realistic. >> Now, on to the 'is it too difficult' argument <g>. >> Please try and put yourself in the position of most people - who want to be >> able to get in the car and have a fun race. OK, so we won't win or even come >> close to it, but we *must* be able to enjoy ourselves or else the game has >> failed IMO. >> Are you suggesting that GPL was aimed only at the very skilfull, dedicated >> drivers who are prepared to put in scores of hours of practise before they >> can do a decent full lap? This is not how it was marketed. I simply don't >> believe this. Why would everybody have put in so much effort over several >> years at huge expense to produce a product which only a relative handful of
Quoted text (9 lines)>> people will enjoy? Surely that doesn't make sense. >> Most of the responses I've received from my original post have basically >> said: >> - I'm not good enough >> - I need to practise more >> - I want to play an arcade game >> - I need to focus more and stop looking at the countryside as I drive
around >> None of these answer my criticism. GPL is too difficult and that is why it's >> not selling well, IMO. The only counter to my criticsm that I can see is >> that, it's not too difficult, most people find the difficulty level to be OK >> to drive - but few have taken this line. >> Please don't get me wrong, I love GPL and have played it a lot. But I find >> GPL too frustrating, the people who produced it have scored an own goal by >> making it too difficult. Let's hope they learn from this and the next >> products will be that much better as a result <g>.
But surely that's exactly what you want? You wrote a little up the page... I'm "only" 35, and I seem to have learned precious little in those years. But one thing that seems to repeat itself over and over again is the "no pain, no gain" mantra. Nothing worth having's ever come easily for me... which may be why the only games software on my HD at the moment is Su-27 Flanker and GPL. My first reaction is if you don't enjoy*** onto the back of the field, you're probably driving the wrong sim :-) I drive against 19 ai and I struggle in races to get up to 10th... on a good day! But it's an incredible experience. I've never had this with any other sim and I'm beginning to wonder whether we've finally seen sims come of age. In the past everyone's been "a gamer" to a greater or lesser extent. I still enjoy looking at demos, but at heart I just want the best, most immersive driving/flying experience I can get. I fully expect within the next few years to have top start paying *much* more for my software. Now hardware can deliver such excellent levels of simulation I think it's unfair to expect developers to stretch their talents across the whole spectrum... from POD to GPL in one piece of software. I'm not saying that isn't possible, just wondering if -- given development times -- there are better things for programmers to be doing. Real drivers have a few things in their favour. First and foremost, the drivers we know well were the best of their generation, not just Joe Average sitting at his PC! Some people are just naturally good at things, and the ability to judge when a car's on the edge of its performance envelope -- although something I'm sure you can learn -- must be something some drivers find easier to react to. It's about response times, instinct, skill, all that stuff. They also have another advantage... they know they're going to die if they get it wrong! Well, they did then. And, of course, there's that "seat of the pants" thing for feedback. That's not available to us, so you have to learn to listen hard and be gentle with the controls... Oh hang on, now I'm telling you to practice more ;-) Andrew McP... who agrees with the fact Papyrus could have made life simpler for themselves and the buying public with a few easily accessible skill sliders, but finds himself increasingly at odds with the notion that one product can/should be all things to all men.
John 08 Nov 1998#433306
Lawrence Your basic premise is wrong. GPL is difficult for most people because driving racing cars at racing speed is difficult for most people. The sim rewards and punishes the driver just as a real car does. Driving anything on the road is not comparable. You may like to think that, put into a 1967 Lotus 49 and given a couple of days (or weeks) to practice, you'd be "there or thereabouts"; well, you wouldn't. GPL isn't unrealistically difficult, it's unrealistically easy. It allows you to make mistakes and live, to push beyond the limit and live, to try and try and try again until you get it right. GPL set out to be, within the limits of what's possible with domestic hardware, a realistic driving sim based on 1967 Grand Prix cars. These are mid-engined cars with limited grip, indifferent brakes and 400bhp. I imagine you haven't driven anything with 400bhp - let alone weighing 1200 lbs, nor any single seater nor indeed anything at all on a race track. What you have done is to read and possibly misunderstand a book on racing in the '50s and draw some quite unwarranted conclusions. Here's some advice: Stop worrying about whether it's realistic - it is. Learn about car handling. Spend time on it. It can be mastered. One of the big advantages of the early GP cars in GPL is that, on the whole, when they get out of shape you've got time to light a cigarette(metaphorically, of course) before you apply opposite lock. Try that in F1Sim/MGPRS! I've yet to read one criticism concerning the unrealistic level of difficulty or AI talent ( as in the whine "How come the AIs can drive on cold tyres and I can't?") which was justified. Papyrus has done a first-rate job in making GPL the most realistic sim so far available. That fact alone will keep it selling for a long time to come. Will it outsell F198? Of course not. It's not aimed at the same market. If you're not comfortable with GPL, consider alternatives which allow you to be on the pace very quickly without being a good driver; there are a lot of driving games out there and I'm sure that some of them will give you what you're looking for. On the other hand, GPL is a good enough sim that you'll learn a lot about real driving if you persevere. Try. John Klemantaski
Quoted text (13 lines)>Hi all >My initial criticism was admittedly provocatively worded, so I've tried to >put together a more thoughtful argument. Please don't flame me because I >like GPL really <g>. >I suppose there are 2 points about difficulty which keep getting discussed: >- is GPL realistic >- is it too difficult (no option to make it easy enough) >I know it's a slightly different era, but I've just finished reading a book >by Alf Francis, who was Sterling Moss's racing mechanic when Moss was
racing
Quoted text (16 lines)>in the early fifties. Several times in the book Francis talks about Moss >turning up at a circuit - which he had never raced on before - and putting >in very decent lap times - and then going on to put up a good show at the >race. Lots of the other drivers who toured the circuits either >professionally or paying for their own drives could get round at reasonable >speeds, though obviously not quite as well as Moss! >Lots of you in this forum have put in scores of hours with GPL (indeed some >were involved from the very beginning with beta testing), not to count the >hours on other sims. Real drivers did not put in this amount of practise. >Hence my argument that it's not realistic. >Now, on to the 'is it too difficult' argument <g>. >Please try and put yourself in the position of most people - who want to be >able to get in the car and have a fun race. OK, so we won't win or even
come
Quoted text (17 lines)>close to it, but we *must* be able to enjoy ourselves or else the game has >failed IMO. >Are you suggesting that GPL was aimed only at the very skilfull, dedicated >drivers who are prepared to put in scores of hours of practise before they >can do a decent full lap? This is not how it was marketed. I simply don't >believe this. Why would everybody have put in so much effort over several >years at huge expense to produce a product which only a relative handful of >people will enjoy? Surely that doesn't make sense. >Most of the responses I've received from my original post have basically >said: >- I'm not good enough >- I need to practise more >- I want to play an arcade game >- I need to focus more and stop looking at the countryside as I drive
around >None of these answer my criticism. GPL is too difficult and that is why it's >not selling well, IMO. The only counter to my criticsm that I can see is >that, it's not too difficult, most people find the difficulty level to be OK >to drive - but few have taken this line. >Please don't get me wrong, I love GPL and have played it a lot. But I find >GPL too frustrating, the people who produced it have scored an own goal by >making it too difficult. Let's hope they learn from this and the next >products will be that much better as a result <g>.
Hi Andrew >> - I want to play an arcade game >But surely that's exactly what you want? You wrote a little up the page... Ho hum... But one thing that seems to repeat itself over and over again is the "no pain, no be why the only games software on my HD at the moment is Su-27 Flanker It clearly depends on your approach to sims. My preference is obviously for a little more fun and a little less pain <g>. It's just unfortunate that GPL doesn't cater for my preference as well as it *could* and *should*. you're probably driving the wrong sim :-) I drive against 19 ai and I struggle in experience. I've never had this with any other sim and I'm beginning to wonder whether to a greater or lesser extent. I still enjoy looking at demos, but at heart I just You're better at GPL than me then. I can't complete a full race on the more tricky circuits without crashing. I want an immersive and realistic experience as well - but GPL is a mass market product, not an expensive specialized one. With respect, it's you whose driving the wrong sim - if you see what I mean ;) please don't take offence at this - I don't mean it in an insulting way. more for my software. Now hardware can deliver such excellent levels of talents across the whole spectrum... from POD to GPL in one piece of software. times -- there are better things for programmers to be doing. I haven't said or implied that this is what I want - you are taking things to extremes. How difficult would it be for the programmers to allow racing in trainers for example? One thing is certain, if the product doesn't sell then either we will have to pay more - or developers won't undertake projects if they suspect they will be loss making (which company was it that recently laid off lots of staff?). drivers we know well were the best of their generation, not just Joe Average sitting to judge when a car's on the edge of its performance envelope -- although easier to react to. It's about response times, instinct, skill, all that stuff. So basically you can find no compromise then. Joe Average will not get any enjoyment from GPL. GPL will therefore sell roughly 100 copies by this line of argument - being the number of really top class sim drivers. get it wrong! Well, they did then. not available to us, so you have to learn to listen hard and be gentle with the for themselves and the buying public with a few easily accessible skill product can/should be all things to all men. I touched on this point in the GPL full screen thread. If the perception is that the sim is harder to drive because there are less sensory inputs than in a real car, the developers should IMO compensate for this by making compromises. What exactly is wrong with giving more *options* to make it easier? Would you prefer it if you couldn't reset, or use escape to return to the pits, or if you had to wait 48 hours after every crash for the car to be rebuilt? This would be more realistic. Indeed, maybe there could be enforced hospitalisation after each accident and Sierra could send some flowers to your sick bed after every crash <EBG>.
You're right, I haven't driven a single seater. I would be interested to know if you have? If you have driven in a 1960's formula 1 car in a race then OK, you would be in a better position to judge...... >I imagine you haven't driven anything with >400bhp - let alone weighing 1200 lbs, nor any single seater nor indeed >anything at all on a race track. What you have done is to read and possibly >misunderstand a book on racing in the '50s and draw some quite unwarranted >conclusions.
On Sun, 8 Nov 1998 14:25:58 -0000, "Lawrence Edwards"
Quoted text (7 lines)>The opportunity for drivers to put in hours and hours of testing is >relatively new to F1. In the fifties there would be two practise days, >sometimes drivers would only drive on one of those days beacuse of >mechanical problems or because they arrive late or the weather is bad etc. >Often drivers would do 10 to 20 laps only and hope to qualify - remember >that the cars were extremely unreliable and so they couldn't push them too >hard.
