Those of you that have played this sucker: does it still have the canned spins
of GP2?
--
-----------------------------------
Morgan Vincent Wooten
http://members.tripod.com/~morganv/
-----------------------------------
Does GP3 still have GP2's canned spins?
Morgan Wooten asked whether GP3 kept GP2's 'canned' spins, and Ed Solheim said it seemed so from his Goodwood test drive. Some defended GP2's spins as genuine physics, while others such as Jan Verschueren cited power cutting out at about 180 degrees and slides that could not be stopped. Gregor Veble suggested GP2 may have modelled yaw inertia more realistically than other sims, which makes spins hard to catch.
Automated summary.
From what i saw and felt at Goodwood.... Yes.
Ed_
> Those of you that have played this sucker: does it still have the canned spins
Quoted text (8 lines)
> of GP2? > -- > ----------------------------------- > Morgan Vincent Wooten > http://members.tripod.com/~morganv/ > -----------------------------------With all due respect, if you think GP2 had "canned spins", then you weren't
truely feeling the simulation.
It was a very difficult sim, but the spins were true.
James
Quoted text (17 lines)
> From what i saw and felt at Goodwood.... Yes. > Ed_ > > Those of you that have played this sucker: does it still have the canned > spins > > of GP2? > > -- > > ----------------------------------- > > Morgan Vincent Wooten > > http://members.tripod.com/~morganv/ > > -----------------------------------Ughh... Crammond must be an arcade fan.
--
-----------------------------------
Morgan Vincent Wooten
http://members.tripod.com/~morganv/
-----------------------------------
It was canned try power spin the car and the power will cut off after 180
degrees everytime
And in the same breath you guys complain about CPU requirements etc.
C'mon guys...
Real-time dynamic spins with floating point spin dynamics is a LOT od CPU
load...
Pick your potion...
A CPU friendly Sim, or a real CPU hog (that are not available yet) with all
ya want.
Why not wait and see too ;)
Cheers,
Schumi
> Those of you that have played this sucker: does it still have the canned spins
Quoted text (8 lines)
> of GP2? > -- > ----------------------------------- > Morgan Vincent Wooten > http://members.tripod.com/~morganv/ > -----------------------------------Now plug in a wheel and pedal combo, turn of ALL driver aids (even the one's
in the menus that aren't switchable from the car) and calibrate the wheel
properly.
Now see if you think the spins are canned spins.
David C (R4)
> It was canned try power spin the car and the power will cut off after 180
> degrees everytime
GPL?
Oliver
BEOROCKET Racing: www.beorocket.co.yu
> Real-time dynamic spins with floating point spin dynamics is a LOT od CPU
> load...
Nonsense, it needs exactly the same computations as for simulating
the car without spinning. The only problem is that you need tire
and aerodynamics data for a much larger envelope.
If spins are canned (i.e. are using a separate computation path),
I'd say that the non-spin behaviour is canned also since the latter
should handle spins by itself if it wasn't.
_
Mats Lofkvist
All that shows is that the power spin turns were canned... ;-)
Cheers,
Richard
Depends on your definition of canned. I'll agree they are not completely
pre-programmed, but they are not modelled correctly, IMO.
My main gripes are:
- It's nearly impossible to stop rotation other than by opposite lock. I.e.
locking all wheels or steering into the slide are ineffective most of the
time.
- The way the car just keeps sliding to a stop on asphalt instead of
re-sticking ***ly. These are after all very light cars on full slicks.
- Hardly any indication of when and why things go awry. In fact I lost many
an hour fruitlessly searching for the "why" behind a spin in my Gp2 days.
Jan.
=---
The spins in gp2 were DEFINATLY canned.With the oppossite lock feature off
,as soon as the car started to go sideways it kept on going no matter what
you did or how fast you done it.The model just stopped calculating and sent
you into a canned spin.In gpl you can get the car back fromfrom sideways and
if you back off the rear grips and throws you back the other way like in
real life.If Gp3 has canned spins it will be totally pathetic,since even
F12000 has properly executed sudeways which allows you to fight it.
> Those of you that have played this sucker: does it still have the canned spins
Quoted text (8 lines)
> of GP2? > -- > ----------------------------------- > Morgan Vincent Wooten > http://members.tripod.com/~morganv/ > -----------------------------------I've driven without any aids (except invulnerability, since I'm still learning
the circuits) since first firing up the game and I drive with a wheel and
pedals and I can definitively say that the spins, up to a point, are canned.
Some spins can be caught if anticipated, but most, even slow ones that should
be easily catchable, are taken completely out of the driver's hands.
