The online racing simulator
Rfactor vs LFS
(1872 posts, started )
#801 - col
Quote from AndroidXP :Adding focal blur + hot air disortion != "pretty much how the game looks"

Don't get me wrong here, it looks rather good on those screens, but displaying both these added effects in realtime and in that quality in the game itself would be a HUGE graphical step, so these effects are far from minor. If you want to compare game graphics, you either take undoctored screens, or you don't bother comparing at all.

Not to mention that before focal blur can be used ingame, the graphics card needs to somehow know where the player wants to focus. Maybe in a FPS, they could focus on the crosshair (might be acceptable), but in a driving sim it would somehow HAVE to look at your eyes (or your intentions)! (or else you would get severe eyestrain and a headache within minutes.

Col
Quote from deggis :From where exactly you can adjust it then? From some .plr file? Because I don't see anything related to that in the ingame options, or then I really need to go to an eye specialist.

For rFactor, in the controller.ini file.

Steering Wheel Range specifies the degrees of rotation of the steering wheel in game. Setting it equal to the rotation range of your controller should make the wheel on-screen rotate the same amount as your own wheel.

Also, in the same file, setting Fixed Rate Inputs="1" makes the game poll controllers at a fixed 100Hz. This improves controller response and eliminates the steering lag that plagued rFactor when it was released.

Since these features were introduced in the latest rFactor patch, I don't believe they can be set in GTR2 or GTL. However, in GTR2 and as far as I remember in GTL also, steering lag has never been a problem for me (as long as the framerate stays above 30fps or so) and the in-game wheel rotates at more or less the same rate as my controller by default.
Off topic a wee bit,

GTR2 any good ? or is it GTR with frilly bits

Was going to lay down my $89.00 at EB yesterday but i thought
i would ask first,i realise this is LFSLAND but i want an honest answer

Thanks
I think here's a good place to find opinions on GTR2
its fun for a while... but then i start to feel like "why am i playing this when LFS feels so much better"
Having bought it and installed the NAP mod I plan to make a thread comparing the two for people who want an objective opinion about it (strenghts / weaknesses).

I'm breaking from LFS for a few weeks to give it a really good shot and get used to it etc before creating a large writeup on it.
Quote from Gabkicks :its fun for a while... but then i start to feel like "why am i playing this when LFS feels so much better"

True, I feel the same way ... but then I go back to LFS and after an hour or so in LFS I start to miss some of the good things in GTR2. Ack. If we could wave a magic wand and somehow merge the LFS dynamics with the GTR2 content and meld the best features of each game's graphics ... well, I'd probably end up in divorce court.
yeah it is fun learning the tracks in gtr2 i just wish the physics were as good as lfs.
out of ten what would u give rfactor and lfs ???
Imho both 8, but in rfactor u need time for figuring how setup right all the options of the game.

I have both and i like both, but i play more lfs then rf because it suit better fast races. And the FF make the overall experience much more realistic

I have GTR2 too, and imho is good game, but absolutely need to edit the fov in the plr file, because the default one is horribly irrealistic.


About the napp patch for gtr2, i don't like much it, imho the overall track grip (lowered from 100% to 97%) is too low for slick tyres. And i have noticed too some strange suspension movement during weight transfers. Maybe because im using default setups that does not fit well with nap physics.
I can't believe this discussion is still going, , I only own LFS, but it satisfies my needs. I'm no fanboy but I really think this is a brilliant game.

Until numerous friends tell me that one sim is soo much better than this I see no reason to shell out more £££ for something I may not like.
Quote from Chris_Kerry :I can't believe this discussion is still going, , I only own LFS, but it satisfies my needs. I'm no fanboy but I really think this is a brilliant game.

Until numerous friends tell me that one sim is soo much better than this I see no reason to shell out more £££ for something I may not like.