In your haste to convince yourself, remember too the other side of the coin. Jim Clark, to take one example, drove not only F1, but F2, sportscars, saloons and pretty much anything else that went quickly. These guys were not only the "creme de la creme", but had been driving and racing from a very early age. Now consider people with no racing experience nor even experience of driving a car on the limit, and how they would cope when dropped into an F1 car. I'm sure the average man in the street of that era would think the same - he, however, was not Jim Clark. Not so. Clark progressed from local events all the way up to F1, and while there wasn't the multi-layer structure and progression we find these days, there was a definite learning ladder. Perhaps, but that is different from saying that what it is at present misses the mark as to what it is trying to achieve. Cheers! John
On Sun, 8 Nov 1998 17:27:12 -0000, "Lawrence Edwards" >It clearly depends on your approach to sims. My preference is obviously for >a little more fun and a little less pain <g>. It's just unfortunate that GPL >doesn't cater for my preference as well as it *could* and *should*. Why exacty "*should*" GPL cater for you rather than those that prefer their sims to simulate? By that token every flight sim should follow along the lines of "Jet" because that was the only one I've ever enjoyed, but of course that is nonsense. I can easily accept that my attention span, talent and desire are not enough to do well with flight sims, but I certainly don't want to dumb them down and ruin them for those who want t***, AWACS, and hours of flying to and from targets. Good luck and lots of fun to them. Maybe that would be a good idea? I guarantee you that you'll find people who believe that to be the case, and when you are good at GPL and you find people lunging for impossible gaps simply because "I can't be hurt so might as well try it" then you may think that it's maybe not such a bad idea. GPL doesn't offer enough options for you, fine, that's always going to be the case - nothing can appeal to all. Cheers! John
Lawrence, how dare you, GPL is still a religion and will be for another couple of month or so :o). Seriously, I think GPL is too difficult and I think it is too unrealistic. I know this is blesphamy, but this is the beauty with NG's, even blesphamy is allowed :o). It's the good old freedom of speech thingy. My fastest at Monza is a 1:28.04 and it's with a Thrustmaster Formula 1 Pro, making me a stick shifter and not a very slow one :o). I have well over 1000 hours in racing sim; GP2, F1RS and GPL. It's the same amount of time it would take to drive over 600 real F1 races. The names you see in the hotlap charts of GPL also have around 1000 hours or more in racing sims. I dont think they are there because the sucked the first time they tried a racing simulator, on the contrary they noticed that this was something they were good at, in other words they were talented. They pretty easy ended up on their first hotlap chart; N2, GP2, ICR2, etc... but soon someone beat them, which forced them to put in another couple of laps at the track. This is how they ended up with 1000 hours or more in racing sims. What I'm trying to say is that I believe all these sim racers are talented in working a steering wheel, two pedals and a gear changer, and setting up the car. In the hotlap charts of GPL we find drivers who were fastest in N2, ICR2 and GP2. This is of course not a coincidence. They are talented drivers with a lot of practice behind them. The drivers who raced back in 1967 was born in the 30's and grew up during the 40's and 50's. How many people do you think had the possibility to test if they were a talented racing driver in the 40's and the 50's? Compare that to how many people who have the possibility to test there talent in racing sims today. How many Thrustmaster steering wheels has been sold? I know N2 sold around 2 million copies and GP2 around 1 million. Is GPL too difficult? I dont think it was that hard driving straight at 300 kph at Monza back then as it is in GPL. I dont think it was that hard to brake consistently lap after lap, as it is in GPL. I dont think it was that hard to feel what the car was doing back then as it is in GPL. I know we have a 2D picture and no g-forces, whereas they had both 3D and g-forces, but this only means that we need more feedback to make the experience as difficult as in real life. Any programmer can make a racing sim too hard, even impossible, or make it too easy making it an arcade (easier than it really is), but very few can make it just right. I think Papy made it too hard. Is GPL too unrealistic? I think it's unrealisticly hard to drive in GPL as you probably already figured out :o). I also think the AI is a bit unrealistic. I've been starting to fiddle with the npt_override in gpl_ai.ini and when I set it too 1.0 Mr Clark are always qualifying in the low 1:29's. I've done a couple of laps in the Ferrari and also studied the other AI's driving the Ferrari. I can only do around 305 - 306 kph in the Ferrari on the straights, but the AI are hitting 312 every time, so I'm guessing they must have a more powerful engine than mine, thus unrealistic. They also almost always outbrake me into the first Lesmo and Parabolica, they probably have better brakes. If I brake perfectly I can brake as good as they, but never better, not when the npt_override is at 1.0 anyway. I also see them do some fast side to side movements on the straights and in corners that I cant possibly do without loosing the rear and I have my cars as far from oversteer as possible. Papyrus has their physics engine running at around 300 Hz, thus they are sampling the reality 300 times per second. Imagine recording sound with a sampling frequency at 300 Hz :o). The comparison is not completely fair, but I'm hoping it puts a finger on a little problem. When sampling you miss information. The problem here is that you have to dampening your physics engine no matter how fast it's running. This dampening is probably a science in itself, thus very hard to get right. I dont think Papy got it quite right. /Christer, the blesphamer :o)
Quoted text (56 lines)> Hi all > My initial criticism was admittedly provocatively worded, so I've tried to > put together a more thoughtful argument. Please don't flame me because I > like GPL really <g>. > I suppose there are 2 points about difficulty which keep getting discussed: > - is GPL realistic > - is it too difficult (no option to make it easy enough) > I know it's a slightly different era, but I've just finished reading a book > by Alf Francis, who was Sterling Moss's racing mechanic when Moss was racing > in the early fifties. Several times in the book Francis talks about Moss > turning up at a circuit - which he had never raced on before - and putting > in very decent lap times - and then going on to put up a good show at the > race. Lots of the other drivers who toured the circuits either > professionally or paying for their own drives could get round at reasonable > speeds, though obviously not quite as well as Moss! > Lots of you in this forum have put in scores of hours with GPL (indeed some > were involved from the very beginning with beta testing), not to count the > hours on other sims. Real drivers did not put in this amount of practise. > Hence my argument that it's not realistic. > Now, on to the 'is it too difficult' argument <g>. > Please try and put yourself in the position of most people - who want to be > able to get in the car and have a fun race. OK, so we won't win or even come > close to it, but we *must* be able to enjoy ourselves or else the game has > failed IMO. > Are you suggesting that GPL was aimed only at the very skilfull, dedicated > drivers who are prepared to put in scores of hours of practise before they > can do a decent full lap? This is not how it was marketed. I simply don't > believe this. Why would everybody have put in so much effort over several > years at huge expense to produce a product which only a relative handful of > people will enjoy? Surely that doesn't make sense. > Most of the responses I've received from my original post have basically > said: > - I'm not good enough > - I need to practise more > - I want to play an arcade game > - I need to focus more and stop looking at the countryside as I drive around > None of these answer my criticism. GPL is too difficult and that is why it's > not selling well, IMO. The only counter to my criticsm that I can see is > that, it's not too difficult, most people find the difficulty level to be OK > to drive - but few have taken this line. > Please don't get me wrong, I love GPL and have played it a lot. But I find > GPL too frustrating, the people who produced it have scored an own goal by > making it too difficult. Let's hope they learn from this and the next > products will be that much better as a result <g>.
-- 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)).
On Sun, 8 Nov 1998 14:26:22 -0000, "Lawrence Edwards"
Quoted text (7 lines)>Thanks - I wondered how to go about adjusting the .ini files. I'll give it a >go - at the moment I'm hopelessly off the pace at a few tracks, eg Monaco, >which I can hardly get round at all! >In the practises I do generally try and follow another car for a few laps - >this is a good way to learn how much to brake. It usually ends in tears >though, not to mention the fire and ***.
Also, includied with the game is a replay (for each track) of one of the Papyrus crew taking a hot lap. Study these for tips on corner speeds, braking points, etc. (you won't match them, but they are a good start). NAR Northeast Regional Contest Board site - points and more...
Warning, long rambling road ahead! :) On Sun, 8 Nov 1998 10:09:55 -0000, "Lawrence Edwards" <[email hidden]> wrote:
Quoted text (13 lines)>I know it's a slightly different era, but I've just finished reading a book >by Alf Francis, who was Sterling Moss's racing mechanic when Moss was racing >in the early fifties. Several times in the book Francis talks about Moss >turning up at a circuit - which he had never raced on before - and putting >in very decent lap times - and then going on to put up a good show at the >race. Lots of the other drivers who toured the circuits either >professionally or paying for their own drives could get round at reasonable >speeds, though obviously not quite as well as Moss! >Lots of you in this forum have put in scores of hours with GPL (indeed some >were involved from the very beginning with beta testing), not to count the >hours on other sims. Real drivers did not put in this amount of practise. >Hence my argument that it's not realistic.
Fair enough, but you're comparing apples and oranges. In the first paragraph, you talk about Moss's (un)familiarity with *a circuit*. In the second, you are talking about our (un)familiarity with the GPL game engine (our "car"). Moss had plenty of time in his car, and was intimately familiar with it. After that, learning a new circuit was a relatively easy process. In GPL, you have to learn how to drive the car, from square one. While it's like a real car, the differences between reality and sim (lack of physical feedback) and the different performance envelope (400 hp, minimal weight, and inefficient tires) make it a far different experience from what most people are used to in real life. And if you want to compare it to the 900 HP, infinite downforce, cornering-on-rails, braking-on-a-dime CART or F1 car sims of today, its even more different.
Quoted text (13 lines)>Now, on to the 'is it too difficult' argument <g>. >Please try and put yourself in the position of most people - who want to be >able to get in the car and have a fun race. OK, so we won't win or even come >close to it, but we *must* be able to enjoy ourselves or else the game has >failed IMO. >Are you suggesting that GPL was aimed only at the very skilfull, dedicated >drivers who are prepared to put in scores of hours of practise before they >can do a decent full lap? This is not how it was marketed. I simply don't >believe this. Why would everybody have put in so much effort over several >years at huge expense to produce a product which only a relative handful of >people will enjoy? Surely that doesn't make sense.
Considering this is a first cut at NASCAR3 (Papyrus's cash cow), it does make economic sense. The feedback from GPL with be helpful in shaping N3. And, between what we've heard here and the super-simplistic arcade mode of N2, N3 had *better* have some sort of arcade mode to please the masses. But that not who's buying GPL (or even the target market) in the first place.
Quoted text (7 lines)>Most of the responses I've received from my original post have basically >said: >- I'm not good enough >- I need to practise more >- I want to play an arcade game >- I need to focus more and stop looking at the countryside as I drive around
Spoken like true die-hards. :) OK, Lawrence, so how many hours *do* you have on the track? What background do you have with auto sims? I'm not asking to see who has the biggest... I'm asking because its pertinent to your GPL experience thus far (and the questions it raises). For me, I've driven auto sims for close to five years and I prefer Papyrus's offerings in the genre. I'm a bit rusty (I haven't driven much in the past year or two, none at all over the summer). I bought GPL the day it came out and upgraded my computer to enjoy it to the fullest (hmmm, $750 to play a $35 game... yup, hardcore! :). I found GPL difficult and challenging at first (but drivable). After about 15-20 hours, I started to really get a feel for the cars and can throw them around some of the circuits pretty well now (one of my better times is 1:07.5 at Watkins Glen in the default Eagle, for instance). In fact, I find GPL to be one of the most *natural to drive* sims I've seen yet (I'd almost say "easiest to drive" if you wouldn't throw tomatos at me :). So how does your experience with GPL compare? How many hours have you put into it? And think about how many hours you will be putting into it, in the months ahead. GPL is definitely not instant gratification, but it can offer great satisfaction. What control device are you using? The keyboard is pointless, joysticks work for some (like me), wheels and pedals are prefered by many. Are you keeping the frame rate high (over 30)? If you run at a lower frame rate, controlability becomes a problem. If your problem is keeping it on the track, practice with the lower level trainers. The lowest has ~200 HP and very low grip and is good for learning to deal with engine torque and cornering. The advanced trainer has similar HP with better tire grip, so its good for a taste of higher speed cornering. I haven't used traction control or ABS, but I would assume it would make the sim *very* drivable. Are you using those? Auto-shifting (which I *do* use) also has its disadvantages, as it revs high (torque problems in 1st and 2nd) and seems to like to shift at the most inopportune times (ie: while cornering). :) Manual shifting can help controlability in such cases. And if it makes you feel any better, I too have trouble sometimes keeping it on the track. As you gain experience, you will see that the car is actually very forgiving (far more than other sims with radial tires and high downforce) *if you only exceed its limits by a small margin*. As a novice, you far exceed the limits, and fly off the track as a result. With increased experience, you learn the limits, and learn how to tip-toe around them. Another factor with keeping it on the track is driving at your own pace, not over your head. I can't count the number of times I've struggled to make a pass (for instance, at Rouen against similar-speed AI cars) only to fly off the road when I over-cook the next turn. If your problem is that you want to run competitively with other cars, there are many ways to tweak the games or its AI. You can set up a new driver profile to race in the trainer classes. You can change the AI speeds at each specific track. Of course, altering the AI will result in non-optimal racing, which is one reason why Papyrus did not support this from the start. But its better than nothing. For me, my favorite fix is simply reversing the order of the AI drivers, so the first drivers selected are the poorest. The nice thing about this fix is that you can simply increase the field size, to include better and better drivers, as your skills improve (and you're not altering the AI at all). Search Deja News or the GPL web sites for more info. Stick to one car (the Eagle is very stable for me, and I'm still using the defult set-ups) and to one track (Monza or perhaps Watkins Glen) while learning. Once you get around to learning new tracks, print out the track map for reference and use the included replays to learn corner speeds, braking points, etc. Using all of these options available to us, I can't see how GPL *could* be made any easier, aside from a totally unrealistic arcade game that "looks like" GPL (ie, the arcade mode of N2). Just as an aside, I've had the game for 5 weeks, probably played an hour or two per day, and I've only driven one car and learned four or five tracks (well enough to run mid-pack in a novice race) and haven't hardly fooled with set-ups at all yet. That gives you some idea of the depth of the sim... >None of these answer my criticism. GPL is too difficult and that is why it's >not selling well, IMO. The only counter to my criticsm that I can see is >that, it's not too difficult, most people find the difficulty level to be OK >to drive - but few have taken this line. Is it not selling well? Any hard data? My latest CompUSA flyer says its a "best seller". :) Seriously, my impression is that it is meeting expectations. >Please don't get me wrong, I love GPL and have played it a lot. But I find >GPL too frustrating, the people who produced it have scored an own goal by >making it too difficult. Let's hope they learn from this and the next >products will be that much better as a result <g>. I guess the difficulty question all depends on your perspective. Difficult, yes. *Too* difficult???... There are *tons* of other sims out there that are easier and can provide enjoyment. There's only one GPL, and we diehards are most thankful for it. It may not satisfy the masses, but the depth of the sim and the time spent developing the skills is part of our enjoyment. Forgive him for he knows not what he is missing... :) Jeff Vincent - [email hidden] - www.wizvax.net/jvincent/nercb.html NAR Northeast Regional Contest Board site - points and more...
John 08 Nov 1998#433314
Lawrence The simple fact is that I and many others have found GPL to be an immensely satisfying experience. Some of us have raced cars, some haven't. I raced (by very happy coincidence!) a 1967 F3 car in Monoposto and saloons in Production Saloons in the early 70's but if you think that I'm lying go talk to Alison Hine, whose excellent "Eagle Woman" web site has been so much help to so many people, who has recent experience in single seater racing in the US and who was a very active member of the beta testing team and let her explain just how realistic GPL is. But then maybe everyone is lying to you. Maybe GPL is unrealistically difficult. If that's the case, then there are more than a few people delivering competitive times in GPL who could have given Jim Clark, Dan Gurney, Lorenzo Bandini et al a very hard time. Well maybe but I don't think so. In the end, the loser is you. Continue to insist that it's the game not you that's at fault and you'll learn nothing and miss out on one of the great sim experiences. Take the time to learn and it'll be you taking that chequered flag. John Klemantaski
Quoted text (9 lines)>You're right, I haven't driven a single seater. I would be interested to >know if you have? If you have driven in a 1960's formula 1 car in a race >then OK, you would be in a better position to judge...... >>I imagine you haven't driven anything with >>400bhp - let alone weighing 1200 lbs, nor any single seater nor indeed >>anything at all on a race track. What you have done is to read and
possibly >>misunderstand a book on racing in the '50s and draw some quite unwarranted >>conclusions.
Hi John Why doesn't it cater for both? Does is have to be one or the other? I would think people who believe they should have to wait 48 hours after every crash are very very rare. If Sierra adopt that approach they'll be bust in a few weeks - that's why. I know you don't want Sierra to go bust. I think you'll find that all mass market flight sims have numerous options to allow beginners to enjoy them more easily - using reduced flight models, 'quick flight' etc. etc. You don't work in customer services by any chance <g>? Seriously, I hope you didn't adopt this approach when you were beta testing GPL.
Hi John I'm not "in haste to convince myself" and I don't see why you feel it necessary to preface your reply with that. I'm just trying to conduct an interesting thread in a civilized manner. I would argue that people with limited racing experience are 'dropped into F1 cars' - take the Goodward Festival of Speed for example (or whatever it's called). They manage to get round Goodward (a very difficult circuit by all accounts) without killing themselves. I agree that Jim Clark (like Stirling Moss) was exceptional. He won 4 Formula 1 races aged 25 and the world title aged 26! I was making the point that, compared to today, progression was relatively quick. Misses the mark for me - again a personal preference, not an objective statement of fact. Please remember that I honestly don't want to spoil it for others.
