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Papyrus keep up the great work!!!

15 posts by 11 people · 17 Feb 1999 - 22 Feb 1999

I have been playing papyrus sims since Indy 500 and nobody, I mean nobody does racing sims like Papyrus. Everyone, including myself, complained about not having any new information on Nascar3 and now it is coming out of the woodwork and you guys complain. My 2 cents. John McClaren Electrical Engineer Interior Communications JMcClaren on TEN
Mms. Gee, I think that Geoff Crammond did an awesome job with GP2 that came out around the same time as ICR2/Nascar Racing. Perhaps GP3 will blow the doors off Papyrus, I'm for one hoping so.
Tadej Krev 17 Feb 1999#450647
Would be totally cool, but I doubt Geoff can make a better physics engine as GPL. The reason I think so is that he works on his own whilst there were several engineers at papy working a whole year on the physics engine. It would take Geoff at least 3 or 4 years to make it... (but HEY ! he might have started implementing the game before gp2 came out... ;o)) Tadej Krevh Lotus Internet Racing organization http://member.xoom.com/LotusRacing/ > Mms. Gee, I think that Geoff Crammond did an awesome job with GP2 that came > out around the same time as ICR2/Nascar Racing. Perhaps GP3 will blow the > doors off Papyrus, I'm for one hoping so.
Quoted text (7 lines)> Would be totally cool, but I doubt Geoff can make a better physics engine as > GPL. The reason > I think so is that he works on his own whilst there were several engineers at > papy working a whole > year on the physics engine. It would take Geoff at least 3 or 4 years to make > it... (but HEY ! he might > have started implementing the game before gp2 came out... ;o))
Do you actually believe he did GP2 ALONE? Would explain the delays, but I doubt it. He definitely has a team for GP3. l8er ronny -- How to get rid of censorship in German game releases <http://www.gamesmania.com/german/maniac/freedom/freedom.htm> |\ _,,,---,,_ I want to die like my Grandfather, ZZZzz /,`.-'`' -. ;-;;,_ in his sleep. |,4- ) )-,_. ,\ ( `'-' Not like the people in his car, '---''(_/--' `-'\_) screaming their heads off!
ymenard 17 Feb 1999#450649
Ronald Stoehr wrote Well... I am checking the Gp2 credits. and if I take out all the producing aspect of the title made by Microprose.. Programming and Game design : Geoff Crammond Menu Graphics : Pete Cooke Topography of the racing circuits : Norman Surplus Track data research : Celia Holmes Tester : David Surplus Oh I had an technical supplement with Gp2 and in it there is an additional credit to Dave Amey who was the F1 Engineer who helped Geoff. So yes Geoff made about 95% of Grand Prix2. F1GP was his baby alone, and for Gp2 he got a little staff, including two brothers. That's why I often said when people were asking info about a patch for Gp2 or a sequel that he bought a private Island in Hawaii where he built himself a mansion. Gp2 sold over a million copies in Europe so where is all the money going after the producing team ? Heh to him ;) -= Fran?ois Mnard <ymenard/Nas-Frank> -= NROS Nascar sanctioned Guide http://www.nros.com/ -= SimRacing Online http://www.simracing.com/ -= Official mentally retarded guy of r.a.s. -= May the Downforce be with you... "People think it must be fun to be a super genius, but they don't realise how hard it is to put up with all the idiots in the world."
% Would be totally cool, but I doubt Geoff can make a better physics engine as % GPL. The reason % I think so is that he works on his own whilst there were several engineers at % papy working a whole % year on the physics engine. It would take Geoff at least 3 or 4 years to make % it... (but HEY ! he might % have started implementing the game before gp2 came out... ;o)) Originally, GP3 was to be a "completion" of GP2 using the same basic "engine", but include weather and improved graphics. Unless Geoff totally scrapped this and started work from scratch on GP3, I highly doubt we'll see a match for Papyrus's engine. However, that doesn't mean that GP3 won't feel good. One thing that Geoff is good at, is making a program feel right. I think his approach has always been to "make" it feel right, in other words make the program mimic the feel. Where Papyrus has taken the other approach and built a physics engine and then worked on the program to utilize it. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Kev 18 Feb 1999#450938
>% Would be totally cool, but I doubt Geoff can make a better physics engine as >% GPL. The reason >% I think so is that he works on his own whilst there were several engineers at >% papy working a whole >% year on the physics engine. It would take Geoff at least 3 or 4 years to make Given how much processor time is spent modelling the physics in GPL, does anyone out there really think it is practical to use this for a 'modern' F1 sim. This would mean not only modelling everything that GPL models, but also adding an aero model. To do this properly you would have to model the effects of the tyres (ie the lift generated at speed), the undertray, front and rear wing - which would all change depending on wing settings, suspension setup and car manufacturer. It would also have to model the effects of 'dirty air' from cars ahead and the loss of downforce when the car gets sideways thru a corner or rides over a curb. Somewhere along the line the processor will also have to make some sounds and draw all this on the screen. Given that most computers out there are lucky to eek out 36fps in GPL, I think it will be a while before we get to see a 'modern' F1 sim with the same level of realism.
