I posted this before but as usual nobody took to it.Why cant Papyrus
give us a simple FFB patch.All it would have to do is tighten up as
speed increases.Forget about loosening when oversteering or when the
fronts lose their grip.I dont care about bumps and jerks from
impacts.What I would like is a stifness to the wheel so that I dont
over compensate at full speeds.If not then I really feel they should
overdo the reduce with speed effect that is implemented now.Twitchy as
it is now when your at low speeds and getting less and less movement
at higher speeds will mimic the fact that as speed increases so does
the tension in the wheel.This way at top speed we will have to turn
the wheel alot more for a given amount of llock and this will give the
impression of tightened steering since our wheels get tighter the more
you turn them.I apologize to all if this was brought up many times
before.
Another thing.Does GPL not model the fact that when you go past your
maximum slipangle by truning the wheel to far that you will lose grip
at the fronts.It seems they dont and I feel this is a very good thing
that they added since we cant feel the grip losin the wheel.
Skeeter
Request for a simple force-feedback patch for GPL
A player asked Papyrus for basic force feedback in GPL that simply stiffened the wheel with speed. Others argued realistic force feedback was much harder than it sounded, citing latency, while some held up Viper Racing as proof it could be done well. The thread included a pedantic side argument about spelling.
With Eric Busch (Papyrus)
Automated summary.
Skeeter...
With all due respect, by referring to the addition of force feedback to GPL
as just a "simple FFB patch", you seriously underestimate what's involved in
such an undertaking. With its many subtleties, reproducing road feel and
variations in traction at the steering wheel, in a realistic manner, is not
the veritable child's play that you seem to suggest. Your implication that
Papyrus could produce the desired effect with a "simple" patch is tantamount
to saying to a racing game developer, "Well that's a great physics engine
you have there. Now how about just *** up a good visual interface to go
with that?"
No one has really pulled off the force feedback trick yet. Look at SCGT.
They have force feedback. But force feedback road feel? None, that I could
discern in my limited exposure. Think they wouldn't have liked to have
implemented it? It's not there because 1) they didn't have the expertise to
implement it or 2) its implementation would have taken too long or been too
costly.
As a mechanical engineer, familiar with the physics being modeled, and as a
software developer, I'd suggest that anyone anticipating force feedback in a
1.1 version of GPL not hold their breath. Which, incidentally, is by no
means a criticism of Papyrus. My experience suggests that force feedback is
a GPL 2.0 feature, at earliest.
Finally, you seem to say that GPL does not model excessive slip angles
accurately. Have you ever powered through a high speed sweeper sawing at the
wheel from side to side while maintaining a relatively steady path along the
racing line? The accurate modeling of excess slip angles is exactly what
you're experiencing as you maintain control while madly flailing at the
wheel.
Jack Rambo
snip
> No one has really pulled off the force feedback trick yet. Look at SCGT.
> They have force feedback. But force feedback road feel? None, that I could
> discern in my limited exposure. Think they wouldn't have liked to have
> implemented it? It's not there because 1) they didn't have the expertise to
> implement it or 2) its implementation would have taken too long or been too
> costly.
Buy ViperRacing, then you know what's possible...
Oh, I'd even buy a second copy of GPL to get FF in that sim!
l8er
ronny
--
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
I have it, Ronald. Having done some SCCA campaigning a number of years ago,
Viper Racing doesn't stir any responses in my old and feeble mind.
Jack Rambo
Quoted text (10 lines)
>snip >> No one has really pulled off the force feedback trick yet. Look at SCGT. >> They have force feedback. But force feedback road feel? None, that I could >> discern in my limited exposure. Think they wouldn't have liked to have >> implemented it? It's not there because 1) they didn't have the expertise to >> implement it or 2) its implementation would have taken too long or been too >> costly. >Buy ViperRacing, then you know what's possible...> >Buy ViperRacing, then you know what's possible...
> I have it, Ronald. Having done some SCCA campaigning a number of years ago,
> Viper Racing doesn't stir any responses in my old and feeble mind.
Who would compare real life force feedback to simulated FF? ;^)
But to me the (maybe lacking) feeling of the car fighting back is such
an immersion improvement that I don't want to miss anymore.
l8er
ronny
--
Your mouse has moved. Windows must be restarted for the change
to take effect. Reboot now?
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
snip
> >Buy ViperRacing, then you know what's possible...
> I believe that Viper has great FFB but I really dont feel that FFB
> wheels are up to simulating what the front tires in GPL are going
> thru.It seems that GPL is all ready to go in terms of FFB.Have you
Loosing grip in GPL is NO different to loosing grip in VR, isn't it?
The steering wheel goes loose, if you do loose grip. If it's possible
in VR, it's possible in GPL. Another question is the effect of lag, as
the physics engine of GPL is "finer" (granularity) as VR's.
l8er
ronny
--
Your mouse has moved. Windows must be restarted for the change
to take effect. Reboot now?
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
>Loosing grip in GPL is NO different to loosing grip in VR, isn't it?
>The steering wheel goes loose, if you do loose grip. If it's possible
>in VR, it's possible in GPL. Another question is the effect of lag, as
>the physics engine of GPL is "finer" (granularity) as VR's.