Hi Jeff Jeff Vincent wrote in message <[email hidden]>... >Warning, long rambling road ahead! :) I like long rambling roads, not the ones in GPL though <VBG>. I'm going to clip a lot of your original reply - otherwise this message will become a small novel.... > Fair enough, but you're comparing apples and oranges. In the first >paragraph, you talk about Moss's (un)familiarity with *a circuit*. In >the second, you are talking about our (un)familiarity with the GPL >game engine (our "car"). Moss had plenty of time in his car, and was >intimately familiar with it. After that, learning a new circuit was a >relatively easy process. Please define "plenty", Moss had very limited experience of many of the cars he drove. He changed teams several times during his relatively short career. True, he did an awful lot of driving from age 14, but he is famous for his versatility. He could get in an unfamiliar car and drive fast - that is why he's one of the best IMO. Moss was definitely, unquestionably, often unfamiliar with the car and the circuit or course. > Considering this is a first cut at NASCAR3 (Papyrus's cash cow), it >does make economic sense. The feedback from GPL with be helpful in >shaping N3. And, between what we've heard here and the >super-simplistic arcade mode of N2, N3 had *better* have some sort of >arcade mode to please the masses. But that not who's buying GPL (or >even the target market) in the first place. I am providing feedback - and trying to back it up with sensible arguments. I see where you're coming from - although I personally reckon that Sierra were trying to make and market a product which would be a "big seller". I suppose we shall never know unless someone "in the know" puts us right.
Quoted text (7 lines)>>Most of the responses I've received from my original post have basically >>said: >>- I'm not good enough >>- I need to practise more >>- I want to play an arcade game >>- I need to focus more and stop looking at the countryside as I drive
around > Spoken like true die-hards. :) I forgot the condescending "you don't have a clue" / "nonsense" response as well <g>
Quoted text (86 lines)> OK, Lawrence, so how many hours *do* you have on the track? What >background do you have with auto sims? > I'm not asking to see who has the biggest... I'm asking because >its pertinent to your GPL experience thus far (and the questions it >raises). > For me, I've driven auto sims for close to five years and I prefer >Papyrus's offerings in the genre. I'm a bit rusty (I haven't driven >much in the past year or two, none at all over the summer). I bought >GPL the day it came out and upgraded my computer to enjoy it to the >fullest (hmmm, $750 to play a $35 game... yup, hardcore! :). I found >GPL difficult and challenging at first (but drivable). After about >15-20 hours, I started to really get a feel for the cars and can throw >them around some of the circuits pretty well now (one of my better >times is 1:07.5 at Watkins Glen in the default Eagle, for instance). >In fact, I find GPL to be one of the most *natural to drive* sims I've >seen yet (I'd almost say "easiest to drive" if you wouldn't throw >tomatos at me :). > So how does your experience with GPL compare? How many hours have >you put into it? And think about how many hours you will be putting >into it, in the months ahead. GPL is definitely not instant >gratification, but it can offer great satisfaction. > What control device are you using? The keyboard is pointless, >joysticks work for some (like me), wheels and pedals are prefered by >many. > Are you keeping the frame rate high (over 30)? If you run at a >lower frame rate, controlability becomes a problem. > If your problem is keeping it on the track, practice with the lower >level trainers. The lowest has ~200 HP and very low grip and is good >for learning to deal with engine torque and cornering. The advanced >trainer has similar HP with better tire grip, so its good for a taste >of higher speed cornering. > I haven't used traction control or ABS, but I would assume it would >make the sim *very* drivable. Are you using those? Auto-shifting >(which I *do* use) also has its disadvantages, as it revs high (torque >problems in 1st and 2nd) and seems to like to shift at the most >inopportune times (ie: while cornering). :) Manual shifting can help >controlability in such cases. > And if it makes you feel any better, I too have trouble sometimes >keeping it on the track. As you gain experience, you will see that >the car is actually very forgiving (far more than other sims with >radial tires and high downforce) *if you only exceed its limits by a >small margin*. As a novice, you far exceed the limits, and fly off >the track as a result. With increased experience, you learn the >limits, and learn how to tip-toe around them. > Another factor with keeping it on the track is driving at your own >pace, not over your head. I can't count the number of times I've >struggled to make a pass (for instance, at Rouen against similar-speed >AI cars) only to fly off the road when I over-cook the next turn. > If your problem is that you want to run competitively with other >cars, there are many ways to tweak the games or its AI. You can set >up a new driver profile to race in the trainer classes. You can >change the AI speeds at each specific track. Of course, altering the >AI will result in non-optimal racing, which is one reason why Papyrus >did not support this from the start. But its better than nothing. >For me, my favorite fix is simply reversing the order of the AI >drivers, so the first drivers selected are the poorest. The nice >thing about this fix is that you can simply increase the field size, >to include better and better drivers, as your skills improve (and >you're not altering the AI at all). Search Deja News or the GPL web >sites for more info. > Stick to one car (the Eagle is very stable for me, and I'm still >using the defult set-ups) and to one track (Monza or perhaps Watkins >Glen) while learning. Once you get around to learning new tracks, >print out the track map for reference and use the included replays to >learn corner speeds, braking points, etc. > Using all of these options available to us, I can't see how GPL >*could* be made any easier, aside from a totally unrealistic arcade >game that "looks like" GPL (ie, the arcade mode of N2). > Just as an aside, I've had the game for 5 weeks, probably played an >hour or two per day, and I've only driven one car and learned four or >five tracks (well enough to run mid-pack in a novice race) and haven't >hardly fooled with set-ups at all yet. That gives you some idea of >the depth of the sim...
Phew, big breath.... <g> I'll try and answer as many of those questions as possible. I first started driving racing games/sims in about 1981 - with Revs, written by Geoff Crammond for the BBC computer. I haven't stopped since. I have no idea how many hours I've spent, but I bought GP2 on the day it came out and have been racing off-line in a Compuserve forum for a couple of years. I probably have in excess of 1000? hours on GP2. I have also driven Nascar a quite a lot (say 100 hours - admittedly a few years ago now), Nascar2 a little, but only the demo of ICR2. I like flight sims, MS Flight Simulator, Flight Unlimited II and EF2000 are probably the 3 I fly most. In GP2 my times aren't the best, but they're not too bad either - but then hopefully this discussion isn't an I'm better than you one <g>. I recognize that GP2 is a very different kettle of fish from GPL. I bought GPL on 25 October. I've had the demo for a long time, but only put in say 20 hours because I found it so difficult and people in this forum assured me the full game would be easier. I've put in about 20 hours of seat time in the full version so far, although I often leave it after a while in dispair.... I'm running a PII400 with 12MB Voodoo2, with frame rates over 30 at almost all times. I use a GP500 wheel and pedals from Interactive Racing. I've had the recentering mechanism modified so if anyone else is reading this please don't flame me about this being a bad wheel - it's not. I've never driven a single seater, although I've been carting a few times. Each time in carting I've reached the final and once I won with fastest lap. I'm not totally lame behind the wheel. I've not "read and misinterpreted" one book, unlike what one respondent in this forum implied. I've read Ayrton Senna's book, Jackie Stewart's book and been a subscriber to F1 Racing and various other driving related magazines etc over the years. I like F1 a lot - although Bernie Ecclestone is slowly changing that. > Is it not selling well? Any hard data? My latest CompUSA flyer >says its a "best seller". :) Seriously, my impression is that it is >meeting expectations. Judging by the various charts posted on the net it is well down the list already. I even saw it at 92 in one chart of PC software for last week. I'll admit that I don't have concrete evidence one way or the other. > There are *tons* of other sims out there that are easier and can >provide enjoyment. There's only one GPL, and we diehards are most >thankful for it. It may not satisfy the masses, but the depth of the >sim and the time spent developing the skills is part of our enjoyment. >Forgive him for he knows not what he is missing... :) This isn't the point though is it. I like GPL, it has some really fantastic features - I love the era and the driving model is more sophisticated than any other sim. My argument is that it is very difficult without enough options to make it easier. Giving an option which would allow easier races would not be difficult and should have been done IMO. I also think that. fundamentally, it's too difficult to be realistic. Thanks for your other suggestions - all of which are eminently sensible IMO.
Hi Christer It would seem that critisizing GPL in this NG isn't just blasphemy, it's heresy. >Lawrence, how dare you, GPL is still a religion and will be for another couple >of month or so :o). >Seriously, I think GPL is too difficult and I think it is too unrealistic. I >know this is blesphamy, but this is the beauty with NG's, even blesphamy is >allowed :o). It's the good old freedom of speech thingy. >My fastest at Monza is a 1:28.04 and it's with a Thrustmaster Formula 1 Pro, >making me a stick shifter and not a very slow one :o). I have well over 1000 >hours in racing sim; GP2, F1RS and GPL. It's the same amount of time it would >take to drive over 600 real F1 races. The names you see in the hotlap charts of >GPL also have around 1000 hours or more in racing sims. I dont think they are >there because the sucked the first time they tried a racing simulator, on the >contrary they noticed that this was something they were good at, in other words >they were talented. They pretty easy ended up on their first hotlap chart; N2, >GP2, ICR2, etc... but soon someone beat them, which forced them to put in >another couple of laps at the track. This is how they ended up with 1000 hours >or more in racing sims. >What I'm trying to say is that I believe all these sim racers are talented in >working a steering wheel, two pedals and a gear changer, and setting up the car. >In the hotlap charts of GPL we find drivers who were fastest in N2, ICR2 and >GP2. This is of course not a coincidence. They are talented drivers with a lot >of practice behind them. >The drivers who raced back in 1967 was born in the 30's and grew up during the >40's and 50's. How many people do you think had the possibility to test if they >were a talented racing driver in the 40's and the 50's? Compare that to how many >people who have the possibility to test there talent in racing sims today. How >many Thrustmaster steering wheels has been sold? I know N2 sold around 2 million >copies and GP2 around 1 million. >Is GPL too difficult? I dont think it was that hard driving straight at 300 kph >at Monza back then as it is in GPL. I dont think it was that hard to brake >consistently lap after lap, as it is in GPL. I dont think it was that hard to >feel what the car was doing back then as it is in GPL. I know we have a 2D >picture and no g-forces, whereas they had both 3D and g-forces, but this only >means that we need more feedback to make the experience as difficult as in real >life. Any programmer can make a racing sim too hard, even impossible, or make it >too easy making it an arcade (easier than it really is), but very few can make >it just right. I think Papy made it too hard. >Is GPL too unrealistic? I think it's unrealisticly hard to drive in GPL as you >probably already figured out :o). I also think the AI is a bit unrealistic. I've >been starting to fiddle with the npt_override in gpl_ai.ini and when I set it >too 1.0 Mr Clark are always qualifying in the low 1:29's. I've done a couple of >laps in the Ferrari and also studied the other AI's driving the Ferrari. I can >only do around 305 - 306 kph in the Ferrari on the straights, but the AI are >hitting 312 every time, so I'm guessing they must have a more powerful engine >than mine, thus unrealistic. They also almost always outbrake me into the first >Lesmo and Parabolica, they probably have better brakes. If I brake perfectly I >can brake as good as they, but never better, not when the npt_override is at 1.0 >anyway. I also see them do some fast side to side movements on the straights and >in corners that I cant possibly do without loosing the rear and I have my cars >as far from oversteer as possible. >Papyrus has their physics engine running at around 300 Hz, thus they are >sampling the reality 300 times per second. Imagine recording sound with a >sampling frequency at 300 Hz :o). The comparison is not completely fair, but I'm >hoping it puts a finger on a little problem. When sampling you miss information. >The problem here is that you have to dampening your physics engine no matter how >fast it's running. This dampening is probably a science in itself, thus very
Quoted text (10 lines)>hard to get right. I dont think Papy got it quite right. >/Christer, the blesphamer :o) >> Hi all >> My initial criticism was admittedly provocatively worded, so I've tried
to >> put together a more thoughtful argument. Please don't flame me because I >> like GPL really <g>. >> I suppose there are 2 points about difficulty which keep getting discussed: >> - is GPL realistic >> - is it too difficult (no option to make it easy enough) >> I know it's a slightly different era, but I've just finished reading a book >> by Alf Francis, who was Sterling Moss's racing mechanic when Moss was racing >> in the early fifties. Several times in the book Francis talks about Moss >> turning up at a circuit - which he had never raced on before - and putting >> in very decent lap times - and then going on to put up a good show at the >> race. Lots of the other drivers who toured the circuits either >> professionally or paying for their own drives could get round at reasonable >> speeds, though obviously not quite as well as Moss! >> Lots of you in this forum have put in scores of hours with GPL (indeed some >> were involved from the very beginning with beta testing), not to count the >> hours on other sims. Real drivers did not put in this amount of practise. >> Hence my argument that it's not realistic. >> Now, on to the 'is it too difficult' argument <g>. >> Please try and put yourself in the position of most people - who want to be >> able to get in the car and have a fun race. OK, so we won't win or even come >> close to it, but we *must* be able to enjoy ourselves or else the game has >> failed IMO. >> Are you suggesting that GPL was aimed only at the very skilfull, dedicated >> drivers who are prepared to put in scores of hours of practise before they >> can do a decent full lap? This is not how it was marketed. I simply don't >> believe this. Why would everybody have put in so much effort over several >> years at huge expense to produce a product which only a relative handful of
Quoted text (9 lines)>> people will enjoy? Surely that doesn't make sense. >> Most of the responses I've received from my original post have basically >> said: >> - I'm not good enough >> - I need to practise more >> - I want to play an arcade game >> - I need to focus more and stop looking at the countryside as I drive
around >> None of these answer my criticism. GPL is too difficult and that is why it's >> not selling well, IMO. The only counter to my criticsm that I can see is >> that, it's not too difficult, most people find the difficulty level to be OK >> to drive - but few have taken this line. >> Please don't get me wrong, I love GPL and have played it a lot. But I find >> GPL too frustrating, the people who produced it have scored an own goal by >> making it too difficult. Let's hope they learn from this and the next >> products will be that much better as a result <g>. >-- >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)).