--
-----------------------------------
Morgan Vincent Wooten
http://members.tripod.com/~morganv/
-----------------------------------
> Now plug in a wheel and pedal combo, turn of ALL driver aids (even the one's
> in the menus that aren't switchable from the car) and calibrate the wheel
> properly.
> Now see if you think the spins are canned spins.
> David C (R4)
> > It was canned try power spin the car and the power will cut off after 180
> > degrees everytime
spoke:
Even SCGT has dynamic spins.
--
Nos
The power CUTS out even without steering help and opposite lock turned off
and all driver aids off !!!!!!!!!!
And BTW a sim that let you setup the car by calibrating the wheel isn't
realistic. If in GP2 your wheel isn't setup properly the tyres feel like
hard plastic it has no *** tyre deformation feel at all, in a good sim
like GPL or Nascar3 the car feels like a car with *** tyres even if your
wheel isn't properly configured and I am totally impartial here because my
favorite game is GP2 and I almost don't play GPL or Nascar 3 but objectivly
seen GP2 fails as a sim
>........ If in GP2 your wheel isn't setup properly the tyres feel like
> hard plastic it has no *** tyre deformation feel at all, in a good sim
> like GPL or Nascar3 the car feels like a car with *** tyres even if your
> wheel isn't properly configured and I am totally impartial here because my
> favorite game is GP2 and I almost don't play GPL or Nascar 3 but objectivly
> seen GP2 fails as a sim
Good God! Take a breath, man. <g>
--
Chuck Kandler
GPL F1 Handicap of +210.00 as of 6/15
GPL F3 Handicap of +438.42 as of 6/21
K&S Racing
http://www.fortunecity.com/silverstone/thepits/195
Registered Linux User #180746
http://counter.li.org
ive got a hotlap replay of myself catching a few BIG slides in GP2 if anyone
is interested.
The 180 engine cut thing is annoying, but doesnt bother me as i dont spin
all the way round.....
Ive never seen a cannned spin (cept in all those sprite based 80-95 games)
pez
>Those of you that have played this sucker: does it still have the canned spins
Quoted text (8 lines)
>of GP2? >-- >----------------------------------- >Morgan Vincent Wooten >http://members.tripod.com/~morganv/ >-----------------------------------I've caught big slides in GP2 too, everyone has. That doesn't mean all spins
are simulated correctly.
Personally, I've always had the feeling once you stepped over a certain
limit (which, maybe because of the insufficient simulation rate, is not
clearly defined) there was no real control until the car stopped.
If you don't spin in GP2 at all anymore, then that's a very strong
indication, IMO, some limits are hard coded into the game, rather than
arising from circumstance (even the F1 guys still spin, let alone us poor
bastards).
Jan.
=---
??
I don't think so...GPL can run pretty good on my system, but GP2 still
reports 200% processor usage...looks like canned spins AND a CPU hog!!! =)
--
Kirk Lane
> And in the same breath you guys complain about CPU requirements etc.
> C'mon guys...
> Real-time dynamic spins with floating point spin dynamics is a LOT od CPU
> load...
> Pick your potion...
> A CPU friendly Sim, or a real CPU hog (that are not available yet) with
all
> ya want.
> Why not wait and see too ;)
> Cheers,
> Schumi
> > Those of you that have played this sucker: does it still have the canned
> spins
> > of GP2?
> > --
> > -----------------------------------
> > Morgan Vincent Wooten
> > http://members.tripod.com/~morganv/
> > -----------------------------------
> The power CUTS out even without steering help and opposite lock turned off
> and all driver aids off !!!!!!!!!!
> And BTW a sim that let you setup the car by calibrating the wheel isn't
> realistic. If in GP2 your wheel isn't setup properly the tyres feel like
> hard plastic it has no *** tyre deformation feel at all, in a good sim
> like GPL or Nascar3 the car feels like a car with *** tyres even if your
> wheel isn't properly configured and I am totally impartial here because my
> favorite game is GP2 and I almost don't play GPL or Nascar 3 but objectivly
> seen GP2 fails as a sim
Maybe it's just me, but I think a modern F1 car should feel extremely
twitchy or non-progressive compared to just about any other sort of car.
They're very light, have tons of aerodynamic grip- which completely
disappears when they're going sideways or backwards, holy-***-loads of
power, and the polar moment of inertia must be really tiny. I can forgive a
sim for feeling a bit "supernatural" when the machines it simulates are
nearly supernatural themselves.
-A
I agree but even in 1993 the cars were not as twitchy as in GP2
maybe im just too damn good....
hehe
pez:)
Jan Verschueren wrote in message ...
