Race Sim Central
Rec.Autos.Simulators Archive

AMA Superbike Racing, Attn:Stephen W.

17 posts by 11 people · 28 Jan 1999 - 11 Feb 1999

Destroy 28 Jan 1999#447676
You wanted questions right. :) Is the game from Motorsports Simulation going to have force feedback? Is it D3D, OpenGL or Glide? Or combos there of? Will it be 3D accelerated only? Please tell me the game will have 'ZERO nada none no' popup with max detail engaged? I'm confused about the online version be downloadable. Is it going to be like Warbirds where the game is free but to play online it will cost a said fee? Will the game have a 'garage' section similar to Motocross Madness or more like Burnout? How true will the off track physics be? i.e. in the grass, gravel, etc Will this be the first game that gets the 'wheelies' done right? :) How did you manage to get permission from all those tracks, riders, and the AMA themselves to include them in your game? What are the other race tracks you plan on including in your AMA full product(s)? I see no obvious 'chase view' in any of the screenshots? thanks for your reply in advance Destroy
Hiya Destroy, >You wanted questions right. :) You bet :) We are planning to implement force feedback for sticks and wheels. The game was originally developed using OpenGL but we moved over to D3D some time ago. We have the ability to support card-specific rendering like Glide too. Yes. There is no software renderer. Well, this depends on your computer, but that is our goal. The online version will be available for free download (similar to WB). All other aspects of our pricing are not yet announced :) Hmm, not sure we'll have nitro & clutch stages (!) but it is certainly more of a detailed (motorcycle) simulation rather than an "arcade game". We will support many surface types other than the racing track asphalt. You'll have to tell us that :) I'll let Matt answer this more fully if he's around later! I'll have to refer you to our press releases on our web page. They contain all the***details! New information is posted every so often, so check back if you're interested. We're not yet ready to announce which exact tracks are going to be in the game, but there will be somewhere in the neighborhood of 10. We have a chase view, but those shots on the web page are of an early alpha. We didn't necessarily get a shot of all our neat camera views up on the web page :) Hope it helped! BTW - haven't I seen you posting on the yahoo amasuperbike club page? Your handle rings a bell... -- Cheers, Stephen Stephen Wilkinson "Programming is like Pinball. VP of Development The reward for doing it well is Motorsport Simulations Inc. the opportunity to do it again." [link lost in import]
> How true will the off track physics be? i.e. in the grass, gravel, etc I expect it to be pretty hard to ride off track, at speed anyway. ;) We hope to have interesting controllable wheelies. It's not really very hard to get the model to wheelie... the challenge is controlling it on a PC! Right now, I usually have the torque capped on my test setup so I can't wheelie. ;) I have a combined throttle/brake analog on my desk right now. When the front wheel comes up I tend to drop the throttle too far trying to put the wheel back down too quickly. When I move it too far like this and dip into the braking part of the combined analog axis I slow the front wheel and lose it's gyro effect. So not only am I out of control in pitch, but laterally as well! ;) (I have my controls setup to combine front and rear braking torque commands from a single analog half axis, sort of like a car's "brake balance".) Some of my wheelie trouble is probably "rider error" on my part... I expect I'm letting the wheel come up at too slow a speed where the bike is less controllable. Anyway, just an example to show that it will probably take some practice (and "due care and caution" at first! :) to get around all the limitations of the PC controller interface for the most complex of our riding models. Riders will probably also want to experiment to decide what control signals they prefer hooked up to the analog inputs. Motorcycles have an awful lot of controls on them that would benefit from analog control. (I'm looking forward eagerly to the possibilities for more than 4 analogs with USB technology, though I'm not sure whether I personally have enough coordination to use more than 4! :) One of the things I'm concentrating on right now is adding "Compensator" algorithms that will automatically make small adjustments of the steering and rider body positions (in addition to the player input commands) to mimic an experienced rider's instinctive control of the bike. This will be used where the complex model is less stable than it should be, and also be used heavily as "Rider Aids" in the easier driving models, and with controller setups with fewer analog signals. -- Matthew V. Jessick Motorsport Simulations Vehicle Dynamics Engineer (972)910-8866, Fax: (972)910-8216
Destroy 29 Jan 1999#447832