Graeme Nash 08 Nov 1998#433319
In the opposite direction I'm really really annoyed that my copy of Micro Machines doesn't have an option to implement super realistic physics :) Joking Aside, I can see where you're coming from in this post but the simple fact is that Papy made GPL the way it is so that *** simmmers could enjoy it to its fullest. There are many other games for the less serious driver to enjoy so really the only option is to either go and play those or sit there and learn how to handle a GPL car. I know you've heard this a million times before but take the time to learn it and you will be rewarded immensely. There's no "quick fix". And at the risk of being flamed :) Yes, GPL does have some faults. There are several things I and others would like to see addressed. But in the meantime GPL is still the finest -SIM- there is! Cheers! -- Graeme Nash You know what to do with "don't_spam_me"... http://www.karisma1.demon.co.uk/ ICQ# 11257824 "!?! :/><)*^!!! - Bandini killed me again!"
Perfect, you have hands-on experience and you dont seem to be religious about GPL. Is the GP car in GPL as hard to drive as the '67 F3 car you drove or is it harder? Was it really that hard to go straight back then? Was it that hard to brake consistently? Was it that hard to survive a jump? /Christer, 1:28.04 at Monza and a curious little fellow, isnt' he :o)?
Quoted text (38 lines)> Lawrence > The simple fact is that I and many others have found GPL to be an immensely > satisfying experience. Some of us have raced cars, some haven't. I raced > (by very happy coincidence!) a 1967 F3 car in Monoposto and saloons in > Production Saloons in the early 70's but if you think that I'm lying go talk > to Alison Hine, whose excellent "Eagle Woman" web site has been so much help > to so many people, who has recent experience in single seater racing in the > US and who was a very active member of the beta testing team and let her > explain just how realistic GPL is. > But then maybe everyone is lying to you. Maybe GPL is unrealistically > difficult. If that's the case, then there are more than a few people > delivering competitive times in GPL who could have given Jim Clark, Dan > Gurney, Lorenzo Bandini et al a very hard time. Well maybe but I don't think > so. > In the end, the loser is you. Continue to insist that it's the game not you > that's at fault and you'll learn nothing and miss out on one of the great > sim experiences. Take the time to learn and it'll be you taking that > chequered flag. > John Klemantaski > >You're right, I haven't driven a single seater. I would be interested to > >know if you have? If you have driven in a 1960's formula 1 car in a race > >then OK, you would be in a better position to judge...... > >>I imagine you haven't driven anything with > >>400bhp - let alone weighing 1200 lbs, nor any single seater nor indeed > >>anything at all on a race track. What you have done is to read and > possibly > >>misunderstand a book on racing in the '50s and draw some quite unwarranted > >>conclusions.
-- 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)).
On Sun, 8 Nov 1998 19:18:38 -0000, "Lawrence Edwards" >Why doesn't it cater for both? Does is have to be one or the other? It doesn't _have_ to be one or the other, it just "is". You are the one having trouble accepting that, not I. Another unmarried marriage guidance councillor? :-) I'm sure Sierra/Papyrus know that better than we do, so I tend toward enjoying the results and allowing them to make their own business decisions, right or wrong. Such choices are better backed up by fact rather than opinion. Not all, and even those that do will not have enough to cater for me - the swine, eh? Why, because such an approach doesn't agree with your opinion? Seriously, look at all the people that are enjoying GPL and you will see that Papyrus have created a true milestone, whether or not it tickles your joy department. If GPL was right for you it would be wrong for someone else, and if that sounds like "customer service" doubletalk then welcome to the world because it's a fact. Personally I think GPL is a long way from perfect, but I also think it is by far the best simulation we have seen on the PC. If you aske me what I would do to change it you'll be disappointed to hear that I think arcade fans have enough going for them already, and I'd prefer to see GPL having proper high frequency bumps on the track, modelling of a racing line, brake fade and wear, further development of cumulative damage and the like. There are many, many arcade racers on the PC which those who don't want a sim can go crazy in - why dumb down the proper sims? The ideal would be to have "one size fits all", but until that unlikely turn of affairs comes around it's surely better to supply the different strokes? Cheers! John
On Sun, 8 Nov 1998 19:19:53 -0000, "Lawrence Edwards" >I would argue that people with limited racing experience are 'dropped into >F1 cars' - take the Goodward Festival of Speed for example (or whatever it's >called). They manage to get round Goodward (a very difficult circuit by all >accounts) without killing themselves. As can anyone in GPL - the difference being the lack of concern about whether an afterlife exists and if they will shortly be entering it. The Top Gear presenter managed to hop into an F1 car and get round a circuit, as did Simon Taylor, albeit about 15 seconds per lap slower than Satoru Nakamjima... Cheers! John
It takes tonnes of patience, and tonnes of practice. I have every sim that Papyrus has ever put out. And up until I go GPL I was always able to do well, and win races with a Joystick. No can do with GPL. You have to have some type of throttle and braking that isn't ON or OFF (like a button on a joystick). I have been able to do better (and have fun) with the Wheel and Pedals. Dean
Quoted text (13 lines)>Hi all >My initial criticism was admittedly provocatively worded, so I've tried to >put together a more thoughtful argument. Please don't flame me because I >like GPL really <g>. >I suppose there are 2 points about difficulty which keep getting discussed: >- is GPL realistic >- is it too difficult (no option to make it easy enough) >I know it's a slightly different era, but I've just finished reading a book >by Alf Francis, who was Sterling Moss's racing mechanic when Moss was
racing
Quoted text (16 lines)>in the early fifties. Several times in the book Francis talks about Moss >turning up at a circuit - which he had never raced on before - and putting >in very decent lap times - and then going on to put up a good show at the >race. Lots of the other drivers who toured the circuits either >professionally or paying for their own drives could get round at reasonable >speeds, though obviously not quite as well as Moss! >Lots of you in this forum have put in scores of hours with GPL (indeed some >were involved from the very beginning with beta testing), not to count the >hours on other sims. Real drivers did not put in this amount of practise. >Hence my argument that it's not realistic. >Now, on to the 'is it too difficult' argument <g>. >Please try and put yourself in the position of most people - who want to be >able to get in the car and have a fun race. OK, so we won't win or even
come
Quoted text (17 lines)>close to it, but we *must* be able to enjoy ourselves or else the game has >failed IMO. >Are you suggesting that GPL was aimed only at the very skilfull, dedicated >drivers who are prepared to put in scores of hours of practise before they >can do a decent full lap? This is not how it was marketed. I simply don't >believe this. Why would everybody have put in so much effort over several >years at huge expense to produce a product which only a relative handful of >people will enjoy? Surely that doesn't make sense. >Most of the responses I've received from my original post have basically >said: >- I'm not good enough >- I need to practise more >- I want to play an arcade game >- I need to focus more and stop looking at the countryside as I drive
around >None of these answer my criticism. GPL is too difficult and that is why it's >not selling well, IMO. The only counter to my criticsm that I can see is >that, it's not too difficult, most people find the difficulty level to be OK >to drive - but few have taken this line. >Please don't get me wrong, I love GPL and have played it a lot. But I find >GPL too frustrating, the people who produced it have scored an own goal by >making it too difficult. Let's hope they learn from this and the next >products will be that much better as a result <g>.
I did all the tracks quite a bit, but mexico. Fired up an on-line race with an hour practice and finished 2nd of 6-7 people. But then again they didn't know the track well either but I got the hang of it pretty quick because I'd already learned the car.
but if you think that I'm lying go talk Alison said the same things last year about F1RS. David G Fisher
Quoted text (7 lines)>>Most of the responses I've received from my original post have basically >>said: >>- I'm not good enough >>- I need to practise more >>- I want to play an arcade game >>- I need to focus more and stop looking at the countryside as I drive
around > Spoken like true die-hards. :) Spoken like guys who have put a sh*t load of hours practicing a certain sim, had some success, convinced themselves they could now be real race car drivers, and aren't about to take any criticism of their sim of choice because then they might just have to come out of their fantasy world. David G Fisher
I believe Dave Kaemmer uses a joystick and also other Papyrus employees. Some of the fastest GPL drivers are using a joystick as well. David G Fisher
Quoted text (7 lines)>And up until I go GPL I was always able to do >well, and win races with a Joystick. No can do with GPL. You have to have >some type of throttle and braking that isn't ON or OFF (like a button on a >joystick). I have been able to do better (and have fun) with the Wheel and >Pedals. >Dean
Grant Reeve 09 Nov 1998#433462
Quoted text (24 lines)> Hi all > My initial criticism was admittedly provocatively worded, so I've tried to > put together a more thoughtful argument. Please don't flame me because I > like GPL really <g>. > I suppose there are 2 points about difficulty which keep getting discussed: > - is GPL realistic > - is it too difficult (no option to make it easy enough) > I know it's a slightly different era, but I've just finished reading a book > by Alf Francis, who was Sterling Moss's racing mechanic when Moss was racing > in the early fifties. Several times in the book Francis talks about Moss > turning up at a circuit - which he had never raced on before - and putting > in very decent lap times - and then going on to put up a good show at the > race. Lots of the other drivers who toured the circuits either > professionally or paying for their own drives could get round at reasonable > speeds, though obviously not quite as well as Moss! > Lots of you in this forum have put in scores of hours with GPL (indeed some > were involved from the very beginning with beta testing), not to count the > hours on other sims. Real drivers did not put in this amount of practise. > Hence my argument that it's not realistic.
er, just to leap to the defence of GPL, i disagree :) If a GPL driver has spent enough time learning to drive their car really well, and then go to a track they have never or hardly ever driven before, they can be putting in competitive laptimes in short order. For example, the first 15 laps i did at Mosport - 3rd track i tried on the day i got GPL - i couldn't stop hitting those damn curbs, but i memorised the track layout. I came back 1 week later and did another 15 laps, and got down to 1:23.3 in my Lotus. Now, 30 laps is quite a reasonable level of laps to compare with a realistic 1 hour driving session - although i probably killed my virtual self plenty of times during those 30 laps ;) At Kyalami the first time i ever drove there in the full GPL was in an online race, i had to learn the track in 10 minutes and try and stay on the track for a Novice length race, while the guy at the front was doing 1:21.1's. eek:) But then the next time i came back several days later, i did 25 laps, and the last 10 of those laps were all sub 1:22, with a best of 1:21.3. again, not bad for about 40 laps total, again well within 2 hours of track time. The key is that I knew the handling and behaviour of the Lotus pretty well, and knew how to drive it fast, it was just a matter of learning the track. But, before anyone jumps on me for trying to say it's easy, it's not. it may be pretty straightfoward for *me* to drive this fast, but I've had about 4 years of experience in various car sims, i've read books on driving style, etc. etc. It has taken me 4 years to get this fast, and I know there is still a long way to go and a lot of room for improvement in my technique before I could get anywhere near the fastest guys in the world. I am not the most talented driver around, i just keep coming back for more:) I should point out that my 4 years has been a bit on and off, a year on, a year off, so it's probably a fair less than that if you take out the periods i didn't drive sims at all, in case you thought "4 years? ARGH!" Again, this too is comparable to the real life drivers. they didn't just leap up out of their couch one day with a flash of inspiration after having heard some cool car racing on the radio and declared "I will go join a F1 team tomorrow, and by the end of the week i expect to win, without killing myself in the process!". no, they raced all forms of cars for many years, before they would have gained enough skills to be good enough before they would have even considered risking their own lives in something as dodgy as a '67 F1 car, let alone considering winning. The way I see it they have tried to model a '67 F1 car. naturally, that's hard to drive and requires a lot of practice. you've heard that argument a billion times already, i am sure, so i won't continue:) correct. this can be solved by reading up on driving techniques and so forth, and also: this is the main part - practicing the skills and reactions required to keep the car on the track until you do it without really thinking about it. i can't answer that, only you'd know the answer:) heh, that's a cheap shot argument so just ignore people who use this one on you:) yes it's hard to drive within seconds of hte world records. But i think that as long as a person thinks they should be driving as fast as the fastest guys they're never going to enjoy the sim if they're not actually that fast. So, my suggestion is to focus instead on enjoying driving as well as *you* can. focus on slowly improving your car control, as your consistancy improves you get a buzz out of that. slowly your laptimes will drop bit by bit, each time you improve a personal record, that's another thing to feel proud of. think of it this way: you know there's a Looong way to improve, so that will give the game one hell of a long shelf life, right? :) There are other guys out there who will lap at similar times to you - you can have awesome races with people of your own skill level, even if it devolves into a race where you're simply trying to see who falls off the least :) Also, something to bear in mind is that they may well simply have not had enough time to implemented all teh features they wanted, such as lower skill level settings, etc. as it was they were hard pressed to make their deadline. They could have focussed on some of these varying skill level features, but at what cost? the full simulation mode would have suffered, perhaps hte online play would have been less well implemented, etc. either way some people would end up sulking and crying foul. this is all just my own opinion, feel free to disagree:) Grant.
On Sun, 8 Nov 1998 20:17:32 -0000, "Lawrence Edwards"
Quoted text (10 lines)>>Moss had plenty of time in his car, and was >>intimately familiar with it. After that, learning a new circuit was a >>relatively easy process. >Please define "plenty", Moss had very limited experience of many of the cars >he drove. He changed teams several times during his relatively short career. >True, he did an awful lot of driving from age 14, but he is famous for his >versatility. He could get in an unfamiliar car and drive fast - that is why >he's one of the best IMO. Moss was definitely, unquestionably, often >unfamiliar with the car and the circuit or course.
