Message-ID: <36358486.B4F44F13@uswest.net>
Date: Tue, 27 Oct 1998 01:29:58 -0700
From: John Moore <jmoore5@uswest.net>
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Subject: Re: Papyrus is very very wrong, sorta.
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I see you are still campaigning for 3d sound. Have been watching this for months and
must say I agree, now if we can just get the developers to do it.
John - just installed sb live, what a dissappointment

chogall@my-dejanews.com wrote:

>   Your right that the steering wheel doesnt give much feedback to what the
> rear tires are doing but it gives a great amount of feedback for the front
> tires.The problem with using just the steering wheel for feedback is that the
> driver will wonder why the steering wheel has just gone limp.When going
> around a turn you feel the amount of slip angle the front tires are
> experiencing by how much pressure the wheel is fighting you with.When you go
> past a certain amount of slip angle the wheel will go limp as the tire is now
> sliding and generating no pressure to keep the wheel straight.The problem
> with this is that the wheel also goes limp when the rears break loose and the
> car is coming around(oversteer).But as you put it,once you get the hang of
> the wheels'travel'in certain circumstances youll be able to counterreact,so a
> FF wheel will still add alot more feel to the chassis then we have now.  But
> what if we were to also have feedback for the rear tires to compliment the FF
> wheel.My idea has to do with a certain product called the "Thunderseat" which
> is talked about in the GPL strategy guide.Instead of having all the regular
> sounds coming thru the Thunderseat it could instead have a seperate FF
> channel coming thru a USB port.In this way you could have the rumble of the
> thunderseat to tell you how much slip angle your rears are experiencing or if
> they have completly started to slide.The sound"feel"of the seat could go from
> soft screeching to loud screeching as the slip angles get bigger and change
> tone if the rears break completly loose.This will give a real seat of the
> pants feel to racing sims.Just an idea here,anyone have any comments??
>
> Dan
>
> In article <36320F39.81740E63@casema.net>,
>   Raymond Sagius <tagforce@casema.net> wrote:
> > Ever wonder what the difference between a real and a simulated car is when it
> > comes to 'road-feel'??
> > If you have FF, it's not the wheel...It's the seat... The wheel reacts pretty
> > much the right way, but drivers feel the car sliding below them before feeling
> > it in their hands... So they react to their seat rather than wheel. Someone
> > should invent a FF-cockpit, instead of using only a wheel.
> > Also, it takes a lot more practice to properly race with FF...You can't learn
> a
> > foreign language in an hour, so why should it be any different with steering?
> > Once you get the hang of the wheel's 'travel' in specific circumstances you
> > will be better able to counteract.
> >
> > Trips wrote:
> >
> > > News wrote:
> > > >
> > > > This is 100% on the money when it comes to competition. Unless everyone
> > > > races with FF on then with it off you are gonna be able to run faster. I
> > > > always thought that would be the case. Now if everyone uses it then it is
> > > > great when done properly.
> > >
> > > This is probably the exact reason why Papyrus decided to NOT support
> > > force feedback.
> > >
> > > Proper force feedback should make us faster, not slower. Driving sims,
> > > we lose much of the physical feedback we'd get in a real car. As long as
> > > force feedback technology for PC's is not capable of delivering the
> > > subtle feel that would help rather than hinder us, I see no good reason
> > > to have it.
> > >
> > > Look at it this way... you'd never hear a driver in real life ask for
> > > less road feel through the steering wheel. The more you can feel, the
> > > faster you can go.
> > >
> > > Trips
> >
> >
>
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