Race Sim Central
Rec.Autos.Simulators Archive

The demise of the GPL physics engine. (longish rant)

12 posts by 11 people · 18 May 1999 - 19 May 1999

Jack Rambo 18 May 1999#468392
Now there's an interesting idea! Certainly would have added to GPL's shelf appeal and made it very distinctive! Maybe it's time for a repackaging? Jack Rambo www.RaceLive.com/GPaL
Personally I think if you'd put some girl with big hooters on the package it would have been a hit. ;)
Quoted text (10 lines)> Now there's an interesting idea! > Certainly would have added to GPL's shelf appeal and made it very > distinctive! > Maybe it's time for a repackaging? > Jack Rambo > www.RaceLive.com/GPaL
ymenard 18 May 1999#468394
Hahaha <of course> Remember 1967 was the Summer of Love, so it would had been appropriate ;-) -- -- 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."
john moore 18 May 1999#468395
> 2. Not including an arcade mode in the original GPL release. Hmmm, Iv'e been driving GPL (and nothing else) since the demo first came out. In that time I have also compiled bookmarks for over 210 seperate GPL sites in addition to reading just about every post on ras concerning GPL. So I wonder, what arcade mode? Surely your'e thinking of the F3 carsJM
Where do I start. I am very disturbed to read that due to the poor world-wide sales of GPL, the utterly fantastic work that made the GPL physics engine possible, may not get to be used further. Now don't get me wrong, I don't give a "rats-a*se" about NASCAR2000, (or whatever it will be called), what I am worried about is that the release of the GPL 1.1 patch will be the end of line for GPL development. THIS MUST NOT BE ALLOWED TO HAPPEN. PERIOD GPL is really a victim of it's own brilliance, in that the virtually true-to-life physics of the sim make it as hard as hell to initially learn and get into. This has obviously put a lot of people off parting with their hard-earned cash, dented the sales, and ultimately making GPL accessible to only 100's of racers, instead of the 1000's expected. There have been a couple of mistakes along the way:- 1. Difficult Demo. I remember when I first put the GPL demo on my Pentium 200, and attempted to do some laps around the Glen. Boy was that tough, firstly with a framerate in the mid ***s, and a "pedal-to-the-metal" mentality, it must have taken 3 hours to do a single clean lap in the mid 1:20's. After a couple of days, and a few tweaks to my system, the frame rate was reasonable and I was getting close to breaking the 1:10 barrier, (after having read people in ras doing 1:06's). The point I'm tryin to make here is that a Demo for any game should be very accessible when first tried, not an exercise in determined analysis to find the right hardware and software combinations, whilst having to learn how to drive again. Any may I remind everyone that there was VERY LITTLE support from Papy/Sierra, and I got all my assistance from Alison Hines Eagle Woman site, (without who's work I don't think GPL would be even the success it is today), and from the people on ras. The lesson to be learnt here is sacrifice some of the "eye-candy" for pliability in a Demo, and make it accessible to everyone, not just the hard-core Simracing fraternity. 2. Not including an arcade mode in the original GPL release. If this had been implemented then the sales of GPL would have probably hit the expected figures, and helped prolong the life expectancy of GPL. And it's not as if it would have been difficult to achieve. For instance, I read that the AI have a uniform type of set-up, a sort of sub-set of what is available to us in the game. Also the AI have must have some form of scaleable programmed driving aid, (part of the Global Hype), that keeps them on the track, and allows for the making of mistakes. See where I'm leading here? With the addition of an arcade mode, using the AI set-up, (generic by car for all racers), with all the driving aids switched on, some use of the Hype facility to ensure that the first-time racer stays on the track, and scaleable AI strength, the "newbie" can fly around the circuit, bumping and jostling for position, with only the barest skill level required. Maybe chuck in a speedo, instant timing, spilts, and it comes together nicely for the less demanding drivers out there, (you know who you are). This allows the Newbie to get a feel for the game, and then progress onto the sim aspect of GPL, in there trainer cars, and ultimately onto the F1 cars. 3. System Requirements. Please please please please please please please, make the system requirements identified on the box relate to what is really required. When the game was first identified, it was said to run on a low end spec machine, with some of the detail turned down. When I tried it on my Pentium 200, which was a higher spec than recommended, it ran like a dog, which if you read through ras, was the same the world over. I wonder how many people read on ras that what they really needed was a PII 450, 128 Meg ram machine, and this put them of buying GPL? Okay so you don't need a high-end machine to run GPL, but to get it to run acceptably well, you would need more that the recommended minimum spec. When will the software companies ever learn?? Okay, moanin and ***in about what went wrong won't help save the GPL physics engine, so what will. Well in my opinion a future patch to introduce an arcade mode to the game could be a good step, but I really feel it is too late for GPL...!! Therefore maybe the use of the GPL physics engine in NASCAR2000, with an arcade mode, an intermediate mode, and a sim mode will make it more accessible to the masses. For those that just want to race, a dumbed-down physics engine sub-set would suffice, whilst the intermediate mode would introduce a larger amount of the physics engine, with the sim mode being exactly