I haven't read the book, or know much about Moss, so I can't cite specifics. However, I think the cars that he drove were, in general, more similar and familiar than someone driving GPL the first time. A more apt analogy might be between the different cars of GPL, once you become comfortable with one. No matter how good GPL or N3 are, N3 is going to sell a lot more copies on the strength of the NASCAR name. GPL just won't show up on the radar for a lot of NASCAR fans. So this did give them some latitude in how they did the sim. <much clipped> <sim racing credentials established> So you know racing sims, that's not the problem. The only thing that caught my eye in your resume is your extensive experience in GP2 and relative lack of same in Papyrus sims. One factor in your problems with GPL might be a lack of familiarity with Papyrus sims. I'm the opposite way, I've driven a lot of Papyrus sims and other sims (GP1, GP2, MS C:PR) have never felt as comfortable for me. That may be just a personal bias, or it may be true of others as well. I only drove the demo a little as well, mostly because I had other things to do this summer. I had three impressions from it: 1. This is going to be challenging (or "hard" or "difficult"), 2. This is going to be GREAT!, and 3. I'm going to need to upgrade my PC. :) I drove the demo a bit again when the Monza track was released. With the full release, it did seem easier to drive (and faster times), most likely due to better setups. <clip hardware credentials> Your hardware's not a problem. Is that Jackie Stewart's "Faster"? I dug out my old paperback copy and read it this summer. A bit overwrought at times, but a good look at the human side of drivers of the time. From what I've heard on RAS, not a lot of people take advantage of the trainers. Even when they can be used in races (which is fairly common knowledge here). So would it have paid dividends for Papyrus to put more time into these trainers (or other aids)? We may never know. They had to decide where to put their resources, and their choice was to concentrate on the GP end, and let the user find his own means to get there. After running GPL for 10 days or so, I felt I had hit a wall at Monza; my times had plateaued around 1:34.0. But I kept at it. And, I'm not sure from where, but I started picking up speed, so now I'm running in the 1:31s. (I think it was becoming more comfortable with sliding the car in a controlled manner and attacking the Lesmos2 and Parabolica exits more agressively, for what its worth.) Practice matters. It varies for everyone, some pick it up quickly (like Sterling Moss) and others take longer. I would guess that you are on the verge of the sort of "breakthrough" I described above. All I can tell you is to keep at it. Stick with one car and one track, so you limit what you have to learn. Drive within your limits, gradually expanding your personal envelope. Download replays and try racing online to see how other human drivers cope (remember, the vast majority of online humans are inferior to the AI drivers :). Tweak the AI as necessary to create races to keep you interested. Hopefully in a few weeks you'll come back and tell us you've turned the corner. And this thread has made some people think a bit. Keep this up and they'll throw us both out of here. :) NAR Northeast Regional Contest Board site - points and more...
What a man does in the privacy of his own home is... hang on, which NG are we in? S'cuse me while I just slip out of this leather gear. That's better. I think for me the bottom line is I'm willing to forgive Papyrus *anything* for giving me such an incredible driving experience. There are things I'd "like", for instance I'd love a shift-r equivalent to restart a race (as in previous Papyrus sims), but while I'm going through the screens to restart I use the time to beat some sense into my head... "You *will* avoid the AI cars, you *will* take it easy on the 1st lap, etc etc etc". There are other annoyances, but nothing in life's perfect :-) Ah, could I agree with. Should? I just buy the software, it's not for me to dictate the rules. This "customer is always right" thing has gone way too far in society. I'd have paid 100ukp for this, some wouldn't pay 5. Horses for courses. Bet I'm not! :-)) I just think it's *my* fault I don't finish, not Papyrus's. That sounds harsh, but it's true. I wouldn't dream of blaming Mindscape/Eagle Dynamics because I'm scraping along the bottom of the Flanker ladder. I love flying their plane, I'm just no good at it! Not at all, we're both on the same side. I just think the thing that makes GPL a unique and distinctive product in an overloaded market place is what some don't want to face up to. I'm torn between saying Papyrus should do what they do best, and saying they should make as much money as possible. Depends what their goals are. All you can say at the moment is they've developed a strong user base which is guaranteed to support them in their simulation strategy. That's quite an asset in a volatile market. There's also something to be said for writing the sims that everyone *wants* to be able to drive whether they can or not with any degree of success. I suspect GPL will sell more copies in the UK than Nascar or ICR1/2. Don't quote me on that though! This may mean it can be a relative success without breaking records. Another of my problems is that I have a rough grasp of what's involved in games programming. A simple option is only a simple option on paper. Working it into the main code, debugging, beta testing, all adds time. Maybe there'll be a patch for some of this stuff. Maybe not. I'm just happy I can drive the sim now, not q199! Good point... mind you, I've never tried so I didn't realise it wasn't possible. I'd rather be bottom of Division One then top of Division 2 ;-) Andrew McP... enjoying the challenge of climbing Everest, not jumping on the ski-lift ;-)
I find stuff like this very frustrating. I don't see anyone being religious about this thing. What I see is lots of people getting *really* enthusiastic about something which has genuinely revolutionised their racing sim experience. No-one should have to apologise for that, and for wanting to pass on that enthusiasm, to help others accept GPL's limits and reach for them instead of worrying about what might have been. Sure you can make religious comparisons if you want, but that's to fall back on old cliches when you should be out there learning to drive :-) Andrew "Job's Comforter" McP
holysmok.. 09 Nov 1998#433466
On Sun, 8 Nov 1998 10:09:55 -0000, "Lawrence Edwards" >>>>....Are you suggesting that GPL was aimed only at the very skilfull, dedicated >drivers who are prepared to put in scores of hours of practise before they >can do a decent full lap? This is not how it was marketed. I simply don't >believe this. Why would everybody have put in so much effort over several >years at huge expense to produce a product which only a relative handful of >people will enjoy? Surely that doesn't make sense. You're right in a way. But, Grand Prix 2 is still a very tough sim to win consistently, at least in "Expert Mode". Otoh, GP2 has five A/I settings, from Rookie, to Ace. Ace is very tough. Rookie is very easy. Why GPL didn't bother to include this type of option, I'll never know. It would have been -very- easy to do, as witnessed by the A/I tweaks that already can be downloaded (it's easy to slow the A/I cars down). GPL should also have included a simple "save-game" feature too. Yes it's tough, GPL takes practice. But, A/I difficulty could -easily- be added to GPL (via patch). They also could make the driver-car stick like glue, or slide all over the place. No need to wait for the next product. A fairly simple patch is needed, that's all. Options, what a concept..<g>. Matt -Teehole Quote: "Many games create the ultimate technological experience, but falter when it comes to creating a compelling story to keep gamers interested".<< Author:Tim Royal,Computer Games Strategy Plus.
John 09 Nov 1998#433467
I think he just wants attention! I'm amazed at the patience that so many people have showed when replying to him.Re your questions, I have to extrapolate to answer them. My F3 Macon had around 150bhp rather than 400 - top speed was around 130 mph not 190 so we're dealing with something very like one of the trainers. In general the answer is yes, by modern road car standards it needed a very high level of input and concentration. The GPL cars are actually relatively forgiving by virtue of their tyres. Early slick-shod cars were pigs to drive because the chassis designs were basically unchanged. They had much more grip but gave no warning when they let go. Straight-line stability is always an issue where aerodynamics aren't used correctly (or at all, as in 1967). In a single seater (or anything built for the track) the effects are exaggerated by the lack of compliance in the steering and suspension, making the car respond to every input. In a road car you can be driving at 90 mph and probably move the steering wheel two or three inches off centre without getting much in the way of response because the *** bushes in the steering rack and those in the suspension take up the slack. Not so in a race car. Back in the late '60s at 130mph or so, things were twitchy and the GPL cars feel right to me bearing in mind their much higher top speed. Braking consistency wasn't difficult - there was always a marker point somewhere - but brake fade was a problem. I don't know what you mean by "jump". Explain please. Obviously there's an issue with the controllers that we all use. They don't do a good job, particularly in as demanding environment as GPL (no feel at all in the brake pedal) and you have to compensate for that. The biggest issue though is that of people's expectations. People really do think that they can jump into a Formula One car and be competitive within a couple of days (or is that hours?). It's sad. Track driving is more different than anyone who hasn't done it can possibly imagine. Nothing looks or feels the way you thought it would and, from personal experience as a ***ager who enjoyed power-sliding his parents' cars on the public roads and thought he could step into a race car, it's chastening to find out just how slow you really are at first. Then you start learning. I have very fond memories of this period of racing. In 1968 I was taken to the Grand Prix Drivers' Association showing of "Grand Prix" - which as you might imagine made a BIG impression so I'm biased in that sense; but I spent a lot of time at race tracks as spectator and competitor and, as much as any game can, GPL has captured the driving experience of that era wonderfully. Nice Monza time. You must send me your setup - I'm still in the high 28s. John Klemantaski >Perfect, you have hands-on experience and you dont seem to be religious about >GPL. Is the GP car in GPL as hard to drive as the '67 F3 car you drove or is it >harder? Was it really that hard to go straight back then? Was it that hard to
Quoted text (10 lines)>brake consistently? Was it that hard to survive a jump? >/Christer, 1:28.04 at Monza and a curious little fellow, isnt' he :o)? >> Lawrence >> The simple fact is that I and many others have found GPL to be an
immensely >> satisfying experience. Some of us have raced cars, some haven't. I raced >> (by very happy coincidence!) a 1967 F3 car in Monoposto and saloons in >> Production Saloons in the early 70's but if you think that I'm lying go talk >> to Alison Hine, whose excellent "Eagle Woman" web site has been so much help >> to so many people, who has recent experience in single seater racing in the
Quoted text (7 lines)>> US and who was a very active member of the beta testing team and let her >> explain just how realistic GPL is. >> But then maybe everyone is lying to you. Maybe GPL is unrealistically >> difficult. If that's the case, then there are more than a few people >> delivering competitive times in GPL who could have given Jim Clark, Dan >> Gurney, Lorenzo Bandini et al a very hard time. Well maybe but I don't
think >> so. >> In the end, the loser is you. Continue to insist that it's the game not you
Quoted text (19 lines)>> that's at fault and you'll learn nothing and miss out on one of the great >> sim experiences. Take the time to learn and it'll be you taking that >> chequered flag. >> John Klemantaski >> >You're right, I haven't driven a single seater. I would be interested to >> >know if you have? If you have driven in a 1960's formula 1 car in a race >> >then OK, you would be in a better position to judge...... >> >>I imagine you haven't driven anything with >> >>400bhp - let alone weighing 1200 lbs, nor any single seater nor indeed >> >>anything at all on a race track. What you have done is to read and >> possibly >> >>misunderstand a book on racing in the '50s and draw some quite
unwarranted >> >>conclusions. >-- >[link lost in import: /~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)).
Zonky 09 Nov 1998#433468
Quoted text (7 lines)>On Sun, 8 Nov 1998 19:19:53 -0000, "Lawrence Edwards" >>I would argue that people with limited racing experience are 'dropped into >>F1 cars' - take the Goodward Festival of Speed for example (or whatever it's >>called). They manage to get round Goodward (a very difficult circuit by all >>accounts) without killing themselves.
Do you by chance mean Goodwood? ;) And in any case, i think you'll find the people doing the pedalling at the Festival, are certainly not amatuer's. Retired, perhaps. Essentially, i seem to recall that the Goodwood revival meeting held recently was the first to use the circuit- the festival is held on a timed hill climb course- which uses some of the facility. Z.
Hi John, You're not a relation of the famous racing photographer Klemantaski are you? That would be too much of a coincidence:-) I agree with your analysis of the GPL cars - although having had a go in single seater Formula cars, in real life it's much easier to position the car within inches of the track edge - better peripheral vision I suppose. - Michael
> Hi Christer > It would seem that critisizing GPL in this NG isn't just blasphemy, it's > heresy. No, heresy is re-posting a BIG and silly post just to add another silly sentence! l8er ronny > >Lawrence, how dare you, GPL is still a religion and will be for another -- Toys'R'Us '99: "So, would you like a hand gun with that action figure, kiddo?" |\ _,,,---,,_ I want to die like my Grandfather, ZZZzz /,`.-'`' -. ;-;;,_ in his sleep. |,4- ) )-,_. ,\ ( `'-' Not like the people in his car, '---''(_/--' `-'\_) screaming their heads off!
On Mon, 9 Nov 1998 4:41 +0000 (GMT Standard Time), >What a man does in the privacy of his own home is... >hang on, which NG are we in? S'cuse me while I >just slip out of this leather gear. >That's better. I think for me the bottom line... Didn't you just say you were going to take off your bottom-line....? :-) Cheers! John
Zonky 09 Nov 1998#433472
>> Hi Christer >> It would seem that critisizing GPL in this NG isn't just blasphemy, it's >> heresy. Lawerence, i prefer to refer to it as GPL-nazism. Z.