>I've caught big slides in GP2 too, everyone has. That doesn't mean allspins
games)
>>
>> pez
>>
>> <snip>
>
>
Quoted text (22 lines)
>are simulated correctly. > >Personally, I've always had the feeling once you stepped over a certain >limit (which, maybe because of the insufficient simulation rate, is not >clearly defined) there was no real control until the car stopped. > >If you don't spin in GP2 at all anymore, then that's a very strong >indication, IMO, some limits are hard coded into the game, rather than >arising from circumstance (even the F1 guys still spin, let alone us poor >bastards). > >Jan. >=--- >pez wrote... >> ive got a hotlap replay of myself catching a few BIG slides in GP2 if >anyone >> is interested. >> >> The 180 engine cut thing is annoying, but doesnt bother me as i dont spin >> all the way round..... >> >> Ive never seen a cannned spin (cept in all those sprite based 80-95In article <8jqekj$jh2$[email hidden]>, "Allan Harrison"
<[email hidden]> writes:
>What are you talking about. GP3 is just the official name for the 1998 track
>and drivers pack for Grand Prix 2.
>
>Allan Harrison
Cynic...<g>
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Homepage - http://www.umich.edu/~epickett
GPL hcp. +70.45
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
In article <Dgy75.22519$[email hidden]>,
[email hidden] (Morgan V. Wooten�) wrote:
> Those of you that have played this sucker: does it still have the
> canned spins
> of GP2
Oh shit, wasn't this done to death during GP2'2 reign? Depends a lot on
your definition of "canned".
Personally, I didn't have a problem with the spins in GP2, it was only
one area of the overall driving model and the whole package was (and
still is IMHO) an awesome piece of programming for its time.
GP3 will not be *perfect*. The perfect sim does not, (GPL included!) and
probably never will, exist. But GP3 *WILL* be pretty fantastic anyway,
despite the number of minor flaws and omissions we already know about.
In my opinion, (based on using GC's programs for many years) GP3 will
raise the standards for modern F1 sims yet again, as did GP2.
If GP3 is *half* as good now, as GP2 was then, I'll be passing dosh over
the counter without hesitation.
8-)
*Peter* - http://www.cix.co.uk/~peterpc/home.html
On Sun, 2 Jul 2000 14:31:05 +1000, "James" <[email hidden]>
wrote:
>With all due respect, if you think GP2 had "canned spins", then you weren't
>truely feeling the simulation.
>It was a very difficult sim, but the spins were true.
This has been done to death, but the spins were definitely canned to
some degree. The inertia is all wrong.
John
Simulations get to be un real when you won the championship 10 times and can
beat the AI at %120. :-)
> All current sims feel unrealistic at some point - this doesn't
>mean that someone's sat there and programmed in some particular type of
>unrealistic behaviour that takes over automatically.
An F1 car re-sticking will have you calling your osteopath... in Gp2 it
gingerly slides to a halt (even on asphalt), irrespective of what you do to
the controls. Maybe this is because you can neither use a clutch nor stall
the engine, but it's *not* right.
Jeeezzz even thinking about it brings back the frustration.
Jan.
=---
Gregor Veble wrote...
Quoted text (10 lines)
> Jan Verschueren wrote: > > > > Personally, I've always had the feeling once you stepped over a certain > > limit (which, maybe because of the insufficient simulation rate, is not > > clearly defined) there was no real control until the car stopped. > > > > Sounds awfully lot like a real car if you ask me. > > -GregorIn article <8jq1sa$smo$[email hidden]>,
<[email hidden]> wrote:
Still it will be a bit disappointing even for diehard GP2 fans like
myself, if after all these years of development Geoff didn't fix the
biggest and most obvious flaw of GP2 (yes those canned spins did exist).
Personally I'm still looking forward to it, but it will be sad if
it still has this big flaw.
Hoping he didn't spend all these years working
on eye-candy.
--John
--
Quoted text (22 lines)
>In article <Dgy75.22519$[email hidden]>, > >Oh shit, wasn't this done to death during GP2'2 reign? Depends a lot on >your definition of "canned". > >Personally, I didn't have a problem with the spins in GP2, it was only >one area of the overall driving model and the whole package was (and >still is IMHO) an awesome piece of programming for its time. > >GP3 will not be *perfect*. The perfect sim does not, (GPL included!) and >probably never will, exist. But GP3 *WILL* be pretty fantastic anyway, >despite the number of minor flaws and omissions we already know about. > >In my opinion, (based on using GC's programs for many years) GP3 will >raise the standards for modern F1 sims yet again, as did GP2. > >If GP3 is *half* as good now, as GP2 was then, I'll be passing dosh over >the counter without hesitation. > >8-) > >*Peter* - http://www.cix.co.uk/~peterpc/home.htmlGregor Veble <[email hidden]> wrote:
YOUR CAR IS NOT REAL! YOUR CAR IS NOT REAL!!! IT'S NOT BAD, BUT IT'S NOT GPL!!
