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Rec.Autos.Simulators Archive

Is there a way to get more feel in sims???

3 posts by 3 people · 13 Nov 1998 - 13 Nov 1998

Michael 13 Nov 1998#434232
I've posted on this topic before and you make some very good points. The ***pit in GPL *does* move around a bit in the way you describe, especially in the pitch axis, but its quite subtle. I don't think personally there's a definitive answer to this - high quality rapid response force-feedback steering wheels might help; steering force could go lighter as front tyres lose grip. - Michael
Quoted text (8 lines)>>Anyone have any comments on this topic of lack of car feel??? >I've posted on this topic before and you make some very good points. The >cockpit in GPL *does* move around a bit in the way you describe, especially >in the pitch axis, but its quite subtle. I don't think personally there's a >definitive answer to this - high quality rapid response force-feedback >steering wheels might help; steering force could go lighter as front tyres >lose grip.
To see the car roll, try disconnecting the anti-roll bars (set them to 0). You should see quite a lot of rolling. Unfortunately, the car is then usually undrivable. Normally you don't see much roll; suspension is very hard compared to normal street cars. So this is modelled quite realistically. I'm not sure if the realism here is a good thing. Maybe exaggerating the rolling would help getting a better 'feel' for the car. Samppa --
speed racer 13 Nov 1998#434234
I think that these movements you explain would help the game but consider that this is the first sim that use the new physics engine that the game is based on, so obviously they won't get everything right :) Maybe N3 will improve upon these areas and others?

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