I like GPL and yes it is difficult. But, that's why it is my favorite sim. Following the thread here, I should be complaining that NFS3 isn't "realistic" enough and EA should add more difficulty to it, it's just to damn arcadish! But, then I like NFS3, too. Just not as much as GPL. If EA, wants me to enjoy NFS3 more and expect me to buy NFS4, they better make it more realistic and harder to play. ;-) -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
John 09 Nov 1998#433474
Michael He's my uncle. No coincidence really; there are only three male Klemantaskis in the world to the best of my knowledge - my father, his brother and I. He's just published his autobiography which makes terrific reading if you're into motor racing history - he and Peter Collins in a Ferrari at 170mph on public roads in Italy (mid '50s Mille Miglia)! You just prayed that the locals all remembered to keep out of the way. As for positioning the car, I'm not sure what the problem is. It may be more related to the quality of the steering controller and/or the lack of feedback making it very hard to judge exactly how much lock to apply. You can do a lot to alleviate the problem by juggling steering ratio and steering linearity settings. I think that we can see what we need to to place the car - which is not to say that the whole experience wouldn't be much, much better with a wider field of vision. Perhaps lookleft/lookright running on satellite monitors? John Klemantaski
Great feedback, John. You'll find my setup and lap here - http://www.bhmotorsports.com/gpl/hotlap/ and one spot at Mosport where the car leaves the track for a short moment, cause you pass a crest at high speed. Was it as hard in real life jumping as it is in GPL :o)? From your post it seems as if braking in reality was easier than in GPL? I really dont think there are sim racers thinking they can be competitive in an F1 after a couple of days in one :o). I do believe that there are sim racers thinking that given the same possibilities as for example Micheal Schumacher has had in his life, they would be competitive :o). /Christer
Quoted text (110 lines)> I think he just wants attention! I'm amazed at the patience that so many > people have showed when replying to him.Re your questions, I have to > extrapolate to answer them. My F3 Macon had around 150bhp rather than 400 - > top speed was around 130 mph not 190 so we're dealing with something very > like one of the trainers. In general the answer is yes, by modern road car > standards it needed a very high level of input and concentration. The GPL > cars are actually relatively forgiving by virtue of their tyres. Early > slick-shod cars were pigs to drive because the chassis designs were > basically unchanged. They had much more grip but gave no warning when they > let go. Straight-line stability is always an issue where aerodynamics aren't > used correctly (or at all, as in 1967). In a single seater (or anything > built for the track) the effects are exaggerated by the lack of compliance > in the steering and suspension, making the car respond to every input. In a > road car you can be driving at 90 mph and probably move the steering wheel > two or three inches off centre without getting much in the way of response > because the *** bushes in the steering rack and those in the suspension > take up the slack. Not so in a race car. Back in the late '60s at 130mph or > so, things were twitchy and the GPL cars feel right to me bearing in mind > their much higher top speed. Braking consistency wasn't difficult - there > was always a marker point somewhere - but brake fade was a problem. I don't > know what you mean by "jump". Explain please. > Obviously there's an issue with the controllers that we all use. They don't > do a good job, particularly in as demanding environment as GPL (no feel at > all in the brake pedal) and you have to compensate for that. The biggest > issue though is that of people's expectations. People really do think that > they can jump into a Formula One car and be competitive within a couple of > days (or is that hours?). It's sad. Track driving is more different than > anyone who hasn't done it can possibly imagine. Nothing looks or feels the > way you thought it would and, from personal experience as a ***ager who > enjoyed power-sliding his parents' cars on the public roads and thought he > could step into a race car, it's chastening to find out just how slow you > really are at first. Then you start learning. > I have very fond memories of this period of racing. In 1968 I was taken to > the Grand Prix Drivers' Association showing of "Grand Prix" - which as you > might imagine made a BIG impression so I'm biased in that sense; but I spent > a lot of time at race tracks as spectator and competitor and, as much as any > game can, GPL has captured the driving experience of that era wonderfully. > Nice Monza time. You must send me your setup - I'm still in the high 28s. > John Klemantaski > >Perfect, you have hands-on experience and you dont seem to be religious > about > >GPL. Is the GP car in GPL as hard to drive as the '67 F3 car you drove or > is it > >harder? Was it really that hard to go straight back then? Was it that hard > to > >brake consistently? Was it that hard to survive a jump? > >/Christer, 1:28.04 at Monza and a curious little fellow, isnt' he :o)? > >> Lawrence > >> The simple fact is that I and many others have found GPL to be an > immensely > >> satisfying experience. Some of us have raced cars, some haven't. I raced > >> (by very happy coincidence!) a 1967 F3 car in Monoposto and saloons in > >> Production Saloons in the early 70's but if you think that I'm lying go > talk > >> to Alison Hine, whose excellent "Eagle Woman" web site has been so much > help > >> to so many people, who has recent experience in single seater racing in > the > >> US and who was a very active member of the beta testing team and let her > >> explain just how realistic GPL is. > >> But then maybe everyone is lying to you. Maybe GPL is unrealistically > >> difficult. If that's the case, then there are more than a few people > >> delivering competitive times in GPL who could have given Jim Clark, Dan > >> Gurney, Lorenzo Bandini et al a very hard time. Well maybe but I don't > think > >> so. > >> In the end, the loser is you. Continue to insist that it's the game not > you > >> that's at fault and you'll learn nothing and miss out on one of the great > >> sim experiences. Take the time to learn and it'll be you taking that > >> chequered flag. > >> John Klemantaski > >> >You're right, I haven't driven a single seater. I would be interested to > >> >know if you have? If you have driven in a 1960's formula 1 car in a race > >> >then OK, you would be in a better position to judge...... > >> >>I imagine you haven't driven anything with > >> >>400bhp - let alone weighing 1200 lbs, nor any single seater nor indeed > >> >>anything at all on a race track. What you have done is to read and > >> possibly > >> >>misunderstand a book on racing in the '50s and draw some quite > unwarranted > >> >>conclusions. > >-- > >[link lost in import: /~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)).
-- 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)).
> Christer, have you got the front and rear ride height the same? If not, the angling of > the car slows you in the top end. I have noticed that the AI is about 1 mph faster than me > in the Lotus ie prettywell spot on! I have the front and rear ride height equal and I have no trouble copying Dave's and Jure's top speed at Monza, but when in the Ferrari, the top speed has no chance to the AI Ferraris when npt_override is at 1.0. Yes, I'm not very slow and I can make very consistent lap times, but I cant brake consistently, not even close. I get no feedback to tell me when I'm at optimum braking or have passed it or is not even close. It's even worse trying to brake side by side with an AI, cause then I cant even hear the little tire squealing there usually is, not knowing even if I'm way beyond the optimum braking until one of the fronts lock up, but then it's way too late. It could be something wrong with my Soundblaster 16, though??? It seems as if the joystick is the best controller for GPL, at least if you listen to Wolfgang W?ger the fastest GPL driver in the world right now :o). /Christer, the keyboard is perhaps even faster :o)? -- 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)).
Mr Kaemmer uses a joystick for steering and pedals for accelerating and braking, AFAIK. Sounds like Dean uses a setup similar to the one I had before buying a wheel: joystick axis for steering, button one for gas, button two for brakes. It worked quite well for me in ICR2, but I can't see it working for GPL. >>And up until I go GPL I was always able to do >>well, and win races with a Joystick. No can do with GPL. You have to have >>some type of throttle and braking that isn't ON or OFF (like a button on a >>joystick). I have been able to do better (and have fun) with the Wheel and >>Pedals. -- Wolfgang Preiss \ E-mail copies of replies to this posting are welcome.
YUBS 09 Nov 1998#433478
I agree with both sides of the argument... Myself, I'm not that great, but I know that A) I'm going to improve and B) Other people out there really rock some ass. Its unrealistic for me to think that ANY game will cater specifically for me and my skill level, and even if that did happen then what happens once I improve? So my solution is simple and to be honest I really don't know why every game in existence (ok that's a _tad_ to general but you guys get the drift) doesn't do it... so what's the answer? Simple... OPTIONS, OPTIONS, OPTIONS... Why not just have an option for everything? The game is a little to hard? Turn the realism down a bit but turning off certain things... then as you improve turn them on.. Its a simple idea and I don't know why game companies don't use it to their advantage. I mean, obviously you'd like to cater to the largest market possible but they seem to think that hitting the hard-core market is mutually exclusive with hitting the more arcade market... but its not. Look, a good programmer will program in a module form for many reasons (easier to de-bug, can re-use code etc.) so why not just have the user decide which elements he/she wants to race with, it certainly wouldn't be difficult to implement (well maybe now, but in production it would be simple). That way a true hard-core sim junkie can on turn all the options, crank the # of opponents up, and race with the smartest, fastest AI. A more Arcadie player can turn the AI speed down, turn off whatever features they don't like and voila! A re-warding experience for whatever gamer is playing! Sooooo simple, yet soooo over looked....... -YUBS P.S. Obviously you couldn't make GPL a complete arcade game, and the gamer would have to have some sort of interest in the time period and setting since even after turning off all the realism, GPL will never have the exaggerated physics that arcade racers like.
David Karr 09 Nov 1998#433479
A fitting gaffe to reward with kill-file. No one's killing anyone here, no one's into genocide. Nazism was real, ***y, and evil--& you just applied it to computer gamers. How pathetic. Too stupid for words. So I'll stop.
Quoted text (10 lines)>>> Hi Christer >>> It would seem that critisizing GPL in this NG isn't just blasphemy, it's >>> heresy. >Lawerence, >i prefer to refer to it as GPL-nazism. >Z.
Christer, have you got the front and rear ride height the same? If not, the angling of the car slows you in the top end. I have noticed that the AI is about 1 mph faster than me in the Lotus ie prettywell spot on! If your doing low 28s at Monza then you are surely not struggling too much. Something I have found that has a profound effect on the basic behaviour of the car is ramp angles and clutchs. As usual, it's a tradeoff between stability and speed. For eg, the lower the second ramp angle and the greater the clutchs, the more stable the car is under braking. However, the car will not turn well into and thru corners while your off throttle. So far I have found the exact opposite to be true for on throttle behaviour ie higher 1st ramp angle and lower clutchs = more stability under power, with the accompanying lack of turning power once again. So what's required is to find the optimum compromise between drivability and speed. It looks to me that this is by far the most *** adjustment in the setup options with reguards to the handling of the car. Those who fail to master this will be stuck in the wilderness until they do :)
Quoted text (21 lines)> Is GPL too unrealistic? I think it's unrealisticly hard to drive in GPL as you > probably already figured out :o). I also think the AI is a bit unrealistic. I've > been starting to fiddle with the npt_override in gpl_ai.ini and when I set it > too 1.0 Mr Clark are always qualifying in the low 1:29's. I've done a couple of > laps in the Ferrari and also studied the other AI's driving the Ferrari. I can > only do around 305 - 306 kph in the Ferrari on the straights, but the AI are > hitting 312 every time, so I'm guessing they must have a more powerful engine > than mine, thus unrealistic. They also almost always outbrake me into the first > Lesmo and Parabolica, they probably have better brakes. If I brake perfectly I > can brake as good as they, but never better, not when the npt_override is at 1.0 > anyway. I also see them do some fast side to side movements on the straights and > in corners that I cant possibly do without loosing the rear and I have my cars > as far from oversteer as possible. > Papyrus has their physics engine running at around 300 Hz, thus they are > sampling the reality 300 times per second. Imagine recording sound with a > sampling frequency at 300 Hz :o). The comparison is not completely fair, but I'm > hoping it puts a finger on a little problem. When sampling you miss information. > The problem here is that you have to dampening your physics engine no matter how > fast it's running. This dampening is probably a science in itself, thus very > hard to get right. I dont think Papy got it quite right.
-- Byron Forbes Captain of Team Lightning Bolt http://members.tripod.com/~HOSHUMUNGUS and [link lost in import: /~godsoe/bolt/home.htm]
Wouldn't that be superb? Given the ridiculous price of bottom end hardware, a couple of low spec PCs networked to give low res peripheral vision would be amazing. Mind you, it'd need a lot of tweaking to get right (the view angle might totally***up your perspective is it wasn't right). I doubt Win98's multiple monitor support could ever be much use for this... not unless you could run under NT and utilise a dual CPU machine and persuade three gfx accelerators to use different monitors. The 3 PC solution's probably cheaper and simpler! Always wanted something like this for Quake (when I played a lot). I believe the guys at ID had Doom set up like this at some point, so it's not beyond the ability of coders. Still, it'd be for a fairly small number of people, so it wouldn't really justify the development time. I still want it though :-) Andrew McP
> Great feedback, John. You'll find my setup and lap here - > http://www.bhmotorsports.com/gpl/hotlap/ -. By jump I mean two spots on the Ring > and one spot at Mosport where the car leaves the track for a short moment, cause > you pass a crest at high speed. Was it as hard in real life jumping as it is in > GPL :o)? > From your post it seems as if braking in reality was easier than in GPL? I wasn't the original poster, but I here's my two cents worth: I think that not having the feedback of weight transfer, roll, and acceleration/deceleration makes braking (and judging when you are "balanced" to take a jump) much harder than it would be with that feedback. PS. This is not to say that I would drive a '67 F1 car better than I do the ones in GPL. -- Anssi Lehtinen
Great! Did he ever take you with him on shoots? I went recently to the Coy's Festival at Silverstone and they had a Klemantaski exhibition. My favourite is the high shot of Fangio rounding Mirabeau in Monaco GP practice. I'm going to order one of the prints when I can afford it. I'll see if I can get it - I think it's called the Eye of Klemantaski? - Michael
Zonky 10 Nov 1998#433672
>A fitting gaffe to reward with kill-file. No one's killing anyone here, no >one's into genocide. Nazism was real, ***y, and evil--& you just applied >it to computer gamers. How pathetic. Too stupid for words. >So I'll stop. A core feature of Nazism was about excepted *truths* and programming of them. The large number of People on this ng who can't accept that some find a lot wrong with GPL, and must insist on degrading them, or rubbishing them are guilty of the above Z.
justify the >development time. I still want it though :-) I'm sure it will happen - apparently Microsoft's Combat Flight Sim has multiple monitor support under Win98. I've got no room for 3 monitors though:-( - Michael
What we really need is good VR Glasses. Imagine a helmet type setup with the VR Glasses and built in 3D Headphones. Now there's the future - the not too distant future I hope :))
Quoted text (19 lines)> > Perhaps lookleft/lookright > > running on satellite monitors? > Wouldn't that be superb? Given the ridiculous price of bottom end hardware, a couple of low > spec PCs networked to give low res peripheral vision would be amazing. Mind you, it'd need > a lot of tweaking to get right (the view angle might totally***up your perspective is it > wasn't right). > I doubt Win98's multiple monitor support could ever be much use for this... not unless you > could run under NT and utilise a dual CPU machine and persuade three gfx accelerators to > use different monitors. The 3 PC solution's probably cheaper and simpler! > Always wanted something like this for Quake (when I played a lot). I believe the guys at ID > had Doom set up like this at some point, so it's not beyond the ability of coders. > Still, it'd be for a fairly small number of people, so it wouldn't really justify the development > time. I still want it though :-) > Andrew McP
-- Byron Forbes Captain of Team Lightning Bolt http://members.tripod.com/~HOSHUMUNGUS and [link lost in import: /~godsoe/bolt/home.htm]
I have a SB 16 and no worries here. Isn't it the same as GP2? Sorry, it's been a while :) In any case, I can't see how this is different from real life anyway.
