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- http://www.tunaaja.com/gallery/
I've just spent a couple of hours playing around with it & I agree if you
are used to the way S1 feels you'll be right at home with S2 physics but
with added fuel, damage, updated graphics, tyre temps (at last!) & proper
suspension modelling including dynamic camber, it's got a lot more going for
it than S1.
Can't say I agree with your suspension & grip comments, try mucking about
with your setup. I own a car that's pretty similar to the basic RWD car & I
think lfs models the grip & feedback very well. Maybe you're expecting too
much from it, it's just a road car with road tyres after all ;-)
Malc.
I can't say my experience is the same. I don't know how much effort this
release took as in rewriting the core engine and/or gathering/implementing
the data on the cars, but, while retaining the "LFS feel" (nothing really
wrong with that in the first place, AFAIC), the "driver's feel" for the cars
in S2 is on an entirely different level than S1.
As an experienced "***" simmer, I don't get to experience many jaw
dropping moments anymore, but trying this for the first time was one of the
few.
Interesting... I thought S1 was "quite convincing" before. I now think S2 is
"totally convincing". Both from the driving seat, as well as looking at
one's actions in replay, it's really no different from watching just about
any single make series you care to mention.
Again, the FWD cars are particularly spot on.
The AI still suffers from the occasional lack of situational awareness, but
otherwise it's hard to fault this demo on any level.
Compared to S2, strangely, rFactor lacks both in poise and twitchyness, IMO.
Hard to explain, but for me LFS S2 cars seem to have more of an opinion on
how they'd like to be driven and that is a serious step forward in racing
sims AFAIC.
Jan.
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Try using your wheel's self-centre option instead of FF.
Try making the forces stronger & adjust the castor and/or kingpin
inclination in the setup.
What wheel are you using? It worked fine without adjustment (apart from the
linear slider in the misc options) with my Momo.
If none of that works try going for a drive in your real car & see how much
warning you get before it lets go ;-)
Malc.
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- http://www.tunaaja.com/gallery/
Is it better (whatever that means :-) than rFactor? Not really. But after
just one race it seems much better than S1, for me anyway. In S1 I have
never really felt quite in control of the car, not in the way you control
a GPL car after a while anyway. But in S2 I've just achieved all sorts of
under & oversteer corners that have got me into all sorts of trouble in
S1. The feedback just felt "right" and allowed me to really feel I was in
the driving seat. Very impressed, especially when I was able to slide into
the AI car in front of me in the final turn and take the win :->
The graphics are nicely improved. Maybe not quite rFactor territory, with
that amazing lighting, but a good enough boost from S1. And the sound's
still artificial, but it's a big improvement (IMO) on S1.
All in all, I'm now looking forward to S2. Before I confess I wasn't that
bothered. Ok, I'd have bought it anyway, purely because I like what the
LFS guys are trying to do. But now I actually want to test all the cars
with this new sense of control I've found.
Of course it might just be that they've added much better road handling to
the basic car, in which case I'm going to look very stupid very soon.
Nothing new there then ;-)
Andrew McP
I would also suggest folk spend some time bashing up the other cars at the
end of an AI race. The damage may not be perfect, and the cars seems
pretty resilient. But the damage modelling/deformation looks to be really
rather sophisticated.
Andrew McP
As they would when one does... (sorry, couldn't resist... ;-))
I set the force level for my MOMO Force the same as in S1 (35%), which, to
me, weighs the steering almost perfectly considering this wheel has only
half the lock the car in the game has. Fingertip driving, if I manage to
judge everything correctly, that is.
One can't expect anything remotely sporty or race prepared not to fight back
if one seriously oversteps its design parameters, IMO. Even those
7hp-for-200kg, 4-stroke indoor karts bite your head off if you take too many
liberties.
Jan.
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>I would also suggest folk spend some time bashing up the other cars at the
>end of an AI race. The damage may not be perfect, and the cars seems
>pretty resilient. But the damage modelling/deformation looks to be really
>rather sophisticated.
Cheers!
Remco
The thing I like about damage is it makes people drive more
realistically (carefully.)
With the front end bashed up I didn't notice any overheating or radiator
leaks. It would be cool if they added that as another thing that
drivers would need to be careful of.
Not sure why, but braking stands out to me as the biggest improvement in
feel and control.
Track IR works very well and smooth.
I like the "lessons" they included.
I have an NVIDIA card and all my smoke is green. I've seen this
reported on other forums, but not sure of the cause or the fix.
Pit road speed signs are in KPH. I'm an MPH guy. Time to learn the
conversion or switch to a KPH speedometer :).
Not sure if tire wear and temperature are modeled in this demo. I was
really beating on the tires (when checking out the damage model) and I
never wore out or blew out a tire.
Messages clutter up the screen and I am not sure how to get rid of them.
In S1, only so many were on the screen and then it would scroll. I
didn't see that happening in this demo.
Russell
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