:-)
JoH
------- The best way to accelerate a Mac is 9.81 m/s2 --------
--------------------------------------------------------------
Quoted text (8 lines)
>Jan Verschueren wrote: >> >> Personally, I've always had the feeling once you stepped over a certain >> limit (which, maybe because of the insufficient simulation rate, is not >> clearly defined) there was no real control until the car stopped. >> > >Sounds awfully lot like a real car if you ask me.Take two aspirin and call Ron Dennis in the morning.
Jan.;-)
=---
pez wrote...
Quoted text (7 lines)
> maybe im just too damn good.... > > hehe > > pez:) > > <snip>Jan Verschueren wrote:
>
> Personally, I've always had the feeling once you stepped over a certain
> limit (which, maybe because of the insufficient simulation rate, is not
> clearly defined) there was no real control until the car stopped.
>
Sounds awfully lot like a real car if you ask me.
-Gregor
John Wallace <[email hidden]> wrote:
: On Sun, 2 Jul 2000 14:31:05 +1000, "James" <[email hidden]>
: wrote:
:>With all due respect, if you think GP2 had "canned spins", then you weren't
:>truely feeling the simulation.
:>It was a very difficult sim, but the spins were true.
: This has been done to death, but the spins were definitely canned to
: some degree. The inertia is all wrong.
Does this mean that GPL has canned "buzz up into the air, rotate 12
times, hover, hang there for 10 seconds and fall". Well the inertia's
wrong. Definitely means it was canned I guess :-)
--
Richard G. Clegg Only the mind is waving
Networks and Non-Linear Dynamics Group
Dept. of Mathematics, Uni. of York
UPDATED WWW: http://manor.york.ac.uk/
Richard G Clegg wrote:
I'm not even sure that inertia in GP2 is wrong. After setting the
inertia in F1 2000 to a reallistically possible value (it is really far
off in the default car parameters), they acquired the same 'canned'
behaviour, meaning that once a spin really starts it's rather impossible
to get the car under control. My guess is that it has more to do with
the lack of the seat of the pants feel than any errors in modelling of
the car behaviour.
-Gregor
Quoted text (8 lines)
> > : This has been done to death, but the spins were definitely canned to > : some degree. The inertia is all wrong. > > Does this mean that GPL has canned "buzz up into the air, rotate 12 > times, hover, hang there for 10 seconds and fall". Well the inertia's > wrong. Definitely means it was canned I guess :-) >Gregor Veble <[email hidden]> wrote:
: Richard G Clegg wrote:
:>
:> : This has been done to death, but the spins were definitely canned to
:> : some degree. The inertia is all wrong.
:>
:> Does this mean that GPL has canned "buzz up into the air, rotate 12
:> times, hover, hang there for 10 seconds and fall". Well the inertia's
:> wrong. Definitely means it was canned I guess :-)
: I'm not even sure that inertia in GP2 is wrong. After setting the
: inertia in F1 2000 to a reallistically possible value (it is really far
: off in the default car parameters), they acquired the same 'canned'
: behaviour, meaning that once a spin really starts it's rather impossible
: to get the car under control. My guess is that it has more to do with
: the lack of the seat of the pants feel than any errors in modelling of
: the car behaviour.
Sure - I agree with you. I was just poking fun at the "canned spins"
idiots. All current sims feel unrealistic at some point - this doesn't
mean that someone's sat there and programmed in some particular type of
unrealistic behaviour that takes over automatically.
--
Richard G. Clegg Only the mind is waving
Networks and Non-Linear Dynamics Group
Dept. of Mathematics, Uni. of York
UPDATED WWW: http://manor.york.ac.uk/
Maybe he did?
Oliver
BEOROCKET Racing: www.beorocket.co.yu
"Jan Verschueren" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (14 lines)
> Take two aspirin and call Ron Dennis in the morning. > > Jan.;-) > =--- > pez wrote... > > maybe im just too damn good.... > > > > hehe > > > > pez:) > > > > <snip> > >You forgot the weather, FF, network play, 3D card support etc.......
--
Ian Parker
"Ambition is a poor excuse for not having sense enough to be lazy."
<email invalid due to spam>
Allan Harrison <[email hidden]> wrote in message
news:8jqekj$jh2$[email hidden]...
> What are you talking about. GP3 is just the official name for the 1998
track
> and drivers pack for Grand Prix 2.
>
> Allan Harrison
> <[email hidden]> wrote in message
> news:8jq1sa$smo$[email hidden]...
> > In article <Dgy75.22519$[email hidden]>,
> > [email hidden] (Morgan V. Wooten�) wrote:
> >
> > > Those of you that have played this sucker: does it still have the
> > > canned spins
> > > of GP2
> >
> > Oh shit, wasn't this done to death during GP2'2 reign? Depends a lot on
> > your definition of "canned".