Quoted text (7 lines)> Yes, I'm not very slow and I can make very consistent lap times, but I cant > brake consistently, not even close. I get no feedback to tell me when I'm at > optimum braking or have passed it or is not even close. It's even worse trying > to brake side by side with an AI, cause then I cant even hear the little tire > squealing there usually is, not knowing even if I'm way beyond the optimum > braking until one of the fronts lock up, but then it's way too late. It could be > something wrong with my Soundblaster 16, though???
-- Byron Forbes Captain of Team Lightning Bolt http://members.tripod.com/~HOSHUMUNGUS and http://www.frontiernet.net/~godsoe/bolt/home.htm
Zonky 10 Nov 1998#433676
Must say i'm sad to see that GPL didn't take advanatge of A3D/DirectSound3D. If you have one, you'll know what i'm talking about. Z.
Hi Zonker I think perhaps we all need to take a step back and think about what effect our language has on people. There are real people in this NG with real feelings, which can get hurt. Often this is unintentional, or things are said in the heat of the moment which one regrets later. I think using "nazi" as an insult is too strong, although I know what you are getting at. I've 'lurked' in this NG for a long time (years) and only a few times been brave (or foolish) enough to put my opinions forward. I find that every time I do they get twisted and thrown back at me. I suppose this is to be expected, but it still upsets me every time. There is a definite trend to "follow the crowd" in this newsgroup. People who express opinions contrary to the accepted ones inevitably receive abuse in return. A good example is Destroy's message. He put forward some interesting suggestions which didn't hurt anybody and got several abusive messages in return. OK, so he was stirring the pot a bit, but then I suppose that is what this NG is for! All I can do is appeal to everybody to think before they post, make this a friendly place to be and then we'll all benefit. Here ends the lesson <g>. >>A fitting gaffe to reward with kill-file. No one's killing anyone here, no >>one's into genocide. Nazism was real, ***y, and evil--& you just applied >>it to computer gamers. How pathetic. Too stupid for words. >>So I'll stop. >A core feature of Nazism was about excepted *truths* and programming of them. >The large number of People on this ng who can't accept that some find a lot >wrong with GPL, and must insist on degrading them, or rubbishing them are >guilty of the above >Z.
A Nazi was simply a member of the German National Party, and the name implies nothing more than that. Propagation of disinformation and distribution of propaganda was practised by all warring factions. More germane to this discussion, exactly the same comment can be made of people who dislike GPL and disparage any evidence presented to show positive results. Your description Sound remarkably apt whether applied to fan or anti-fan. Cheers! John
Zonky 10 Nov 1998#433679
I'm not intending it as an insult- perhaps some people do not geniunely relaise how extreme the advoacy of products in this group is. To the extent that all other products must be destroyed!!!! Oh, i';ve been here for a long time to :) and know what you mean. i don't know if it will ever be a friendly place ;) but hopefully a place where people are at least tolerente of people's likes and dislikes..... Z
Neither can I :o)... Well, in a real race car you dont hear tire squeal at all unless the car engine is dead, not even in a Formula Ford, which has a very quite engine, relatively speaking. /Christer > In any case, I can't see how this is different from real life anyway.
You mean as in GP2 :o). /Christer > That way a > true hard-core sim junkie can on turn all the options, crank the # of opponents > up, and race with the smartest, fastest AI. A more Arcadie player can turn the > AI speed down, turn off whatever features they don't like and voila! A > re-warding experience for whatever gamer is playing! Sooooo simple, yet soooo > over looked.......
John 10 Nov 1998#433682
No, by the time I was have been old enough (born 1951) his interest was waning although I did go to a couple of GP qualifying days in Englend with him in the sixties and some other memorable events. Attending the GPDA showing of Grand Prix in (I think it was) 1967 was a real treat and, yes, they were all there! The autobiog is called "Klemantaski Himself". Out three or four months ago. Expensive (95 for the basic or three or four hundred pounds for a limited edition including some very nice prints) but worth every penny for the insight into motor racing between the wars and through until the early seventies. He knew or knows just about everybody from those years so . .. . . .
John 10 Nov 1998#433683
Christer I need to come back to you re airborne. I'd be surprised if GPL hasn't got that right. I've never done it in a single seater but I have in a road car so more extrapolation I'm afraid! I need to go round Mosport to see what you're describing. Yes, braking is/was easier than in GPL but I do think that some form of resistance in the pedal would make a big difference to being able to hold the brakes at the point of lockup. What controller are you using? I'm off to see your Monza lap now. Back to you later. >Great feedback, John. You'll find my setup and lap here - >http://www.bhmotorsports.com/gpl/hotlap/Ring >and one spot at Mosport where the car leaves the track for a short moment, cause >you pass a crest at high speed. Was it as hard in real life jumping as it is in >GPL :o)? >From your post it seems as if braking in reality was easier than in GPL? >I really dont think there are sim racers thinking they can be competitive in an >F1 after a couple of days in one :o). I do believe that there are sim racers >thinking that given the same possibilities as for example Micheal Schumacher has
Quoted text (10 lines)>had in his life, they would be competitive :o). >/Christer >> I think he just wants attention! I'm amazed at the patience that so many >> people have showed when replying to him.Re your questions, I have to >> extrapolate to answer them. My F3 Macon had around 150bhp rather than
400 - >> top speed was around 130 mph not 190 so we're dealing with something very >> like one of the trainers. In general the answer is yes, by modern road car >> standards it needed a very high level of input and concentration. The GPL >> cars are actually relatively forgiving by virtue of their tyres. Early >> slick-shod cars were pigs to drive because the chassis designs were >> basically unchanged. They had much more grip but gave no warning when they >> let go. Straight-line stability is always an issue where aerodynamics aren't >> used correctly (or at all, as in 1967). In a single seater (or anything >> built for the track) the effects are exaggerated by the lack of compliance >> in the steering and suspension, making the car respond to every input. In a >> road car you can be driving at 90 mph and probably move the steering wheel >> two or three inches off centre without getting much in the way of response >> because the *** bushes in the steering rack and those in the suspension >> take up the slack. Not so in a race car. Back in the late '60s at 130mph or >> so, things were twitchy and the GPL cars feel right to me bearing in mind >> their much higher top speed. Braking consistency wasn't difficult - there >> was always a marker point somewhere - but brake fade was a problem. I don't >> know what you mean by "jump". Explain please. >> Obviously there's an issue with the controllers that we all use. They don't >> do a good job, particularly in as demanding environment as GPL (no feel at >> all in the brake pedal) and you have to compensate for that. The biggest >> issue though is that of people's expectations. People really do think that >> they can jump into a Formula One car and be competitive within a couple of >> days (or is that hours?). It's sad. Track driving is more different than >> anyone who hasn't done it can possibly imagine. Nothing looks or feels the >> way you thought it would and, from personal experience as a ***ager who >> enjoyed power-sliding his parents' cars on the public roads and thought he >> could step into a race car, it's chastening to find out just how slow you >> really are at first. Then you start learning. >> I have very fond memories of this period of racing. In 1968 I was taken to >> the Grand Prix Drivers' Association showing of "Grand Prix" - which as you >> might imagine made a BIG impression so I'm biased in that sense; but I spent >> a lot of time at race tracks as spectator and competitor and, as much as any >> game can, GPL has captured the driving experience of that era wonderfully.
Quoted text (12 lines)>> Nice Monza time. You must send me your setup - I'm still in the high 28s. >> John Klemantaski >> about >> >GPL. Is the GP car in GPL as hard to drive as the '67 F3 car you drove
or >> is it >> >harder? Was it really that hard to go straight back then? Was it that hard
Quoted text (13 lines)>> to >> >brake consistently? Was it that hard to survive a jump? >> >/Christer, 1:28.04 at Monza and a curious little fellow, isnt' he :o)? >> >> Lawrence >> >> The simple fact is that I and many others have found GPL to be an >> immensely >> >> satisfying experience. Some of us have raced cars, some haven't. I
raced >> >> (by very happy coincidence!) a 1967 F3 car in Monoposto and saloons in >> >> Production Saloons in the early 70's but if you think that I'm lying go >> talk >> >> to Alison Hine, whose excellent "Eagle Woman" web site has been so much >> help >> >> to so many people, who has recent experience in single seater racing in >> the >> >> US and who was a very active member of the beta testing team and let her >> >> explain just how realistic GPL is. >> >> But then maybe everyone is lying to you. Maybe GPL is unrealistically >> >> difficult. If that's the case, then there are more than a few people >> >> delivering competitive times in GPL who could have given Jim Clark, Dan >> >> Gurney, Lorenzo Bandini et al a very hard time. Well maybe but I don't >> think >> >> so. >> >> In the end, the loser is you. Continue to insist that it's the game not >> you >> >> that's at fault and you'll learn nothing and miss out on one of the great
Quoted text (8 lines)>> >> sim experiences. Take the time to learn and it'll be you taking that >> >> chequered flag. >> >> John Klemantaski >> >> >You're right, I haven't driven a single seater. I would be interested
to >> >> >know if you have? If you have driven in a 1960's formula 1 car in a race >> >> >then OK, you would be in a better position to judge...... >> >> >>I imagine you haven't driven anything with >> >> >>400bhp - let alone weighing 1200 lbs, nor any single seater nor indeed
Quoted text (9 lines)>> >> >>anything at all on a race track. What you have done is to read and >> >> possibly >> >> >>misunderstand a book on racing in the '50s and draw some quite >> unwarranted >> >> >>conclusions. >> >-- >> >http://home.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)). >-- >[link lost in import: /~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)).
At first I thought placing the car was very difficult. But after about 1000 laps at Monza - no longer a problem. I also drove single seater race cars. I started with a Formula Vee in the middle seventies. GPL is actually pretty close to that experience (especially the novice trainer). I wasn't competitive the first time out. I guess the whole thread about how difficult GPL is could be answered by the articule I read at Eagle Woman's site when I first started driving GPL - "I never feel really comfortable at a track until I've done about 1000 laps", so sayth Alison, so I believe.
You're right, but this seems to be the Holy Grail of ***. The thing about multiple monitor/PC support is it could work today, not the day after tomorrow :-) Also, there's something spooky about the sight of someone using 3d specs/headsets. Whenever you see them on the TV they look...well, a bit sad, locked in their own little world. Somehow having the monitor means you can at least -- in theory -- share the experience a little...even if no-one else in the house wants to, at least they can see what you're up to. I'm also biased because my left eye's pretty useless (all peripheral vision, no focus) and VR specs and anything stereoscopic are pretty much wasted on me :-) Andrew McP
There's a lot of crowd-followers, I'll grant you that. Flocking is an instinctive part of human nature though... safety in numbers etc, just like being the underdog has a similar attraction to certain personality types. Usenet psychology isn't all that different to that of any other form of human interaction. I haven't had much to say around here until GPL because, to be quite frank, I didn't enjoy any of the competition very much. I still had ICR2, GP2, and Nascar2, but they didn't satisfy me the way controlling an Su27 did, so that's where my attention was focused. But the GPL demo changed that and the full release -- while not perfect -- has met Su27's level of simulation and raises the bar several notches. The main split wrt GPL seems to be between those for whom the negative factors are a big deal, and those who are so busy having the best sim time of their lives that they can't be bothered to worry about the flaws too much. Neither side is entirely right. But one side seems to be having a lot more fun! Andrew McP... having fun ;-)
Grant Reeve 11 Nov 1998#433863
Quoted text (11 lines)> > Perhaps lookleft/lookright > > running on satellite monitors? > Wouldn't that be superb? Given the ridiculous price of bottom end hardware, a couple of low > spec PCs networked to give low res peripheral vision would be amazing. Mind you, it'd need > a lot of tweaking to get right (the view angle might totally***up your perspective is it > wasn't right). > I doubt Win98's multiple monitor support could ever be much use for this... not unless you > could run under NT and utilise a dual CPU machine and persuade three gfx accelerators to > use different monitors. The 3 PC solution's probably cheaper and simpler!
oh, you don't need special win98 multimonitor support. that's for windows multimonitor stuff. For *** purposes just stick in 3 3dfx cards - each one has it's own monitor output, the game just has a look and sees all 3 cards, and uses them appropriately... hell, if you had enough free PCI slots you could run Voodoo2 SLI on a 21" monitor for your primary forward view, and then have 2 cheap Voodoo1 cards to run your satellite displays on 15" monitors arranged suitably, since the Glide library can support up to 4 3dfx cards in one system. My desk is big enough to do this:) Also the game would need a configuration ability where the user can specify the exact locations and sizes of each monitor, the location of the user's head too, so the game can then calculate all the correct viewports and perspective levels to render the correct images to the monitors. fairly straightforward to do :) And the "gaps" between the edges of the adjacent monitors would "simulate" the roof supports at the edge of the windscreen (only applicable to non-open-wheeler sims, obviously)
% Neither side is entirely right. But one side seems to be having a lot more fun! Count me in as one of those thoroughly having FUN! -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
says... -snip- If only!!! I was watching a tape some in car footage of Jackie Stewart the other day driving a March in 1970. This car had little front wings and a rear wing (not a large high one but one kind of moulded out of the rear body work). It was unreal he was driving on a road circuit that was quite twisty, don't know which one. He was driving the thing like it was a rally car. Lots and Lots of wheel work. His wheel work was quite incredible to watch yet the car was very stable, straight and smooth on the track. I thought my wheel work in GPL was excessive, but compared to Jackie Stewart's it is childs play. Rob Yates
Quoted text (9 lines)>I was watching a tape some in car footage of Jackie Stewart the other day >driving a March in 1970. This car had little front wings and a rear wing >(not a large high one but one kind of moulded out of the rear body work). >It was unreal he was driving on a road circuit that was quite twisty, >don't know which one. He was driving the thing like it was a rally car. >Lots and Lots of wheel work. His wheel work was quite incredible to watch >yet the car was very stable, straight and smooth on the track. >I thought my wheel work in GPL was excessive, but compared to Jackie >Stewart's it is childs play.