Yes, I know how obnoxious this is..but with this paragraph I can't restrain
myself anymore.
"Loose" and "Lose" mean different things and they are spelled differently.
You "Lose" grip, you are "Losing" grip.
The steering wheel does go "Loose", but it is if you "Lose" grip. The car
can be tighter or "Looser".
A person who does not win is a "Loser"
"Loose" is the opposite of tight.
"Lose" is the opposite of win.
As long as I am setting myself up to get flamed for knowing how to spell, I
might as well add that the middle pedal is the brake. Contrast that with
something else that folks seem to have trouble getting...
It's not a "Break" pedal.
It's not a brake "Peddle"
The readme for SCGT even uses the misspelling "Peddle".
I'm sure the people who can't spell correctly don't think it matters, but I
own a business, and if you come in to apply for a job and your application
looks as good as someone else's but they can spell and you can't, guess who
gets the job?
~daxe
-----------== Posted via Newsfeeds.Com, Uncensored Usenet News ==----------
http://www.newsfeeds.com/ The Largest Usenet Servers in the World!
-----------== Over 66,000 Groups, Plus a Dedicated Binaries Server ==----------
>He, Schlaumeier, sprichst Du noch 'ne Sprache ausser Englisch?
>Hey, smartass, you talkin' another language besides English?
No, You definately have me there. I can speak about 2 useful phrases in
about 5 other languages and can't spell them correctly at all. The real
probelm is that I see people who have English as their native language
spelling it the same way.
Yeah..there's a million of 'em. I tried decaf and everything, but I still
can't stop getting worked up over this junk. Something in my upbringing, no
doubt.
Thanks for having a sense of humor and humoring me.
~daxe
-----------== Posted via Newsfeeds.Com, Uncensored Usenet News ==----------
http://www.newsfeeds.com The Largest Usenet Servers in the World!
-----------== Over 66,000 Groups, Plus a Dedicated Binaries Server ==----------
Quoted text (9 lines)
> Ronald Stoehr wrote > >Loosing grip in GPL is NO different to loosing grip in VR, isn't it? > >The steering wheel goes loose, if you do loose grip. If it's possible > >in VR, it's possible in GPL. Another question is the effect of lag, as > >the physics engine of GPL is "finer" (granularity) as VR's. > Yes, I know how obnoxious this is..but with this paragraph I can't restrain > myself anymore.Ronald is German. I own a company too. If he applied for a job with me and
made such a tiny mistake in his spelling, I'd be impressed.
David G Fisher
>I'm sure the people who can't spell correctly don't think it matters, but I
>own a business, and if you come in to apply for a job and your application
>looks as good as someone else's but they can spell and you can't, guess who
>gets the job?
As you say, good ff has been done already. It's coming in other sims. Since
it wasn't in GPL, the GPL fans insist it can't be done. Surprise, surprise.
David G Fisher
>Buy ViperRacing, then you know what's possible...
On Tue, 23 Mar 1999 15:42:33 -0500, "David G Fisher"
>As you say, good ff has been done already. It's coming in other sims. Since
>it wasn't in GPL, the GPL fans insist it can't be done. Surprise, surprise.
>David G Fisher
Hi David,
I think GPL is, by far, the most awesome racing sim yet. Consider me
a fan of GPL.
I insist that good FF can be done, because I've seen it.
So much for sweeping generalizations...
Brett
Hi Skeeter,
Now that I've stopped to consider your point, it makes a whole lot of
sense. While I don't have a difficult time staying straight at high
speeds, it would be nice to have even the most basic feedback that you
describe. Good point.
As for your second point, it seems to me that I could never turn far
enough (at high straight speeds) to loose grip at the front. The lock
just doesn't seem great enough, then the back end just breaks loose.
At low cornering speeds, I definitely get understeer. At least,
that's how I remember it right now...
Brett
Quoted text (14 lines)
> > I posted this before but as usual nobody took to it.Why cant Papyrus > >give us a simple FFB patch.All it would have to do is tighten up as > >speed increases.Forget about loosening when oversteering or when the > >fronts lose their grip.I dont care about bumps and jerks from > >impacts.What I would like is a stifness to the wheel so that I dont > >over compensate at full speeds.If not then I really feel they should > >overdo the reduce with speed effect that is implemented now.Twitchy as > >it is now when your at low speeds and getting less and less movement > >at higher speeds will mimic the fact that as speed increases so does > >the tension in the wheel.This way at top speed we will have to turn > >the wheel alot more for a given amount of llock and this will give the > >impression of tightened steering since our wheels get tighter the more > >you turn them.I apologize to all if this was brought up many times > >before.David G Fisher wrote
It can be done David...
Don't over-generalize :)
-= Fran?ois Mnard <ymenard/Nas-Frank>
-= NROS Nascar sanctioned Guide http://www.nros.com/
I've yet to see it...
Eric
As far as I'm aware the current problem with FF is the latency involved.