> >
> > Personally, I didn't have a problem with the spins in GP2, it was only
> > one area of the overall driving model and the whole package was (and
> > still is IMHO) an awesome piece of programming for its time.
> >
> > GP3 will not be *perfect*. The perfect sim does not, (GPL included!) and
> > probably never will, exist. But GP3 *WILL* be pretty fantastic anyway,
> > despite the number of minor flaws and omissions we already know about.
> >
> > In my opinion, (based on using GC's programs for many years) GP3 will
> > raise the standards for modern F1 sims yet again, as did GP2.
> >
> > If GP3 is *half* as good now, as GP2 was then, I'll be passing dosh over
> > the counter without hesitation.
> >
> > 8-)
> >
> > *Peter* - http://www.cix.co.uk/~peterpc/home.html
>
>
On 3 Jul 2000 15:27:38 GMT, Richard G Clegg <[email hidden]> wrote:
> Does this mean that GPL has canned "buzz up into the air, rotate 12
>times, hover, hang there for 10 seconds and fall". Well the inertia's
>wrong. Definitely means it was canned I guess :-)
Actually evidence of exactly the opposite - warps cause cars to meet
with forces far exceeding those which would normally result from
contact, however the engine responds entirely appropriately, as can be
seen from the results. The "hang there" is the car bouncing off the
limits of the GPL world.
Probably concerning at the time for the driver, but more a limit of
the 'net and latency than a limitation.
John
On Tue, 04 Jul 2000 02:48:03 GMT, "Simon Brown"
<[email hidden]> wrote:
>I presume by "canned" spins you mean that if you sit still and try to do
>doughnuts the car won't go past about 200 degrees, which is obviously not
>realistic. Funnily enough the same thing applies in GPL. The car
>definitely stops at about 200 degrees.
That's not what I meant - the car "stopping" at 180 degrees or so is
natural, as the weight of the engine has just been swung out and it's
difficult for it's direction to be reversed, hence the suddent stop.
One difference is that in GPL you can get the car to keep going around
and in GP2 you can't, but I can live with that.
The canned part in GP2 is when trying to catch a spin. It's rightly
difficult with the less forgiving fall off from the tyres, but when
you DO catch the spin using the brakes, let the car stop sliding, then
come off the brakes....it starts sliding again.
>Also GC must have been improving something the last four years, so lets not
>write the game off before it's release.
Far from it - I'm looking forward to it very much. Even if it was GP2
with 3D support and proper networking, that would be what everyone
eanted GP2 to be anyway.
>And from what i've read GPL isn't quite the 99.5% realistic that everyone
>thought. Jackie Stewart reckons the cars in '67 had way more grip (his
>opinion not mine). And locking the brakes gives you shorter braking
>distances than not locking (i've tried this myself).
It definitely doesn't, and I've tried that myself!
Cheers!
John
No, it just means that you sould send your request to replace Shoemaker for
the 2001 season :-)
Tony StewartNo20 <[email hidden]> skrev i en
nyhedsmeddelelse:[email hidden]...
> Simulations get to be un real when you won the championship 10 times andcan
Quoted text (7 lines)
> beat the AI at %120. :-) > > > All current sims feel unrealistic at some point - this doesn't > >mean that someone's sat there and programmed in some particular type of > >unrealistic behaviour that takes over automatically. > >What are you talking about. GP3 is just the official name for the 1998 track
and drivers pack for Grand Prix 2.
Allan Harrison
<[email hidden]> wrote in message
news:8jq1sa$smo$[email hidden]...
Quoted text (27 lines)
> In article <Dgy75.22519$[email hidden]>, > [email hidden] (Morgan V. Wooten�) wrote: > > > Those of you that have played this sucker: does it still have the > > canned spins > > of GP2 > > Oh shit, wasn't this done to death during GP2'2 reign? Depends a lot on > your definition of "canned". > > Personally, I didn't have a problem with the spins in GP2, it was only > one area of the overall driving model and the whole package was (and > still is IMHO) an awesome piece of programming for its time. > > GP3 will not be *perfect*. The perfect sim does not, (GPL included!) and > probably never will, exist. But GP3 *WILL* be pretty fantastic anyway, > despite the number of minor flaws and omissions we already know about. > > In my opinion, (based on using GC's programs for many years) GP3 will > raise the standards for modern F1 sims yet again, as did GP2. > > If GP3 is *half* as good now, as GP2 was then, I'll be passing dosh over > the counter without hesitation. > > 8-) > > *Peter* - http://www.cix.co.uk/~peterpc/home.htmlI presume by "canned" spins you mean that if you sit still and try to do
doughnuts the car won't go past about 200 degrees, which is obviously not
realistic. Funnily enough the same thing applies in GPL. The car
definitely stops at about 200 degrees.
