GPL 1967 v3 Dev blog

Discussion and releases for the 1998 racing simulation by Sierra/Papyrus
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#136

Post by PTRACER »

Bottom post of the previous page:

leon_90 wrote: 1 year ago
PTRACER wrote: 1 year ago there aren't any 3D animation file formats programmed into GPL.
Probably just the driver's arms (and the driver's head thanks to Lee's patch)?
Good point, though it's not a specific file format. Not sure if there is anything special about the head patch, but driver arms are just another example of mathematics. Each 3DO has an X, Y, Z position. Turning the wheel modifies the X,Y,Z position of the 3DO by a calculated amount. A different calculation is used on the wrists so it gives the impression of the wrists bending. Pressing the Raise Hand button moves the glove's XYZ to another specified location. Same with the gear shift. It's kind of funny how Papy were able to do that back in 1998. Even though the driver hands move in AC, it's just a sequential shifting motion. And the gear stick doesn't move.

Anyway back to the point, I wouldn't know where to begin to make a flag marshall take out a flag, wave his hands in a figure of 8 motion, then put the flag back.
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#137

Post by leon_90 »

PTRACER wrote: 1 year agoGood point, though it's not a specific file format. Not sure if there is anything special about the head patch, but driver arms are just another example of mathematics. Each 3DO has an X, Y, Z position. Turning the wheel modifies the X,Y,Z position of the 3DO by a calculated amount. A different calculation is used on the wrists so it gives the impression of the wrists bending. Pressing the Raise Hand button moves the glove's XYZ to another specified location. Same with the gear shift. It's kind of funny how Papy were able to do that back in 1998.
That is honestly amazing! Such ingenuity always has my respect, really interesting.
PTRACER wrote: 1 year agoEven though the driver hands move in AC, it's just a sequential shifting motion. And the gear stick doesn't move.
Not exactly. You can make your hands move with specific movements and you can make the gear lever engage in specific positions. There aren't many cars in vanilla content that they bothered to do this for. The Lotus 49 is the only one that comes to my mind. However, content creators these days do it all the time for their cars.

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#138

Post by PTRACER »

That looks much better than vanilla!
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#139

Post by PTRACER »

On Sunday night and briefly on Monday, I tentatively started to add code for dirty tyres as seen in dirtgearpatch. It's not 100% implemented yet, but my testing was successful.

In case you don't know what I'm talking about - if you go off track, the tyres will take several corners before they regain their full level of grip (simulating dirt on the tyres).
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#140

Post by Michkov »

I've always wondered how much an effect dirt on the 1967 spec would have. I'm going of hearsay here and what little I ran with the dirtgear patch. Modern tyres are said to be quite susceptible to getting dirt on them and the tyres being soft, sticky slicks I can see that. Because the dirt should embed itself in the rubber and needs to be scrubbed off by the road surface across the whole width of the tyre. The 67 spec being harder and profiled should have less ability to hold onto dirt and should clean faster since the dirt has only to travel to the next groove in the profile before it doesn't affect the rubber/road interface anymore. I'd love to hear if there is a difference between profiled and slick tyres in the time they need clean themselves, also if there is a difference in compounds. I'm not saying one doesn't and the other does, but when using the dirtgear patch the effect felt overstrength when I encountered it. It could also be that I didn't separate the effects of wear and dirt at the time. It's hard to tell with the dirtgear patch at times.

All in all I'm looking forward to your interpretation of the effect Paul.
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#141

Post by Manfred Cubenoggin »

Running my Crossle 30F at Shannonville Motorsport Park...then, Nelson International...back in the 70's, there was a period there where the paddock area was covered with gabian which is much like railroad ballast. Large rocks half the size of your fist. Coming off the track after a session with the tyres hot and gummy and going directly to your paddock stall, it was unavoidable. I recall having to spend some considerable amount of time, after the tyres had cooled off, picking the rocks from the tyres which were coated a full 360° of the circumference. Probably added about 40 pounds to the car's weight. :haha:
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#142

Post by PTRACER »

I haven't made any additional progress with my "dirtgearpatch" integration, but I was able to add one new feature yesterday that I have been thinking about for a while: Making the tyres explode when the temperature is too high. Currently it's set to 260F but I am willing to go higher. To give some context, you have to have a pretty long, high-speed spin to make it happen.
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#143

Post by leon_90 »

Makes me think: tyre punctures if going off-track? It happened quite often back then.
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#144

Post by M Needforspeed »

Paul,

Took me the afternoon to read all the 10 pages of this blog
The way you handle this quite alone is great and thanks to your explanations, we can discover more of the GPL engine and the many possibilities of improvement.I didn't imagine so many tweaks where possible. The more time goes, the more GPL is like a bright future Open Source game/

Once finished, your plan is to have as many physics as slots for each 1967 11 races X 11, isn' it ?

Your project is well under way but I hope quantitative and above all qualitative data that will soon become your SRMZ "GPL NEW REPOSITORY "
can be useful, beyond its historical interest for all SRMZ members.

Michel
Last edited by M Needforspeed 7 months ago, edited 1 time in total.
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#145

Post by PTRACER »

M Needforspeed wrote: 7 months ago Paul,

Took me the afternoon to read all the 10 pages of this blog
The way you handle this quite alone is great and thanks to your explanations, we can discover more of the GPL engine and the many possibilities of improvement.

Once finished, your plan is to have as many physics as slots for each 1967 11 races X 11, isn' it ?

Michel
Thanks Michel, glad I can lift the veil on some of these GPL mysteries.

Main problem is that there seems to be very little interest from the GPL community at the moment, and there's a part of me saying I'm doing all of this work for nothing. (In reality it's not, because I get a lot of satisfaction from what I'm doing and coding in GPL is helping my career in real life, but I would appreciate more interaction from other people).

Yes I'm going to start off with a one or two car demo and then move onto completing individual physics for all 11 races. I also need to redo the layout screens and want to update some of the 3DOs/car textures for accuracy - in particular the cockpits and gauges. 90%-95% of the physics groundwork is , in theory, already done, and the remaining 5% is the hardest part.
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#146

Post by M Needforspeed »

Paul sorry while you posted , I edited mine

Why won't you copy and past the ten pages on a new topic at SRMZ, then more people wld read and I am sure will keep an enlighted eye on what's really our project.The Fast Lane is a more confidential forum, now.
Oh, I understand, perhaps you don't want to be disturbed by posters that will show curiosity but without any valuable contribution. The reason why at the Repository, the administrators didn't want to open their doors to many SRMZ members, to keep the good work in a good ambient.
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#147

Post by PTRACER »

leon_90 wrote: 7 months ago Makes me think: tyre punctures if going off-track? It happened quite often back then.
I was thinking of adding something like that as well but not necessarily for off-track excursions. More like - tyres burst if a certain amount of force is exerted on them. But it might be going a little too far.

Michel: Still editing my reply to Leon but I see your update :bye: Actually it is extremely useful, especially the Honda stuff. I was about to blow £50 on a very expensive Japanese book on the Honda racing years just to hopefully get similar information (with no confidence it is in the book). Thank you very much for starting that thread!
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#148

Post by M Needforspeed »

.Nice for the Honda ! And tomorrow, I ll post infos about tyres, suspensions,set ups to avoid car bottoming and the way to handle jump, playing with the engine. For the German GP race, but better than nothing.

I have some precise data about alls car weight at the Italian GP, and when I ll post it, it will be a surprise for many of us.
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#149

Post by PTRACER »

M Needforspeed wrote: 7 months ago .Nice for the Honda ! And tomorrow, I ll post infos about tyres, suspensions,set ups to avoid car bottoming and the way to handle jump, playing with the engine. For the German GP race, but better than nothing.

I have some precise and data about alls car weight at the Italian GP, and when I ll post it, it will be a surprise for many of us.
Really looking forward to all of that!! I've been dreaming of finding something on two of those topics for a while, believe it or not! I.e. How the drivers handled the Flugplatz + scrutineering data from Monza 1967.
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#150

Post by Michkov »

PTRACER wrote: 7 months ago I haven't made any additional progress with my "dirtgearpatch" integration, but I was able to add one new feature yesterday that I have been thinking about for a while: Making the tyres explode when the temperature is too high. Currently it's set to 260F but I am willing to go higher. To give some context, you have to have a pretty long, high-speed spin to make it happen.
I don't get to drive as much as I want to these days, but I'm still very interested in your experiments Paul. Personally more failure modes are something I love to see in sims in general. On the topic of blowing tyres, 260F seems a bit low to me for a heat induced blow out. I did some quick math and 260F only raises the initial pressure by 1.3 times you are running at the start. To put some numbers on the calculation, at 123kPa starting pressure (assuming 300K/80F), you reach 164kPa@400K/260F. I havn't found what the failure pressure for a tyre is, I guess that varies with type and construction, but the general maximum running pressure for modern tyres is between 40-44psi (275-303kPA). I assume there is a substantial safety margin build in too. 275kPa equates to 670K, at a minimum I'd go with 700K.

This all assumes no spikes in load, or material failure. Temperatures are core temperatures, not surface values.
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#151

Post by M Needforspeed »

From what I have read on races reports, the chance for a tyre to explode because of overheating where not far from zero, not to say zero.It wld rather be deflating tyres situations, but as it is a progressive reaction of the tyre, can it be modelled on the GPL engine, and how wld the driver feel the effects on the steering wheel ?. Maybe only a different degree of random failure for each car.

I can find tyres problem statistics race by race, but need to read again and again reports.
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