I am not saying you are incorrect. FWIW, I have both games, I haven't played
much with setups other than dl'ing net ones and some fine tweaking. I don't
find that the physics is *clearly* superior, or more realistic, at least on
such an obvious level. Nor do I find that the "feel" is *obviously* superior
except that it is a little more fluid feeling. I do find that the vehicles
feel a bit less on-rails with quick transition to canned-feeling spin (though
that is still there more than any other sim). Maybe this is how the F1 cars
are. I'm not saying that they are wrong. Maybe they overhauled the physics
engine, but I can't say I notice that from driving it (quite a lot in RS1,
much less in RS2, but includes some hours of races).
Can you get specific, both by example of the effect and its outcome? Or point
out areas that someone knows were specifically changed in the code to enhance
the engine?
I find that the majority of arguments in this ng about "realism" come from
guesswork and, at best, some actual racing experience (usually in fairly
different vehicle type and environment), and some basic physics discussion.
But nothing that strikes me as compelling evidence that those stating their
opinion can back it up effectively. Please, no "well, I can tell GPL from
NFS3 if you can't" comments. I'm talking about knowing about whether the tire
models use maps of g vs slip angle, how the tire temps are generated and
convected/distributed, how the contact patch is established and shapes itself,
how the individual suspension links contribute, how the sprung, non-sprung,
and rotating masses interact. Or whether it is all taken to some very
simplified model (and what might that be?).
In what ways? I, obviously, note the blue flags. Which are done in a better
than-nothing fashion, but are still far from satisfying. In the past, I've
cited examples of how the way they did it was unrealistic, but it's been too
long since I played it a lot to recall. I do recall the time that a "broken"
lead car was allowed to pass due to blue flag, but then was immediately
repassed due to its failure. And this cycle repeated a number of times on the
lap.
as are the graphics as higher res
Agreed, though I find little reason to go past 640x480, it is so sharp even
there.
I agree with that one, and the inclusion of in-car suspension tweaks.
Hey, it's an enhanced game. But I don't call it worthy of a new name and
release. But that's a marketting decision. Flight sims are usually very
updated on a new release. If not, it is usually an "add-on". Many sports
games favor the yearly release to take advantage of the yearly nature of the
sports. That would be more justifiable/acceptable I think if the game
included data (real names and performance) of that most recent year's real
sports figures. Such isn't the case with RS2.