Also GC must have been improving something the last four years, so lets not
write the game off before it's release.
And from what i've read GPL isn't quite the 99.5% realistic that everyone
thought. Jackie Stewart reckons the cars in '67 had way more grip (his
opinion not mine). And locking the brakes gives you shorter braking
distances than not locking (i've tried this myself).
(I'm not knocking GPL btw, I know it's the best and most likely still will
be after July 28)
"Simon Brown" <[email hidden]> wrote:
>I presume by "canned" spins you mean that if you sit still and try to do
>doughnuts the car won't go past about 200 degrees, which is obviously not
>realistic.
There is also another "problem". When you are in a spin, and brake
until you stop spinning, and then release the brake, the spin will
start again. BTW, "canned" spins aren't bad, as long they're
convincing. And in GP2 they are.
>Funnily enough the same thing applies in GPL. The car
>definitely stops at about 200 degrees.
Not when you do it right <G>
>Also GC must have been improving something the last four years, so lets not
>write the game off before it's release.
Agreed.
>And from what i've read GPL isn't quite the 99.5% realistic that everyone
>thought. Jackie Stewart reckons the cars in '67 had way more grip (his
>opinion not mine).
I wonder if he tried GPL.....
>And locking the brakes gives you shorter braking
>distances than not locking (i've tried this myself).
I disagree.
>(I'm not knocking GPL btw, I know it's the best and most likely still will
>be after July 28)
For me GPL will be still #1, due to the online play and the cars. But
for a lot of people GP3 will be the new King.
Remco
And what setup he used if he did try it...
Andre
Quoted text (12 lines)
>:> Does this mean that GPL has canned "buzz up into the air, rotate 12 >:>times, hover, hang there for 10 seconds and fall". Well the inertia's >:>wrong. Definitely means it was canned I guess :-) >: Actually evidence of exactly the opposite - warps cause cars to meet >: with forces far exceeding those which would normally result from >: contact, however the engine responds entirely appropriately, as can be >: seen from the results. The "hang there" is the car bouncing off the >: limits of the GPL world. > I was talking about offline play. Nothing to do with warps. Must be >"canned" jumps into the air obviously.On Tue, 04 Jul 2000 08:19:01 GMT, [email hidden] (Remco Moedt)
wrote:
>>And from what i've read GPL isn't quite the 99.5% realistic that everyone
>>thought. Jackie Stewart reckons the cars in '67 had way more grip (his
>>opinion not mine).
>
>I wonder if he tried GPL.....
And what setup he used if he did try it...
Andre
John Wallace <[email hidden]> wrote:
: On 3 Jul 2000 15:27:38 GMT, Richard G Clegg <[email hidden]> wrote:
:> Does this mean that GPL has canned "buzz up into the air, rotate 12
:>times, hover, hang there for 10 seconds and fall". Well the inertia's
:>wrong. Definitely means it was canned I guess :-)
: Actually evidence of exactly the opposite - warps cause cars to meet
: with forces far exceeding those which would normally result from
: contact, however the engine responds entirely appropriately, as can be
: seen from the results. The "hang there" is the car bouncing off the
: limits of the GPL world.
I was talking about offline play. Nothing to do with warps. Must be
"canned" jumps into the air obviously.
--
Richard G. Clegg Only the mind is waving
Networks and Non-Linear Dynamics Group
Dept. of Mathematics, Uni. of York
UPDATED WWW: http://manor.york.ac.uk/
Fair enough, i've no problem with any of that, with the exception of the
braking distance thing.
The test I did was using the default setup at Monza, using the front
straight, acclerating to certain speed and then braking with and without
locking my brakes. I made sure I tried lots of times and the car stopped
about 10% quicker if I just slammed the brakes all the way down and let the
tyres slide over the track.
Maybe it's just my braking technique or the brake bias on the default setup
but that's what I found.
On 4 Jul 2000 14:18:39 GMT, Richard G Clegg <[email hidden]> wrote:
No, just divisions by something near 0.
Thus resulting in unexpectedly large forces.
And that means buggy exaggerated (gosh am I spelling that correctly?)
effects, but not canned.
I bet Papyrus rather DIDN'T have such jumps.
