For me iRacing is the place to be now, but the price is not "reasonable" enough. I am voting with my wallet, though I'm fairly skeptic it will make any difference.
I don't know what you people think but I'd expect the Rockingham patch to have a revised (unfiltered?) FFB. Otherwise I see little point in having a laser scanned track and thus little point in spending money on it.
To say the forum/community is crap because of the users, is a bit like saying if a house turns into a cesspool it's not the fault of the 'poor people' who let that house go downhill, but rather of dust and dirt and filth not getting rid of themselves.
Let's face it there's no way playing with a gamepad can be made realistic, and not much you can tune to improve your performance when using one: it's all down to your skills (sensitivity and precision mostly)
To make good lap times you need to use as little steer smoothing as you can possibly live up with, it's a tradeoff between taming the twitchiness and still having a decent reaction speed.
Since the sticks move so little, you may also want to decrease the steering lock in the setups you're using, 12-16° worked for me - this however will have the side effect of making more difficult to save the car from a spin and also if you end up in the grass the wrong way, you may have a hard time trying to get it back straight especially on South City your best bet is to just pit.
Agreed the video could be more explicit but there should be no doubt as to what is causing a 4x.
Actually I meant from online replays cos the local data is not affected by lag and other maladies. And with the replay files being so big I would expect to be a lot of high resolution data inside.
I checked out iSpeed but the lap analyzer looks more like an afterthought in a program that is meant to fit another bill.
Granted my ping is not that great, it's an average of 180 for the US farm, but that's not iRacing specific: I race against people from other continents in the other sims as well, because I tend to race at late hours for Europeans.
Yeah I supposed you could look at it that way but it still stinks.
It's extremely penalizing in close racing situations, when more than 2 cars are battling. And I'm not even concerned by the SR, rather the interaction between large collision boxes and the damage model.
I can live with getting a 4x but getting my suspension's arms wrecked? that's bound to ruin a race for no valid reason.
And I'm just racing tin tops, net even single seaters with fancy shapes.
Actually I've seen that already, I assumed it was their solution to the LFS 'flying up to the stars' issue with collisions.
PS: yesterday I dug up this video, my jaw dropped:
Didn't doubt for a moment there's a resulting countermoment (the car has to rotate back), your point as far as I understood it is that you didn't think the reduction of grip on the front can actually be regarded as the prime cause behind the countermoment.
And I'm merely replying that the act of breaking traction on the front alone is enough to rotate back the car into composure and up to a point you don't even need to apply countersteer.
OTOH I'm well aware you can catch a spin in a FWD just the same way you would do with a RWD, I've done that myself IRL.
In nKp however I find it easier to just floor the pedal: while in Final all the cars are much more controllable in a spin, the 500 can turn round pretty fast if you give her a chance.
On a sidenote it seems the official english board is getting a bit more lively. Kunos has been posting more replies too. He basically didn't say anything but this the teaser in case you've missed it:
Flooring the throttle actually keeps the front wheels from losing too much speed (which would result in a spin as you point out), the fronts couldn't pull it straight since the car is basically sideways and the tyres, regardless of the countersteer are even not pointing in the direction of movement.
Conceptually yes its sound, but the timing and thought process is different than what my intuitions says.
AFAICT the way you control oversteer depends on the specifics of the car. In a FR road car I wouldn't expect pumping the throttle to save the day, but in some types of racing cars it works: e.g. I drive the Spec Racer Ford in iRacing basically the same way.
Almost a FWD way of doing it.
Although in FWD cars it works because you're massively reducing the grip on the front rather than restoring it on the rear by shifting load.
Personally I never had a trouble with the wizard neither in iRacing nor nKp. I think it's handy to make the bulk of the adjustments, so only small touches are needed afterwards.
But it's not like the wizard is the only way to get things done: just switch to the advanced tab
For those thinking about learning italian, here's some video tutorials on track building. Try not to choke on the pronounciation of english terms, like Bobbbb's Track Booilder and arrah-Factor.
But don't give up, further down the thread there's a cheatsheet in english by Lojelo, explaining the commands etc.
This evening's appetizer: now that Kunos has officially _not_ replied on the matter of caster on the 1600, the next round of discussion is centered on the 1800 which, according to some, is impossible to control in a spin and completely intolerant of curbs.
As a reply Kunos has posted this video of him having some ..."fun":
Yup you certainly have many good points, and it's no mystery Kunos has his quirks. He looks like an interesting company when he feels like talking, but mostly it seems he's just replying out of frustration - too often on the defensive and while it's not hard to imagine why, it only compounds the problem.
Isee no way out of this, other than to unite all those little pools of people in one single place where they can't be ignored. It does not have to be necessarily DI, but it looks like the most obvious candidate.
there is still very little input in that section from the devs, yet the Italian section is full of stuff we just dont understand, and the various translation sites are pretty useless.
Yeah the auto translator is only good for a couple laughs though there's hardly a lot of activity on DI: I wouldn't be surprised if the Setup section of LFSforum even outdid the whole nKp branch on DI. And most of the posts in the italian boards comes from what is likely a dozen or so of regulars.
I always wonder why these tweaks or rather interim solutions aren't posted in the official english forum over at Driving Italia. I guess it's better to learn some Italian
My impression is the english speaking nKp community is broken down on several different boards. While doing my searches I counted at least 4 or 5 different ones, and there are probably more.
If all these people somehow brought most or all of their netKar related discussion on DI I imagine things would become better.
in what way did was it felt to be arcade?
That was just someone venting his spleen, I suppose, but apparently it was enough to hurt the devs' feelings. As for the rest, it's all about the steer getting light on the '1600.
No, this is not an issue to fix it is well done, the FF must go light at some steering lock if the caster is low enough, this is what theory says and what happens in real life.
I think what makes people feel bad about this is the limited amount of lock you need apply to make it happen.
That however could make sense if Kunos tweaked something to reduce grip on the front axle.
He already mentioned reducing the engine brake on the 1600 so it is less problematic on downshifts and more approachable for demo users.
They are concerned about the 1600 being too hard for newcomers and scaring away people - it has been said already that eventually the demo car should be replaced by a small, modern formula with downforce, like the FBM - which they already have but can't release publicly because of their agreement with BRD.
They also implied KS could be in talks to license more cars after the 500, but all of this was back in late 2009.
The iRacing races are all a decent length aswell, so you have to have much higher concentration levels to see it through without making mistakes.
That's one of the things I like the most in iRacing. Also having longer races, relatively far apart, no restarts and with cardboard cars plus limited options to fix them - it's better to think twice before trying something silly. In LFS things like Shift-R and Shift-P and nearly indestructable cars end up promoting arcade-like behaviors.
The downside however is if you end up being the receiving end of silliness, you're going to pay dear as well.
iRating is also very nice: in LFS I always had trouble finding closely matched opponents.
All in all I don't think I'd like iRacing as much as I do if it was just another LFS with better physics/FFB.