Sounds great and very seriously thought out on your part. Glad to see you are heading down the right track.(no pun intended) Yes, without separate front and rear brake controls, extended wheelies can be a problem. Cars are soooo easy to control compared to motorcycles. Just don't scare away the novice gamer through massive difficulty and complexity ala GPL. You have your work cut out for you. :)
Quoted text (57 lines)> > How true will the off track physics be? i.e. in the grass, gravel, etc > I expect it to be pretty hard to ride off track, > at speed anyway. ;) > > Will this be the first game that gets the 'wheelies' done right? :) > We hope to have interesting controllable wheelies. > It's not really very hard to get the model to wheelie... > the challenge is controlling it on a PC! > Right now, I usually have the torque capped on my test > setup so I can't wheelie. ;) > I have a combined throttle/brake analog on my desk right now. > When the front wheel comes up I tend to drop the throttle too > far trying to put the wheel back down too quickly. > When I move it too far like this and dip into the braking > part of the combined analog axis I slow the front wheel and > lose it's gyro effect. So not only am I out of control in > pitch, but laterally as well! ;) (I have my controls setup > to combine front and rear braking torque commands from a > single analog half axis, sort of like a car's "brake balance".) > Some of my wheelie trouble is probably "rider error" > on my part... I expect I'm letting the wheel come up at > too slow a speed where the bike is less controllable. > Anyway, just an example to show that it will probably > take some practice (and "due care and caution" at first! :) > to get around all the limitations of the PC controller > interface for the most complex of our riding models. > Riders will probably also want to experiment to decide > what control signals they prefer hooked up to the > analog inputs. Motorcycles have an awful lot of > controls on them that would benefit from analog > control. (I'm looking forward eagerly to the > possibilities for more than 4 analogs with > USB technology, though I'm not sure whether I > personally have enough coordination to use > more than 4! :) > One of the things I'm concentrating on right now is > adding "Compensator" algorithms that will > automatically make small adjustments of the steering > and rider body positions (in addition to the player > input commands) to mimic an experienced rider's > instinctive control of the bike. This will be used > where the complex model is less stable than it > should be, and also be used heavily as "Rider Aids" > in the easier driving models, and with controller > setups with fewer analog signals. > -- > Matthew V. Jessick Motorsport Simulations > Vehicle Dynamics Engineer (972)910-8866, Fax: (972)910-8216
>Just don't scare away the novice gamer through massive difficulty >and complexity ala GPL. I don't agree with the way you say that, i'd rephrase it this way: "Just don't scare away the novice gamer by not including enough help so that they can gradually increase the difficulty settings and really appreciate the complexity of the more true-to-life motorcycle simulation we've ever experienced (this is my wish anyway...)!" Now that's more like it! ;o) A. Renault
Quoted text (14 lines)> >Just don't scare away the novice gamer through massive difficulty > >and complexity ala GPL. > I don't agree with the way you say that, i'd rephrase it this way: > "Just don't scare away the novice gamer by not including enough help > so that they can gradually increase the difficulty settings and really > appreciate the complexity of the more true-to-life motorcycle > simulation we've ever experienced (this is my wish anyway...)!" > Now that's more like it! > ;o) > A. Renault
Hehe, hopefully we can quote you saying something very similar after we publish the game. ;) To add to what Mark Miller (our Director of Design) posted, we are very sensitive to the need to balance the depth required of an ongoing online game with ways to keep our games accessible and fun for all levels of skill. My interest in this area comes from my experience with the "Training Staff" for the WarBirds (TM) large scale online flight sim. As a veteran player, I teach new players basic skills and more advanced tactics online each week. I deal with new people all the way from the "Fly East? Compass? Huh?" ;) level to advanced stuff. I find that the newer players can be more in tune with the "sense of wonder" and the fun of learning a new sport than we "old-timers" are sometimes, and want lots of them around for that reason (as well as the usual business reasons! :) -- Matthew V. Jessick Motorsport Simulations Vehicle Dynamics Engineer (972)910-8866, Fax: (972)910-8216 Warbirds callsign: =para=
Destroy 31 Jan 1999#448104
Much better. Well said. :)