Ruud van Gaal
MarketGraph / MachTech: http://www.marketgraph.nl
Art: http://www.marketgraph.nl/gallery
Quoted text (15 lines)
>John Wallace <[email hidden]> wrote: >: On 3 Jul 2000 15:27:38 GMT, Richard G Clegg <[email hidden]> wrote: > >:> Does this mean that GPL has canned "buzz up into the air, rotate 12 >:>times, hover, hang there for 10 seconds and fall". Well the inertia's >:>wrong. Definitely means it was canned I guess :-) > >: Actually evidence of exactly the opposite - warps cause cars to meet >: with forces far exceeding those which would normally result from >: contact, however the engine responds entirely appropriately, as can be >: seen from the results. The "hang there" is the car bouncing off the >: limits of the GPL world. > > I was talking about offline play. Nothing to do with warps. Must be >"canned" jumps into the air obviously.On 4 Jul 2000 14:18:39 GMT, Richard G Clegg <[email hidden]> wrote:
Oh yeah, try making a pool game and you'll see what I mean.
Ruud van Gaal
MarketGraph / MachTech: http://www.marketgraph.nl
Art: http://www.marketgraph.nl/gallery
Quoted text (15 lines)
>John Wallace <[email hidden]> wrote: >: On 3 Jul 2000 15:27:38 GMT, Richard G Clegg <[email hidden]> wrote: > >:> Does this mean that GPL has canned "buzz up into the air, rotate 12 >:>times, hover, hang there for 10 seconds and fall". Well the inertia's >:>wrong. Definitely means it was canned I guess :-) > >: Actually evidence of exactly the opposite - warps cause cars to meet >: with forces far exceeding those which would normally result from >: contact, however the engine responds entirely appropriately, as can be >: seen from the results. The "hang there" is the car bouncing off the >: limits of the GPL world. > > I was talking about offline play. Nothing to do with warps. Must be >"canned" jumps into the air obviously.
David G Fisher <[email hidden]> wrote in message
news:5jz85.30660$A%[email hidden]...
>
> "Simon Brown" <[email hidden]> wrote in message
> news:Dfc85.15076$[email hidden]...
> > And from what i've read GPL isn't quite the 99.5% realistic thateveryone
He catches the faint scent of his own personal Holy Grail.... the one
damning piece of evidence, which will put the nails in the coffin of the
Papyrus physics engine once and for all. He's already salivating.
Wait until he finds the quote from Colin McRae, where he says "The Focus
WRC? Yeah, it's much better than the old Subaru. The Subaru was utterly
dependent on tire choice, spring rate, dampers... it was a mess. But Ford
has developed this fantastic new lookup table system for controlling the
overall dynamics of the vehicle. It's brilliant really. I don't need to
worry what kind of surface I'm on... those magic numbers get me through in
record time".
Stephen
Quoted text (7 lines)
> > thought. Jackie Stewart reckons the cars in '67 had way more grip (his > > opinion not mine). > > Where did you read this? > > David G Fisher >In article <Dfc85.15076$[email hidden]>, simon-
[email hidden] says...
> And from what i've read GPL isn't quite the 99.5% realistic that everyone
> thought. Jackie Stewart reckons the cars in '67 had way more grip (his
> opinion not mine).
I'd like to know the source for this - I've often wondered if the
wheelspin available in GPL right up to 4th gear and 100mph+ in some
conditions on a dry track is realistic.
- Michael
In article <Dgy75.22519$[email hidden]>,
[email hidden] says...
> Those of you that have played this sucker: does it still have the canned spins
> of GP2?
I really hope Geoff has fixed this. It's the main thing I didn't like
about the physics model in GP2.
I think it would have required a fairly major rewrite to fix something so
fundamental.
- Michael
"Simon Brown" <[email hidden]> wrote in message
news:Dfc85.15076$[email hidden]...
> And from what i've read GPL isn't quite the 99.5% realistic that everyone
> thought. Jackie Stewart reckons the cars in '67 had way more grip (his
> opinion not mine).
Where did you read this?
David G Fisher
Your absolutely right.
There wasn't canned spins in GP2, but I'm sure people will say GP3 has it as
well.
David G Fisher
"Aubrey" <[email hidden]> wrote in message
news:uiE8PMF5$GA.367@cpmsnbbsa07...
>
> NTR <[email hidden]> wrote in messagenews:8jnhl7$4p6$[email hidden]...
> > The power CUTS out even without steering help and opposite lock turnedoff
> > and all driver aids off !!!!!!!!!!
> > And BTW a sim that let you setup the car by calibrating the wheel isn't
> > realistic. If in GP2 your wheel isn't setup properly the tyres feel like
> > hard plastic it has no rubber tyre deformation feel at all, in a goodsim
> > like GPL or Nascar3 the car feels like a car with rubber tyres even if
> your
> > wheel isn't properly configured and I am totally impartial here becausemy
a
Quoted text (10 lines)
> > favorite game is GP2 and I almost don't play GPL or Nascar 3 but > objectivly > > seen GP2 fails as a sim > > > > Maybe it's just me, but I think a modern F1 car should feel extremely > twitchy or non-progressive compared to just about any other sort of car. > They're very light, have tons of aerodynamic grip- which completely > disappears when they're going sideways or backwards, holy-fuck-loads of > power, and the polar moment of inertia must be really tiny. I can forgiveQuoted text (7 lines)
> sim for feeling a bit "supernatural" when the machines it simulates are > nearly supernatural themselves. > > -A > > >Where did you read this?