Somewhere on tape I have some "in-car" footage of Stewart at the Nurburgring, and from your description it sounds like that's what you were watching. The camera in this case was mounted behind and slightly above his head. Cheers! John
Well, lets have both then! :)
Quoted text (14 lines)> > What we really need is good VR Glasses > You're right, but this seems to be the Holy Grail of ***. The thing about multiple > monitor/PC support is it could work today, not the day after tomorrow :-) > Also, there's something spooky about the sight of someone using 3d specs/headsets. > Whenever you see them on the TV they look...well, a bit sad, locked in their own little world. > Somehow having the monitor means you can at least -- in theory -- share the experience a > little...even if no-one else in the house wants to, at least they can see what you're up to. > I'm also biased because my left eye's pretty useless (all peripheral vision, no focus) and VR > specs and anything stereoscopic are pretty much wasted on me :-) > Andrew McP
-- Byron Forbes Captain of Team Lightning Bolt http://members.tripod.com/~HOSHUMUNGUS and [link lost in import: /~godsoe/bolt/home.htm]
Quoted text (9 lines)> Hi Zonker > I think perhaps we all need to take a step back and think about what effect > our language has on people. There are real people in this NG with real > feelings, which can get hurt. Often this is unintentional, or things are > said in the heat of the moment which one regrets later. > I think using "nazi" as an insult is too strong, although I know what you > are getting at.
At this point I feel prompted to say that one lurks in an NG at one's own risk. Personally I have a hide as thick as a rhino so no probs here :) I even lurked in alt.flame for a while but simply got bored of the same old dribble. I wouldn't take it too seriously at all if I was you. I get a little aggro when I see a post trying to put emphasis on trivia when GPL has so many other things that should have been done and some of which hopefully will be done - especially online stabilty. I don't really believe he took himself too seriously anyway. I certainly hope not! :) Nah, just relax and say what you think. I like a bit of colour with my technobabble! :) Trying to be overly good mannered might limit one's ability to express themselves the way they want to. Just tell me what you REALLY think! And then I'll tell you what I REALLY think! LOL -- Byron Forbes Captain of Team Lightning Bolt http://members.tripod.com/~HOSHUMUNGUS and http://www.frontiernet.net/~godsoe/bolt/home.htm
willem 11 Nov 1998#433869
Hoi, Well, i usually keep out of NG discussions but this one... can't resist. I'm not the slowest on the track...gettin a 29 at monza and a 28 at zandvoort(loooooooove zandvoort..but then i'm dutch:) I do it with a sidewinder pro(the stick) which has everything on it, (no pedals/rudders yet:( ) I guess with a wheel, or pedals i could get a bit faster. Thing with drivin cars...and tihs goes most for GPL cause it's such a realistic model...is you need feedback. For example GP2 was nice...but if you knew the track you could set times totally impossible in real life...IMO because the modelling simply wasn't up to what GPL is giving. In my view GPL would become 'easier' if you felt the car slide under your butt...feel the wheels loosing grip...feel the pressure you put on the brakes increase if you brake harder...feel the lockup thru the brakepedal....and so on and so on...but i guess for now this is just a dream of future technology. I'm praying for a good force feedback patch...cause then i will get me one of them funky wheels just for this sim. to me GPL is both the ultimate frustration and the ultimate satisfaction/fun in the carsim arena...truly great pece of work. I do think the AI has some annoying things mentioned earlier in this thread...they go thru the sandpit in the parabolica as if they were on normal tarmac...they move left/right on straights very drastically and don't loose grip when they do...their braking is always the same..as someone said..can brake with them...but never outbrake them...they always have the perfect non wheelspin start(at the top of the grid that is) Well...nothing is perfect but GPL is getting migty close. Willem
>Lots of you in this forum have put in scores of hours with GPL (indeed some >were involved from the very beginning with beta testing), not to count the >hours on other sims. Real drivers did not put in this amount of practise. >Hence my argument that it's not realistic. But real drivers could feel the car in the small of their back. As Christian Fittipaldi told me, that's what separates simulations from real life. Dealing with GPL and practicing takes so much effort because it takes a fair amount of time for you to develop an instinct for something which you cannot physically feel, but which real drivers could. They didn't have to "imagine" it. It was already there. Your sales statistics are based upon...WHAT? Randy Randy Magruder [link lost in import]
drbo.. 12 Nov 1998#434001
Am I the only one who finds it screamingly funny that some people criticize GPL As unrealistically difficult because they think _they_ could have raced Clark wheel to wheel in a 1967 F1 car? I think it's unrealistic because so many people _can_ race Clark wheel to wheel in the sim. It's gotta be too easy. bob
I should think so too! You're too fast to take part in this discussion... Dutch git ;-) Andrew McP... who's only ever seen the back of Willem's car
Michael 12 Nov 1998#434003
It does take time but it can be done - I find myself correcting slides with steering input before there's any indication of the slide in the 3D view, you can do this because you "know" certain behaviour takes place. For example, if you are on the adhesion limit and you have to back off the throttle because you're understeering towards the curb, you know that the tail of the car will step out and you'll need opposite lock. If you wait until you actually see it happen on the 3D view, its too late and the tail of the car will go onto the grass and you've lost it. - Michael
David Ewing 12 Nov 1998#434004
> Am I the only one who finds it screamingly funny that some > people criticize GPL As unrealistically difficult because they think > _they_ could have raced Clark wheel to wheel in a 1967 F1 car? Nope. After about five weeks, I'm in the middle of the pack (qualifying around 11th). I'm sure if I was teleported back to 1967, it would have taken me at least six weeks to be this good. Dave Ewing
Marty U'Ren 12 Nov 1998#434005
Quoted text (9 lines)> > Am I the only one who finds it screamingly funny that some > > people criticize GPL As unrealistically difficult because they think > > _they_ could have raced Clark wheel to wheel in a 1967 F1 car? > Nope. After about five weeks, I'm in the middle of the pack (qualifying > around 11th). I'm sure if I was teleported back to 1967, it would have > taken me at least six weeks to be this good. > Dave Ewing
But how many times have you 'died' getting to that level? :-) Marty
Andrea de Cesaris had a lot more seat time than Ayrton Senna... Cheers! John
Good point, but....... Many of us simmers have as much sim seat time as Clark ever had in any car. So we should be as good and better **in sims**.
Quoted text (8 lines)> Am I the only one who finds it screamingly funny that some > people criticize GPL As unrealistically difficult because they think > _they_ could have raced Clark wheel to wheel in a 1967 F1 car? > I think it's unrealistic because so many people _can_ race > Clark wheel to wheel in the sim. It's gotta be too easy. > bob
-- Byron Forbes Captain of Team Lightning Bolt http://members.tripod.com/~HOSHUMUNGUS and http://www.frontiernet.net/~godsoe/bolt/home.htm
speed racer 13 Nov 1998#434170
I can see where you are coming from in saying that GPL is frustrating, but too difficult, I don't think so. I have limited time to play my sims so I still end up off the road as often as I can stay on the road. Whenever I get frustrated with GPL I usually do one of two things. First I may play another sim (one that I can drive), or I think about how I started in sim racing. The very first sim I ever drove was World Circuit Racing (GP1). I can remember that I spent several months and very long hours using Auto Brakes and Gears, because the sim was very frustrating. Once it was all said and done I was driving GP1 with manual shifting and manual brakes and could lap the field (AI) at Phoenix twice. I think that where most of the frustration comes from is that you have felt the joy of victory (in another sim) and can't wait to taste it again in GPL, only problem is, that taste is wanted right away, and not with the usual learning curve. My opinion is that as time passes by and the simulators become more and more 'realistic', the longer the learning curve will become, and I happily look forward to it. Just think how someone like Rusty Wallace, Gerhard Berger(?), or Bobby Rahal (before retirement) felt when they had a long winless streak. Sure they were frustrated, but instead of quiting they just tried harder. :)
EldredP 14 Nov 1998#434375
writes: Only 15 laps??? Uh oh, I've done WAAY more than that. And I'm STILL too slow. :(
webster, 15 Nov 1998#434529
There's an option not to display the wheel and arms inside the***pit.
Paul Jone 16 Nov 1998#434708
The traders on our trade floor have dual monitors with one special graphics card that gives them 2048x768 resolution spread across two 21 inch monitors. Not a big change to go to three. Of course these are not game cards but not a big logical step to have a single graphics card that gives 3072x768 pluged into three monitors. Positioning would be tricky though - ideally these would be alongside you rather than on your desk Paul
Quoted text (29 lines)> > > Perhaps lookleft/lookright > > > running on satellite monitors? > > Wouldn't that be superb? Given the ridiculous price of bottom end hardware, a couple of low > > spec PCs networked to give low res peripheral vision would be amazing. Mind you, it'd need > > a lot of tweaking to get right (the view angle might totally***up your perspective is it > > wasn't right). > > I doubt Win98's multiple monitor support could ever be much use for this... not unless you > > could run under NT and utilise a dual CPU machine and persuade three gfx accelerators to > > use different monitors. The 3 PC solution's probably cheaper and simpler! > oh, you don't need special win98 multimonitor support. that's for > windows multimonitor stuff. For *** purposes just stick in 3 > 3dfx cards - each one has it's own monitor output, the game just > has a look and sees all 3 cards, and uses them appropriately... > hell, if you had enough free PCI slots you could run Voodoo2 SLI on > a 21" monitor for your primary forward view, and then have 2 cheap > Voodoo1 cards to run your satellite displays on 15" monitors arranged > suitably, since the Glide library can support up to 4 3dfx cards in one > system. My desk is big enough to do this:) > Also the game would need a configuration ability where the user > can specify the exact locations and sizes of each monitor, the location > of the user's head too, so the game can then calculate all the correct > viewports and perspective levels to render the correct images to > the monitors. fairly straightforward to do :) > And the "gaps" between the edges of the adjacent monitors would > "simulate" the roof supports at the edge of the windscreen (only > applicable to non-open-wheeler sims, obviously)
Paul Jone 16 Nov 1998#434709
> No matter how good GPL or N3 are, N3 is going to sell a lot more > copies on the strength of the NASCAR name. GPL just won't show up on > the radar for a lot of NASCAR fans. So this did give them some > latitude in how they did the sim. Maybe, maybe not. Nascar (and Indycar for that matter) aren't at all big outside the US. Formula 1 is big right across the globe - in fact almost everywhere except in the US. If N3 has arcade options then it will outsell GPL, but if they follow up GPL with a 1976 F1 version with equivalent arcade options then I think it will outsell Nascar 3. GPL is pretty much the first major Papyrus title that is not US focused. Paul
Paul Jone 16 Nov 1998#434710
That's one fact I really hated when I first read it. I don't see Michael Schumacher with a joystick installed in his Ferrari. I've never used a joystick for a racing sim or any other game for that matter but can't imagine it would be half as much fun as with a wheel and certainly nowhere near as realistic. Which brings another thing I hate to mind - why do GPL and some other sims have to do the graphics of the wheel and drivers arms when I'm sitting here with a wheel and a pair of arms of my own. What I see are two wheels and two pairs of arms. I'd like to see one set of these taken out in future releases (not mine, of course :-) ). Paul
Quoted text (14 lines)> I believe Dave Kaemmer uses a joystick and also other Papyrus employees. > Some of the fastest GPL drivers are using a joystick as well. > David G Fisher > >And up until I go GPL I was always able to do > >well, and win races with a Joystick. No can do with GPL. You have to have > >some type of throttle and braking that isn't ON or OFF (like a button on a > >joystick). I have been able to do better (and have fun) with the Wheel and > >Pedals. > >Dean
Paul Jone 16 Nov 1998#434711
And is it also how come JV can't hold a candle up to Michael Schumacher :-) Paul
Quoted text (11 lines)> >Good point, but....... > > Many of us simmers have as much sim seat time as Clark ever had in any car. So we should > >be as good and better **in sims**. > What about all the people over the decades that had as much seat time as Clark > but couldn't even come close to him? > And how is it that Jacques Villeneuve is able to beat drivers that are older > than he is with more racing experience? > glen
What is NFS3???
Quoted text (12 lines)> I like GPL and yes it is difficult. But, that's why it is my favorite > sim. Following the thread here, I should be complaining that NFS3 isn't > "realistic" enough and EA should add more difficulty to it, it's just to > damn arcadish! But, then I like NFS3, too. Just not as much as GPL. > If EA, wants me to enjoy NFS3 more and expect me to buy NFS4, they > better make it more realistic and harder to play. ;-) > -- > **************************** Michael E. Carver ************************* > Upside out, or inside down...False alarm the only game in town. > =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
% What is NFS3??? Electronic Arts' Need For Speed III (an arcade driving game). % > % > I like GPL and yes it is difficult. But, that's why it is my favorite % > sim. Following the thread here, I should be complaining that NFS3 isn't % > "realistic" enough and EA should add more difficulty to it, it's just to % > damn arcadish! But, then I like NFS3, too. Just not as much as GPL. % > If EA, wants me to enjoy NFS3 more and expect me to buy NFS4, they % > better make it more realistic and harder to play. ;-) % > % > -- % > **************************** Michael E. Carver ************************* % > Upside out, or inside down...False alarm the only game in town. % > =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-= -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

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