Kev...all those points you mentioned apply to ALL forms of racing...not just F1. :? Even a GPL car does have some aerodynamic properties. I don't know how much of that is or is not already modeled in GPL's physics engine or not. As to "eeking" out at 36fps...don't compare graphical FPS with actual physics engine speed. Physics engine was running at 288hz (i.e. 288fps..) or so if I remember right (ICR2/N/N2 ran at 33hz...Quake2's "physics" runs at 10hz). That physics engine has to be "constant" all the time or you would end up with each client (whether it be AI or human) with different views of the world's physics. Anyways, having multiple physics engine run for each client on the system does take a large hint in processing power, but I don't believe that GPL's graphics system is as good as the physics engine and is part of the reason you only see 36fps. Also note, someone stated that one of the guys from Papyrus said they had limited the engine to 36 anyways for synchronization purposes with the physics engine. But in the end, I think you can get a good F1/CART game out of the GPL engine w/o too suffering too much more of a processing hit. :)
You could be right Michael. But then again, I really don't know how much "physics" was built into GP2 or not. It was quite the hog of resources, and I haven't tried it lately but should....but I hear that it still uses up a lot even on the most current machines. That could bode well even for a "upgraded" GP2. :)
David Ewing 18 Feb 1999#450941
> Given how much processor time is spent modelling the physics in GPL, does > anyone out there really think it is practical to use this for a 'modern' F1 > sim. This would mean not only modelling everything that GPL models, but > also adding an aero model. Hopefully, Papyrus has already taken this into consideration when they designed the physics engine for GPL. Converting it to modern F1, or any other era/form of racing, would then simply be just to plug in the right values for that format. My guess is this is exactly what they have done, given that the GPL engine is to be the basis of NASCAR3, a very different form of racing. Dave Ewing
But seriously, Didn't we hear some sort of vague rumors shortly after GP2 came out that Mr. Crammond _was_ working on GP3? I think these sayings started when GP2 was displayed at Brands Hatch... Can anybody back me up on that? Mikey
XtremeCh 21 Feb 1999#451605
I remember some time back reading an interview with someone from Papy, and they stated that the way this physics engine was designed, once they knew a specific set of values for a given vehicle they could plug those in, and thats they way the sim would respond. they said you could make it feel like a '67 GP car, or an 88 Honda Prelude. T << Hopefully, Papyrus has already taken this into consideration when they designed the physics engine for GPL. Converting it to modern F1, or any other era/form of racing, would then simply be just to plug in the right values for that format. My guess is this is exactly what they have done, given that the GPL engine is to be the basis of NASCAR3, a very different form of racing.>>>
Kev 21 Feb 1999#451606
It looks like you have missed the point of my post - being that the ovehead required for the GPL physics model currently leaves little time for the processor to take care of functions like graphics and sound. Adding an aero model on top of this will leave even less time. Consider the fact that the current physics model will account for aero drag only (with some modelling for drafting ?), while to model any car with aero assists will need to take into account wing sizes/settings, suspension settings, ride height, distance behind other cars, car pitch and yaw and calculate the effect of the forces produced. Given the huge load on processing power this would require, I don't think we will see any sim which does this as accurately as the non-aero model used in GPL anytime soon.
chog.. 21 Feb 1999#451607
Papyrus is most likely looking at the newer top of the line cpu's that will arrive at about the same time N3 does.This way they can put the advanced aero model into the sim and also allow a full field of cars at a decent resolution with a constant 36fps as they did with the P2-450mhz.I dont know if anyone else has wrote about this before but I think Papyrus has downgraded the graphics a bit since the first pictures arrived in NEXT GENERATION ONLINE.Cmpare the pictures 11,12 and 13 to the newer ones on this page and youll see what i mean. http://members.xoom.com/ChrusS/gallery.htm It appears as if the older pictures had much more texture depth especially in the road surfaceand the cars look more detailed but they mostlikely have to do this to run it full field with the current cpu at the time.N3 should still rock:)) Skeeter
David Ewing 22 Feb 1999#451807
Quoted text (11 lines)> It looks like you have missed the point of my post - being that the ovehead > required for the GPL physics model currently leaves little time for the > processor to take care of functions like graphics and sound. Adding an aero > model on top of this will leave even less time. Consider the fact that the > current physics model will account for aero drag only (with some modelling > for drafting ?), while to model any car with aero assists will need to take > into account wing sizes/settings, suspension settings, ride height, distance > behind other cars, car pitch and yaw and calculate the effect of the forces > produced. Given the huge load on processing power this would require, I > don't think we will see any sim which does this as accurately as the > non-aero model used in GPL anytime soon.
No, Kev, I understood exactly what your point was. I was just stating that it is possible that all the aerodynamic modeling that you discuss IS already in there and being calculated. For the 1967 cars you would have wing size / angle of 0, for example. Slip streaming is definitely already modeled (although we obviously can't tell if they have correctly modeled the effects of dirty air on a modern F1 wing and all its ramifications). Hopefully, all this processing is already taking place and that modifying the parameters of wing size, underbody shape, etc. is all that needs to be done. If this isn't built in, then you are absolutely right that this could eat up more processing power to add it. Dave Ewing

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