David G Fisher
Ok, here we go, it was a post on a forum a few months ago, but remember i
don't know if the story is true and it's not my opinion anyway.
The link to the post is
http://network54.com/Hide/Forum/message?forumid=40815&messageid=952229067
but if that doesn't work the other way to get there is-
Go to www.alphaf1.com/gp3 and click on the "discussion forums" on the left
hand frame. Now on the new window click the "grand prix legends" forum.
Once the page has loaded click the number 6 down at the bottom of the page,
and then read the post entitled "News Flash!!!!!!!!!!!!!!!!!!".
MichaelJP <[email hidden]> writes:
The tires only have a finite amount of traction, so in situations
where almost all of it is used for turning, very little extra
power is needed to break them loose. If you run with a close to open
diff (as with the default setups in GPL), it gets even worse since it
is very easy to spin the lightly loaded inside rear wheel (*).
My guess is that the level of grip in GPL is more or less spot on,
what's making the cars hard to drive for a real life driver is the
lack of input the driver is used to. Besides the limited field
of view, limited resolution and limited frame rate of the computer
screen, almost all of the so important seat-of-the-pants input is
missing.
The addition of force feedback has made GPL hell of a lot better
in this respect, with a properly calibrated FF wheel it is actually
not to hard even for a beginner to drive the cars slowly around the
track as long as the driver is not ignoring the natural reaction to
stop turning the wheel further when it is starting to load up.
_
Mats Lofkvist
[email hidden]
(*) This is exactly the same as with an open diff rear wheel drive
road car; when turning really hard you can spin the inside rear
wheel at speeds way above where you can loose traction while
accelerating in a straight line.
Quoted text (9 lines)
> In article <Dfc85.15076$[email hidden]>, simon- > [email hidden] says... > > And from what i've read GPL isn't quite the 99.5% realistic that everyone > > thought. Jackie Stewart reckons the cars in '67 had way more grip (his > > opinion not mine). > > I'd like to know the source for this - I've often wondered if the > wheelspin available in GPL right up to 4th gear and 100mph+ in some > conditions on a dry track is realistic.Are the collision detection and resulting reaction forces *really* based on
penetration of one body into the other? Collision detection, yes...
reaction forces? I doubt it.
Stephen
John Wallace <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (14 lines)
> On 4 Jul 2000 14:18:39 GMT, Richard G Clegg <[email hidden]> wrote: > > > I was talking about offline play. Nothing to do with warps. Must be > >"canned" jumps into the air obviously. > > Still a difference in the collision detection rather than the physics > - if two cars get too far "into" each other you can imagine the forces > involved to make that happen must be considered immense, hence the > violence of the separation. > > Of course that could be "dumbed down" to make it more realistic, but > then the fizzix wouldn't be right and we can't have that. > > JohnOn 4 Jul 2000 14:18:39 GMT, Richard G Clegg <[email hidden]> wrote:
> I was talking about offline play. Nothing to do with warps. Must be
>"canned" jumps into the air obviously.
Still a difference in the collision detection rather than the physics
- if two cars get too far "into" each other you can imagine the forces
involved to make that happen must be considered immense, hence the
violence of the separation.
Of course that could be "dumbed down" to make it more realistic, but
then the fizzix wouldn't be right and we can't have that.
John
"John Wallace" <[email hidden]> wrote in message
news:[email hidden]...
> On Sun, 2 Jul 2000 14:31:05 +1000, "James" <[email hidden]>
> wrote:
>
> >With all due respect, if you think GP2 had "canned spins", then youweren't
> >truely feeling the simulation.
> >It was a very difficult sim, but the spins were true.
>
> This has been done to death, but the spins were definitely canned to
> some degree. The inertia is all wrong.
Really. Please explain how you claim to *FEEL* inertia sitting
at your desk playing a non force feedback game.
--
[email hidden]
>
> John
Greg Cisko wrote:
That's not as difficult. The higher inertia makes a car turn in much
slower, and the spin buildup is longer making it easier to drive. Change
the values in the F1 2000 vehicle files to see the difference.
But that's not even the point. It seems that GP2 actually got inertia
right, the other sims seem to have it set much higher to make them
easier to catch spins and such.
-Gregor


































