The online racing simulator
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Tuze
S2 licensed
Quote from Postman Pat :It also doesn't help that there's no real qualitative difference (only quantitative) between grip and sliding - one just keeps rotating and you wonder why on that occasion. A member of Team Redline (Hutto's team) summed it up well by saying he couldn't drive by instinct in iRacing. Just imagine what it'd be like now if conditions were realistically changing all the time.

That's a nail to the coffin for me. I had been thinking of this for long, and noticed that not all is right.
Last edited by Tuze, .
Tuze
S2 licensed
I didn't read the whole thread, and even if I did, I might be beating a dead horse here.

What I don't like is how people here defend the devs too much. Yes, they are a small team, and they can and should do things their way. But that shouldn't stop them from expanding their team if there is a need for that. They could recruit people which have same ideas as they have, the same passion etc. If a game hasn't progressed at all for many years (the game needs new physics), a expansion of team could actually be their only thing to save the game imo. I don't know the size of kunos's teamu, but in my view they have accomplished more in shorter time than LFS. They started with a game that was pretty much dead, then turned it into something with alot promise (FFB, physics). That's what bothers me, LFS is so far behind of some of these games, and I'm purely talking physics wise.

I mean, look at Natural Selection 2. The game was pretty much "dying" not too long ago, calling for pre-orders from customers, promising a game in alpha state, yet marketing it as a "beta" release. The game wouldn't be at where it is right now if the team hadn't expanded, because before team expansion, they were working for it for many years without any real progress.

I really don't see the reason of them not expanding their team. Because I'm sure there are more stories of how team expansion has saved a game.
Last edited by Tuze, .
Tuze
S2 licensed
Take the skippy on skidpad and drive around the skidpad at any speed you like. Do a clutch drop and tell me what happens? I've tried this with skippy and some other cars, but there's nothing happening, no wheelspin.
Tuze
S2 licensed
Quote from richard dk :Move on with your life and forget all about iRacing, don`t you think thats the best way?

Seeing how they got many ppl spend their bucks to renew their subcription due to marketing hype, it does feel meh.
Tuze
S2 licensed
Quote from Hyperactive :Tell me what lfs car is better than some other similar iracing car.

Not so much the car, but the physics. It was impossible to do a wheelspin with some cars (MX5, the OTM Skippy), so a proper drifting was impossible to do with MX5 for example.
I just tried the skippy on the skidpad and compared it to solstice, and the physics felt the same wheelspin wise. It's a big let down for me seeing there's no proper drifting possible on this sim yet..

For this reason alone, NetKar PRO and LFS feel alot more realistic to me. Granted the vintage is still not a complete car, but the rest of the cars feel good.
Last edited by Tuze, .
Tuze
S2 licensed
Quote from Hyperactive :but even their old tire model was just much much better than lfs.

If you've played or play iRacing, you would know this to be false. There're simply too many issues going wrong even with the old tire model. Go ahead, try all sort of stuff with cars that haven't been applied with the new tire model if you don't believe me.
Tuze
S2 licensed
Quote from Bose321 :Would've been even funnier if the Ferrari caught on fire...

I have to agree, that would've been quite hilarious
Tuze
S2 licensed
back to square one it seems
Tuze
S2 licensed
Quote from himself :The inpact of bumps on force feedback is other thing though. It varies from car to car. Solstice feels really smooth. Legends car, on the other hand, feels like a kart. Maybe the bumps influence on force feedback is too much in some cases, but FF is having other role here as well - it gives more feedback though the wheel to the driver - the feedback you would get when you sit in a car with your own bottom.

But it's the tire modelling / physics that's the problem, right? When it comes to iRacing FFB generally, sometimes I wish it were a little more like LFS FFB, reacting to everything, but other times the iRacing's FFB feels nice too. The wheel resistance thing for example, is one of the things of the iRacing FFB that I like.
Tuze
S2 licensed
Sorry to bring an old thread back, but I was wondering if the physics engine / tire modelling has changed. Anyone who has tried this game recently, or bought it? How does it feel like?
Tuze
S2 licensed
Ironically, I have a feeling this game might have alot better tire modelling than iRacing does. If that doesn't start ringing bells for people, I don't know what does
Tuze
S2 licensed
Quote from Kid222 :This. From august, when new tyre model comes out, i can imagine it as one of most enjoyable beasts in the sim.

I'm hoping you're right, because right now, there seems to be no wheelspin whenever I try to clutch kick suddenly, or try drift by different means. I even tried doing everything I could to try to get the car to spin in skidpad, but there was no wheelspin whatsoever. I mean come on.. how can the sim be realistic if there's no wheelspin at all? This feels awful alot like rFactor physics in this area, which is quite sad because I like the FFB of this game. I don't understand how they could go so long with this tire model / physics.
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