Quoted text (14 lines)> >Just don't scare away the novice gamer through massive difficulty > >and complexity ala GPL. > I don't agree with the way you say that, i'd rephrase it this way: > "Just don't scare away the novice gamer by not including enough help > so that they can gradually increase the difficulty settings and really > appreciate the complexity of the more true-to-life motorcycle > simulation we've ever experienced (this is my wish anyway...)!" > Now that's more like it! > ;o) > A. Renault
>[...] >"Just don't scare away the novice gamer by not including enough help >so that they can gradually increase the difficulty settings and really >appreciate the complexity of the more true-to-life motorcycle >simulation we've ever experienced (this is my wish anyway...)!" That is the direction we're heading. A lot of thought has gone into what assistance features are needed to learn to drive the bike versus what features are needed to make the game playable on most computers versus what features we will absolutely turn off during actual races. In most cases, when it comes to driveability and playability, we try not to remove elements of the simulation - opting instead to make them more manageable. Basically, it's got to be hard enough that you want to spend an evening in practice shaving a half second off your time. But not so damn hard you know you'll never be able to get your time down. -MSM -- __________________________________________________________________________ Mark S. Miller "Be regular and orderly in your life, Director of Design that you may be *** and original Motorsport Simulations, Inc. in your work." [link lost in import]
<SNIP> <SNIP> An evening to shave off have a second? I'll spend a week to shave off a 1/10th of a second. Eric Franzen
Bj.O.rn 04 Feb 1999#448608
So, you havn't seen a works corsa Ducati then... /Bj.O.rn
Hello Chris! [snip] We are supporting analog gauges, but not at the time those screenshots were made :) You're right in that the one pictured in the shots is a temporary dash, however, quite a few of the competition superbikes have various forms of digital (LCD/LED) readouts in the***pit. We will be supporting both types of guages. Hehe - we'll certainly do our best! Cheers, Stephen Stephen Wilkinson "Programming is like Pinball. VP of Development The reward for doing it well is Motorsport Simulations Inc. the opportunity to do it again." [link lost in import]
Bj.O.rn 04 Feb 1999#448610
>No, and I must admit my own experience is limited to >pictures of the bikes in bike mags. Are there any others? A small pic of the Ducati corsa dash on this link: [link lost in import] a Stac unit... The Milestone/VIE (now EA) superbike game replicates this dash quite nice :-) So, when will they release it.... ***y hell, I saw the demo in Ducati's personell restaurant in june, during the World Ducati Weekend.... And yes, I have the demo... :-) Bj.O.rn, Ducati '98 900 SSie
Remco Moedt 04 Feb 1999#448611
Quoted text (12 lines)>> >A little different than the topic of the thread, but please >> >tell me that the indycar style digital display in the screen- >> >shots is just a temporary dash. I've never seen a superbike >> >with anything other than analog guages. I'd be very disappointed >> >if analog guages weren't included. >> So, you havn't seen a works corsa Ducati then... >> /Bj.O.rn >No, and I must admit my own experience is limited to >pictures of the bikes in bike mags. Are there any others?
Aprilia RS250 and RSV Mille, both has a digital display. Remco
Mike Laskey 07 Feb 1999#449054
t>... The only thing I want to know about this sim, is.... can I do the Max Biaggi wheelie? :-) Mike.
rdra.. 09 Feb 1999#449390
Quoted text (7 lines)> t>... > >Hehe - we'll certainly do our best! > The only thing I want to know about this sim, is.... can I do the Max Biaggi > wheelie? :-) > Mike.
or the steve crevier stopie !!!!
Quoted text (7 lines)>>Stephen Wilkinson wrote... >>>Hehe - we'll certainly do our best! >>The only thing I want to know about this sim, is.... can I >>the Max Biaggi wheelie? :-) >or the steve crevier stopie !!!!
What bikes are included in the sim? I wanna try the H-D VR1... -- ========================================================= John Simmons - Redneck Techno-Biker (Zerex12) http://www.members.home.net/jms1/index.html John Simmons - Barbarian Diecast Collector http://members.home.net/jsimm/diecast_index.html IGPS Director http://www.paddedwall.org/igps/igps.html If you want to send me email, go to either of the URL's shown above & click "Send Me Mail" in the contents frame. =========================================================
Hi John, [snip] Well, unfortunately I can't really answer this question right now since there are some unfinished licensing issues. But we will be posting more detailed feature sets (bikes, tracks etc) as they become available at our website! Sorry I couldn't be more specific :) Cheers, Stephen Stephen Wilkinson "Programming is like Pinball. VP of Development The reward for doing it well is Motorsport Simulations Inc. the opportunity to do it again." http://www.motorsims.com

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy