an freedom issue of PlayStation

15 Antworten [Letzter Beitrag]
panties
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Beigetreten: 02/02/2021

I recently had no choice but to play F1 22 on PS4. I played it very reluctantly.
I drove a little bit in Spa-Francorchamps, as the f1 race is being held in Belgium right now. I think I did about 200 laps.
I noticed something while playing with the genuine PS4 controller.
Turn 19 and 20 of Spa are chicane, and at there, I turn the steering wheel to the full angle, right to left.
I checked the on-board video of Carlos Sainz in Q3 later, and Sainz is also steering to the limit (maybe 180 degrees?) at the chicane there.

Turn 8 is a hairpin. Sainz's steering angle is about 60 degrees at that corner.
But in turn 8, I sometimes push the right steering button (R2) on the PS4 controller to the limit. I turn the virtual steering wheel to the limit of the steering angle.
I set the camera to "driver's vision". This is the virtual vision of the virtual driver (Tsunoda) in the virtual cockpit (of Alphatauri AT03). So I can see how much the steering wheel is turned, but even if I push the button to the limit at the hairpin corner, the virtual steering wheel on the real monitor only moves about 60 to 90 degrees.

And in turns 19 and 20 too, I push the R2 and L2 buttons to the limit.
At that chicane, the virtual steering wheel on the real monitor turns to 180°.
In other words, when the L2 and R2 buttons are pushed to their limits, the virtual steering wheel turns only 60° at the hairpin, but at the chicane, the virtual steering wheel turns 180°.

PlayStation has all sorts of freedom issues, you know, but from the perspective of the "The user should control the computer", this could be an unacceptable big problem.
But the problem depends on what happens if you turn the steering wheel to the limit to turn right when turning at top speed through turn 8 of Spa-Francorchamps in a real F1 car.

There are two possibilities, generally.

1. At any speed, the tires will turn in the same direction as the angle of the steering wheel.

2. The angle will be counter-intuitive, depending on the speed. In other words, the angle is inversely proportional to the speed. In other words, the faster you go, the less angle the tire will face sideways in relation to the steering angle.

In the case of 2, the freedom problem is not particularly controversial, but in the case of 1, the problem is very serious.

Anyone who knows more about this, please lend me your wisdom. Is it the case 1? or 2? or something else?

andyprough
Online
Beigetreten: 02/12/2015

It's a freedom problem because everything about it is non-free software. Play Tuxkart instead, it is a freedom respecting racing game.

The hairpin turns on Tuxkart are a lot of fun. I think it even has tracks similar to F1 tracks.

panties
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Beigetreten: 02/02/2021

Does Tuxcart allow me to set up the machine?
For example, such ass suspension stiffness. Suspension is a spring coil that absorbs shocks.

Magic Banana

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Beigetreten: 07/24/2010

No. You only have a choice between karts with different weights, accelerations and maximum speeds.

andyprough
Online
Beigetreten: 02/12/2015

Why don't you just try it and see if it will do what you like?

The parts that it is missing, you can just program into it.

panties
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Beigetreten: 02/02/2021

I am not looking to play a racing game.
I just thought it would be problematic if EA was selfishly setting up some sort of linariaty or salutations in the relationship between steering angle and speed.
We must clarify it to protest EA and SONY with clear evidence.
But I can certainly say that this corner looks like similar to turns 15-16 in Spa.

F9470681-C2EA-4A22-88BB-B93137C5713C.png
panties
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Beigetreten: 02/02/2021

Or this one.
This looks like a certain corner of the Zandvoort circuit in the Netherlands, the next venue. What is this fish bone?

50732799-82D2-4FCC-A18A-31F88ED1AEC8.jpeg
Legimet
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Beigetreten: 12/10/2013

That's the original TuxKart from 2004: http://tuxkart.sourceforge.net/
I remember playing it as a kid. You can still compile it from source and play it on modern GNU/Linux distros.

However, most people are probably referring to the modern version of the game, SuperTuxKart: https://supertuxkart.net

panties
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Beigetreten: 02/02/2021

I see.
By the way, it seems that you are well familiar with this SuperTaxCaron thing.
I've never played a 3D game on PC, so I'm not sure, so could you tell me what the difference of the way of controlling between, say, turning at 20° to the left and turning at 60° to the left on the game?
On PS4 if you set the turning with L2 and R2 buttons, they are analog switches, so if I recall correctly, you can adjust the turning angle with 126 or 256 pressure degrees.
For example, if you press the R2 button to a depth of 62, the virtual car will make a 50° turn if the elements on the R2 button are 126 and a 25° turn if the elements are 256.
Again, the issue of freedom here is not comprehensive, such as licensing, but is focused exclusively on the relationship between steering angle and speed.

Legimet
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Beigetreten: 12/10/2013

I don't really know how to answer your question. You control the kart using the arrow keys (along with a few other keys). It'll probably make more sense if you just try the game.

I'm also unsure what steering-related freedom issue your referring to. Of course the software and the game you're playing on the PS4 is proprietary, but I don't understand why you are singling out steering behavior as an issue. A free software game could have the same kind of steering behavior, the difference would be that you have the ability to change it (or get someone else to do so).

panties
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Beigetreten: 02/02/2021

Sorry, maybe my way of asking was not very well. I will think about it a little and ask again. It is easy to email EA or to ask EA forum, but I would like to have an advantage before getting into an expected argument. Thank you very much.

andyprough
Online
Beigetreten: 02/12/2015

You know, you actually drive faster when you go through hairpin turns and drive sideways in supertuxkart. I love that game, I've raced the hell out of it. Highly addictive though. It's pretty typical when I play to forget the time and suddenly realize it's 3am and I have to get up for work in 3 hours.

Legimet
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Beigetreten: 12/10/2013

Yeah. It's one of the first computer games I ever played, back when it was TuxKart and I was a little kid. On SUSE 10.0, I believe. It's been fun to see the game evolve since then. A few years ago, I discovered that the last released version of TuxKart from 2004 is easy to compile on modern GNU/Linux distros, so I sometimes play it for the nostalgia.

andyprough
Online
Beigetreten: 02/12/2015

You make me feel old. My first SuSE was about 6.3, and I was already the father of some children by then. I think that may have been prior to Tuxkart, but I played a mean game of Frozen Bubble back then.

Legimet
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Beigetreten: 12/10/2013

Right, Frozen Bubble was one of the other games I played back then. Along with SuperTux, Tux Racer, and some of the KDE games like KAsteroid, KBounce, and KTron. Nowadays I'm more into puzzle games (specifically Enigma, KGoldrunner, and Tile World). I was introduced to Enigma and KGoldrunner as a kid but I appreciate them a lot more today.

andermetalsh
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Beigetreten: 01/04/2013

If you like racing games, you have Torcs, Speed Dreams and VDrift.

For a rally setup, there's Trigger Rally. For Speed Dreams:

cd

sudo apt-get install build-essential subversion cmake libplib-dev libogg-dev libenet-dev libexpat1-dev libpng-dev libjpeg8-dev libopenscenegraph-dev libsdl2-dev libplib1 libvorbis-dev libcurl4-gnutls-dev libopenal-dev gcc make perl libxmu-dev libsdl2-mixer-dev

svn checkout https://svn.code.sf.net/p/speed-dreams/code/trunk speed-dreams-code

cd speed-dreams-code

mkdir build

cd build

cmake -D OPTION_OSGGRAPH:BOOL=ON -D OPTION_OFFICIAL_ONLY:BOOL=OFF ..

make

In order to run it:

cd ~/speed-dreams-code

./speed-dreams-2

You can create a launcher for Mate with ease. Or just run "sudo make install".