De gustibus
Quote :Not to mention that before focal blur can be used ingame, the graphics card needs to somehow know where the player wants to focus. Maybe in a FPS, they could focus on the crosshair (might be acceptable), but in a driving sim it would somehow HAVE to look at your eyes (or your intentions)! (or else you would get severe eyestrain and a headache within minutes.

IMO you seriously wouldn't want to do focal blurring while playing the game. It could only work for replays, the focal point being the car of course.
Quote from BuddhaBing :
Since these features were introduced in the latest rFactor patch, I don't believe they can be set in GTR2. .

Yes they can.. and you could in the cockpitinfo.ini in rF BEFORE the patch SteeringWheelAxis=(0.0,0.0,1.0) etc...
I can't remember the file you put it in in GTR2, but you can adjust steering wheel rotation.
lol dont ya love how people are so willing to share incorrect information
Quote from BWX232 :Yes they can.. and you could in the cockpitinfo.ini in rF BEFORE the patch SteeringWheelAxis=(0.0,0.0,1.0) etc...
I can't remember the file you put it in in GTR2, but you can adjust steering wheel rotation.

Sure you can ... if you want to edit 140+ .car files. What I meant was that to the best of my knowledge there is no way in GTR2 to specify a global setting which controls the amount of on-screen steering wheel rotation. That global setting was introduced by ISI in the most recent rFactor patch and GTR2 does not use that build of ISI's engine.
Anything is possible in rFactor and GTR2 if you are willing to rewrite the game from scratch. For example, it's possible to make the FFB work, the steering wheel to turn, gravity to point downwards, and for the game to not be crap, just by editting 3.6million lines of code hidden all over the place.

And I lied about the last example - it's impossible to make them not-shit, no matter what you do
I looked at the 'nap mod' physics.. "New Advanced Physics"..

Well.. I looked at the lateral tyre curve.. It isn't advanced there.. The grip peak is the same as 90% of all ISI curves, peaking at 6.2 degrees. If you look at the graph there is less dropoff which seems more right than most ISI curves, but calling that advanced is not right..

However, the curve has two peaks, which is strange..

However, the creator doesn't seem to understand how the lateral 'step' size works in ISI (it takes the SIN of the value) so the SIN can't be bigger than 1 (mathematic limit) ASIN 1 = 90 degrees and surely a lateral grip curve can't exceed 90 degrees.. you can't have 'more lateral angle' than 90 degrees, as that is as sideways as the tyre can work!

So what happens, if you translate the lateral curve to DEGREES, you see the peak at 6.2degs (as all isi sims, just about) then dropping to somewhere between 80 and 90% at 90 degrees slip... Now this second peak in the curve, happens way beyond 90 degrees slip and is thus disregarded by the sim as it can't take the SIN of >1!!

Now I ask you.. Someone makes 'new advanced' physics, somehow introducing a second peak in the lateral tyre curve, driving, and believing it is the best thing.... not knowing that this whole thing is disregarded as its beyond 90 degrees?? the A in NAP sounds more like Amateur..

The result is not that good either, its still ISI.. you can make it somewhat better with the grip curves that have less drop off but things are still weird. Snap back is VERY violent and the drive isn't convincing imo..

In the simracing / modding scene the quality of tracks and cars is graphically often substandard.. but the physics stuff is often far far worse! :/
I have to agree with Whitmore, I find there is enough room in my leisure time for more than one racing game, and they all have different qualities and strengths. Vive la differential.
Just hope no-one here finds out I also play Xbox games every now and then.....
Quote from JeffR :3.5g's at 183kmh, with what, max downforce? Video below mentions 4 g's at 160mph.

There's always the CTDP 2005 F1 mod for rFactor:

A sub 5:30 run at Norschliefe:
rfrnrd2005f1.wmv

Tv view of AI's racing / bumping each other:
rfr2005f1.wmv

The real thing, David Coulthard in a 2002 F1 McLaren. Pulls 4g's at 160mph. Also seems to take the curbs much smoother that most cars in racing sims do.
spaf1.wmv

nice videos, funny how the driver has the legs in the cockpit, but has no arms and steers with telekinesis pretty cool stuff blending racing games with other ideas

I played the ctdp mod as well and didn't notice the legs before
Quote from al heeley :Just hope no-one here finds out I also play Xbox games every now and then.....