that. Hey if Papy/Sierra did it that way, even I would buy a copy...., (maybe??). The reason I am advocating the NASCAR implementation is that if the physics engine is maintained and used for other projects, then further development may take place on GPL, instead of the 1.1 patch being the last. (I was so looking forward to driving the 1976 Ferrari 312..!!). Also the release of a SDK for the engine and a track editor would allow some of the talent in ras to continue the great work started by Papy, instead of letting it go to waste. If anyone has an email address for whoever is in charge at Papy/Sierra, please start a petition, and flood their mail box with requests. These are my humble opinions, and I respectfully ask that someone with the foresight and power to not only save, but to continue developing the greatest racing sim ever, does the right thing. Don't give into the Luddites, future Papy/Sierra products should advance the development of realistic car physics, not reduce it. SteveG
Te 18 May 1999#468399
On Tue, 18 May 1999 15:21:32 +0100, "Stephen Green" <lotsa good points snipped> I agree on all points, however you missed one IMO very important additional problem... The simulated genre and era. As far as I can see Papyrus always had over all these years, umm... a slightly different clientele than say, Microprose with Geoff Crammond in example. The overwhelming majority of Papyrus customers know Nascar, Indycar/CART etc. pretty well, but only few of them (and I certainly don't mean anyone frequenting this newsgroup here!) have a serious interest in Formula1, much less historic Formula1. They may have heard of Michael Schumacher or Jacques Villeneuve but Clark/Rindt or Hulme? In my opinion marketing for this game was very poor, specially I did not see any efforts whatsoever to explain the racing series and tradition and spirit behind it, they only emphasized on the great physics etc. and completely forgot to hype the 'legends' part of the game. Consequently, as a result they only attracted *** simmers with it. --Tel
On Tue, 18 May 1999 15:21:32 +0100, "Stephen Green" >Okay, moanin and ***in about what went wrong won't help save the GPL >physics engine, so what will. Well in my opinion a future patch to introduce >an arcade mode to the game could be a good step, but I really feel it is too >late for GPL...!! Therefore maybe the use of the GPL physics engine in >NASCAR2000, with an arcade mode, an intermediate mode, and a sim mode will >make it more accessible to the masses. Nascar will never work today with the GPL engine simply because the hardware does not exist in the mainstream (anywhere?) to run it. Otherwise, Papyrus would have used it! They didn't spend years developing something that they wouldn't use on their flagship prouduct unless they coudln't now would they??? Add aerodynamic downforce modeling to the already demanding mechanical equations and double the number of cars and what does your slide rule say? (sorry I dated myself there). What really bothers me is that it doesn't appear that we will see any other open wheel sims soon that benefit from this work. Jeff
They should have put in a video of "Grand Prix" in the box with GPL! :) Or maybe a little historic book/video to explain late 1960's F1 racing. Later, John
My own theory about this is that Sierra first used this new physics engine in a product that they **knew** would have limited appeal so that if it was a bomb, it wouldn't destroy the company. Now I happen to fit the very narrow niche who both loves classic grand prix racing and also challenging sims. I really don't think that GPL is a failure -- just read this newsgroup and you'll see that this sim is the primary subject of conversation even over games with much broader appeal such as NASCAR-based or Indycar-based games. It's been mentioned that perhaps this complex engine should be an option in a future NASCAR game with another option for a sit-down-and-drive version. Fine. I can live with that and it would be the best of both worlds for Sierra. Please, Papy/Sierra, do not let sales figures be your only criteria for success -- GP games just don't sell that well and games based on the GP of 30 years ago are even tougher to market, but your product -- the simulation of racing from that era -- is an unparalleled success. Just read the notes on here and for every whiner, there will be a hundred who praise the game. Including the GPL, or GPL-inspired physics engine as an option in N3 will **INCREASE** the appeal of the game and will make your investment in the GPL engine profitable. Just please, please, don't cave in to the marketing ploy of targeting the least common denominator. Papy has always stood for quality -- and that reputation would be lost forever if you decide now to step backward instead of continuing to produce the best games possible with the available technology.
McKafre 19 May 1999#468694
I think GPL was a test ... sierra wanted to know how people will respond to an extremely difficult sim ... so they used 1960's .... using Nascar or CART would be too much dangerous ... my opinion ... McKafre De La Rosa (a new NASCAR sims fan) :)
Quoted text (13 lines)>On Tue, 18 May 1999 15:21:32 +0100, "Stephen Green" ><lotsa good points snipped> >I agree on all points, however you missed one IMO very important >additional problem... The simulated genre and era. >As far as I can see Papyrus always had over all these years, umm... a >slightly different clientele than say, Microprose with Geoff Crammond >in example. The overwhelming majority of Papyrus customers know >Nascar, Indycar/CART etc. pretty well, but only few of them (and I >certainly don't mean anyone frequenting this newsgroup here!) have a >serious interest in Formula1, much less historic Formula1.
<snipi snipi>

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