For example if in the sim you calculate that the steering wheel should have
a torque of
say 10 pounds force you need to send that command to the FF wheel. The time
for
that command to be sent can be longer than the time it takes to update the
display. So
what ends up happening is that the Force "Feedback" is slightly delayed
compared to what
you are seeing on the monitor. This delayed feedback would cause problems in
how you perceive
the car feels.
Of course you can do "canned" effects that play a lot quicker because they
are built into the wheel
and do not take a long time to set up. These canned effects can be wheel
rattle over berms, wheel
shake in collisions, etc. I think if it was easy for Papyrus to do
"realistic" steering Froce Feedback
they would have done it.
John
> As you say, good ff has been done already. It's coming in other sims. Since
> it wasn't in GPL, the GPL fans insist it can't be done. Surprise, surprise.
> David G Fisher
> >Buy ViperRacing, then you know what's possible...
> >Loosing grip in GPL is NO different to loosing grip in VR, isn't it?
> As you say, good ff has been done already. It's coming in other sims. Since
> it wasn't in GPL, the GPL fans insist it can't be done. Surprise, surprise.
Ok, now which sims/games has done this good, and yes I'm a GPL fan and
yes I really want to know, I tried Viper Racing with a FF wheel and
wasn't impressed, but I'm open for suggestions :-)
Beers and cheers
(uncle) Goy
> > As you say, good ff has been done already. It's coming in other sims. Since
> > it wasn't in GPL, the GPL fans insist it can't be done. Surprise, surprise.
> Ok, now which sims/games has done this good, and yes I'm a GPL fan and
> yes I really want to know, I tried Viper Racing with a FF wheel and
> wasn't impressed, but I'm open for suggestions :-)
Well, if you didn't like the FF in VR, then you're out of luck, as it
currently is the only sim with really usefull and immersive effects...
l8er
ronny
--
A healthy "*** you" to Eidos for voluntary and unlawfull
censorship of *** German video gamers! (Daikatana)
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
>Ok, now which sims/games has done this good, and yes I'm a GPL fan and
>yes I really want to know, I tried Viper Racing with a FF wheel and
>wasn't impressed, but I'm open for suggestions :-)
I found Viper racing FF very very good. It convinced me that Papyrus
really *should* be doing FF. Now maybe for the small number of
superstar hotlappers it would mean nothing, it would slow them down.
But for the other 95% of us mortals I think it would really increase
our ability to drive the car, just like it does in Viper.
Joe
> I found Viper racing FF very very good. It convinced me that Papyrus
> really *should* be doing FF. Now maybe for the small number of
> superstar hotlappers it would mean nothing, it would slow them down.
> But for the other 95% of us mortals I think it would really increase
> our ability to drive the car, just like it does in Viper.
Hm, odd, I really couldn't get much from the FF in VR, but since you're
not the only one, I guess I need to go back and look some more, could it
be that the Thrustmaster Force GT that I tried just isn't any good ?
Beers and cheers
(uncle) Goy
"Team Mirage" http://www.teammirage.com/
"The Pits" http://www.theuspits.com/
> Well, if you didn't like the FF in VR, then you're out of luck, as it
> currently is the only sim with really usefull and immersive effects...
Ok, I'll have another go then, maybe that TM Force GT needs some tuning
Beers and cheers
(uncle) Goy
"Team Mirage" http://www.teammirage.com/
"The Pits" http://www.theuspits.com/
>Hm, odd, I really couldn't get much from the FF in VR, but since you're
>not the only one, I guess I need to go back and look some more, could it
>be that the Thrustmaster Force GT that I tried just isn't any good ?
i don't know. My Logitech FF isn't the *strongest* wheel, but it's
effects are very accurate. Most helpful is the way the wheel pulls to
the side based on how hard you are turning, and goes loose/tight when
your wheels lose/catch grip. The wheel also goes light as you crest
hills, which is neat. It's definitely improved my Viper driving.
What shocks me about the whole FF thing is how hopelessly crappy most
FF support is in games that claim to have it. Even new games like SCGT
have only the most minimalist possible support - rumble strips and
collisions. Developers, if that's all your going to do don't even
bother. At LEAST give my variable sideways pull on turning and loose
steering on skidding. That doesn't seem so ***y hard, and is the
absolute minimum implement ion needed for FF to be at all useful.
Joe
> i don't know. My Logitech FF isn't the *strongest* wheel, but it's
> effects are very accurate. Most helpful is the way the wheel pulls to
> the side based on how hard you are turning, and goes loose/tight when
> your wheels lose/catch grip. The wheel also goes light as you crest
> hills, which is neat. It's definitely improved my Viper driving.
Tried it some more, like it a bit more :-)
There are as you say some neat touches in there, guess what turned me
off initially is the "notchy" action of the TM wheel when I'm used to
the very smooth action of my regular wheel (homebuilt TSW(ish) replica),
do all FF wheels have this, I mean I can actually feel that there are
electrical motors/servos working mechanically in there (hope you guys
know what I mean) and not a smooth continious action
--
Beers and cheers
(uncle) Goy
"Team Mirage" http://www.teammirage.com/
"The Pits" http://www.theuspits.com/


