:bananadea Someone de-mod him, quick!
Quote :The driver has the legs in the cockpit, but has no arms.

GTR2, like GPL has both. Need For Speed Porsche Unleashed, was the opposite, head, arms, torso, but no legs. You couldn't see this unless you ran with collision off and drove through another player's car, or from a few TV camera views when watching a replay of a open convertible.
Quote from BuddhaBing : What I meant was that to the best of my knowledge there is no way in GTR2 to specify a global setting which controls the amount of on-screen steering wheel rotation. That global setting was introduced by ISI in the most recent rFactor patch and GTR2 does not use that build of ISI's engine.

I never said it was a global setting before the patch.. and there are controller profiles in rF that you can assign, so that you can have everything exactly the same except wheel rotation if you wanted. In GTR2 all the cars probably have very similar steering wheel rotations anyway.



so basically-
Quote :Originally Posted by BuddhaBing
Since these features were introduced in the latest rFactor patch, I don't believe they can be set in GTR2. .

is wrong..

Not sure what you are arguing about now, maybe that it is inconvenient to make those adjustments? That's not what I was talking about, what I said is that you could do it when you said that you couldn't.
Quote from Niels Heusinkveld :I looked at the 'nap mod' physics.. "New Advanced Physics"..

Well.. I looked at the lateral tyre curve.. It isn't advanced there.. The grip peak is the same as 90% of all ISI curves, peaking at 6.2 degrees. If you look at the graph there is less dropoff which seems more right than most ISI curves, but calling that advanced is not right..

However, the curve has two peaks, which is strange..

However, the creator doesn't seem to understand how the lateral 'step' size works in ISI (it takes the SIN of the value) so the SIN can't be bigger than 1 (mathematic limit) ASIN 1 = 90 degrees and surely a lateral grip curve can't exceed 90 degrees.. you can't have 'more lateral angle' than 90 degrees, as that is as sideways as the tyre can work!

So what happens, if you translate the lateral curve to DEGREES, you see the peak at 6.2degs (as all isi sims, just about) then dropping to somewhere between 80 and 90% at 90 degrees slip... Now this second peak in the curve, happens way beyond 90 degrees slip and is thus disregarded by the sim as it can't take the SIN of >1!!

Now I ask you.. Someone makes 'new advanced' physics, somehow introducing a second peak in the lateral tyre curve, driving, and believing it is the best thing.... not knowing that this whole thing is disregarded as its beyond 90 degrees?? the A in NAP sounds more like Amateur..

The result is not that good either, its still ISI.. you can make it somewhat better with the grip curves that have less drop off but things are still weird. Snap back is VERY violent and the drive isn't convincing imo..

In the simracing / modding scene the quality of tracks and cars is graphically often substandard.. but the physics stuff is often far far worse! :/

Interesting stuff. I especially like the violent ISI snap-back. If you ask the RSC crowd why you never see cars spinning off in the opposite direction of the corner in real life you're told it's because all real racing drivers are the equivalent to gods in terms of driving skills. And because they never go to the limit because they are in constant fear of getting killed to death. lol.
Niels, you dont happen to be the GPL driver known in VROC as Niels_at_home ?

About rFactor, Grafik, Sound, Immersion awesome...

But I always get the impression that the car is static and the track is dynamic. Like if one would steer the track around the car.

In LFS, NASCAR Racing 2003, GPL one can clearly see and feel there is a static track with the dynamic car on it, but in rFactor it feels the other way around, the track is moving around the car, and the cockpit is kind of like a static picture

Rfactor vs LFS
(1872 posts, started )
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