You later explained you meant ISI. The basis for most of the current sims.
My biggest complaint is the lack of tire noises in the replays. Even
budget arcade racers like Ford Racing 2 have tire noises in their replays.
rFactor online races normally don't take 1/2 hour per race, at least the few
races I've done online. That's the issue with ovals, it takes a lot of laps
before differences in talent show up, which is time consuming.
Then again, there were a few years where they ran a once a year event with
Grand Prix Legends, 1000km at NordSchleife in Grand Prix Legends, that's
44 laps at around 8 minutes per lap (for the fast guys), with a required total
of 40 minutes of break time, so the event lasted almost 7 hours even for the
better players. It was reported that no divorces occurred from this event.
When I did check out NR2003 online open servers, most of the 300 or so players
were running DEGATONA events, 1/2 hour per race, and with assists on, the
key was qualifying, avoiding wrecks, and working with a group or getting
lucking on pit exits to end up getting back into the draft. Personally I
would prefer the other players to be using assists, to reduce the crash
fest factor.
It's my opinion that the DEGATONA with assists on, no talent required, a
chance that almost anyone can win is what draws the most of the 300 players
I saw online. There were very few running Watkins Glen, and fewer still
that could run 1:14's (if I'm remembering the times correctly).
OK, someone has to defend the arcade racers games.
I play both arcade and simulation type racing game and enjoy both. Few players
complain about reality with first person shooter games, and I feel the
same way about racing games, I like both types. Realism is limited as there
is no feel. If I want realisim, I can head down to a local indoor gokart
track (k1speed). Those karts pull well over 1 g in the turns, the pace is
very quick, and drifting them is key to getting good lap times, and a lot of
fun, but's it cost more than a buck a lap, and the laps go quick, about
22 to 23 seconds per lap (for me, the top guys are about 1 second faster).
Still it's cheaper than taking a real car to a track and having to buy
a second set of wheels and tires.
The cheat codes aren't used for online racing. Some players use trainers,
but this is outright cheating, as with any game.
The arcade games require skill, but a different kind of skill. The
main differences are that it's impossible or nearly so to power oversteer
a car in most of the arcade racers, although some of them (like
Ford Racing 2 in advanced mode), are more realistic, and you can spin
the cars, and lock up the brakes. It's really not much diferent than sim
games with some or most assists on. The other difference for some arcade
games is the grip level (high), and the pace (quick).
Note that the go-karts at that indoor track have similar limitations.
If you hang out the rear end too far, the computer in the kart cuts
out power to the engine, to prevent a full power head on into a barrier
after a spin. To avoid heavy collisions from getting rear ended, the
brakes are limited to about 1/3rd g, (note that the cars pull well
over 1 g in the turns).
Some of the Need For Speed games do involve shortcuts. Introduced with
NFS3 - Hot Pursuit, and a big part of NFS4 - High Stakes, it was a key
part of those games. Considering the track shorcuts are described in the track
presentation, (when's the last time a game included track presentations?),
people knew of them. For example, this description of Celtic Ruins
for NFS4 - High Stakes, and a lap.
http://www.racesimcentral.net/
http://www.racesimcentral.net/
The physics of High Stakes was absurd. There was more lateral grip than
longitudinal grip, and it seemed that both worked independently, as
you could steer hard and brake for a insanely rapid decrease in speed.
Then there were aspects that made NFS3 and the faster NFS4 challenging.
Going airborne for even an instant would slow down a car. Brushing any
object would slow down a car. This game was all about timing, since
you spent most of the time in turns with the steering pegged, so timing
the turn in so you could get through narrow shortcuts while at full
throttle with the steering pegged did require skill, but a different
kind of skill than real racing. Some of the cars required some time
to setup for a turn, (similar to GPL). You had to run clean laps with
precise speed over rises (to avoid going airborne), to achieve top lap
times. NFS4 also had features that are sorely lacking in many other racing
games. A ghost car feature where you could save a run, and then run against
it. A controller based replay system, that could be interchanged with other
players, proving that the game played the same on all PC's since it
was controller input based (meaning that when watching a replay, it
was really watching a race using the stored controller inputs from the
originator), and proving that a lap record run was done legally.
Day / night / weather settings for all tracks. For variety, online
racing included knockout mode: 8 players, 7 races, the "loser" of each
race drove a truck (usually in reverse direction) to crash into the
remaining racers, ending up with 6 trucks and 2 racers. It was a fun
diversion. Track presentations as already mentioned.
http://www.racesimcentral.net/
http://www.racesimcentral.net/
I never owned NFS1 or NFS1SE, but NFS2 and NFS2SE had the most realistic
physics of the series when run in "simulation" mode. Braking distances
were resonably long, and driving lines were similar to what you'd normally
use for a racing sim. The difference is that there was no power oversteer,
just brake induced understeer that would send you off track if you braked
too late. The tracks were fantasy tracks, and the graphics are dated, but
for my first PC based racing game, it was fun. This is from a 1997 game:
http://www.racesimcentral.net/
The underground games (1 and 2) jumped in on the fast and furious fad.
U1 had limited tracks with short lap times, 40 to 60 seconds, and bouncing
off walls.
http://www.racesimcentral.net/
U2 was a better, with a huge range. Street X was like indor go-kart racing,
lap times from 9 seconds to 30 seconds, while normal circuit tracks ranged
from 50 seconds to over 3 minutes per lap. There was also a outrun mode
which was just humorous, as the game designers intended for a player to
slowly pull away from the AI car, but the players figured out a few
alternatives that were a lot more fun:
http://www.racesimcentral.net/
http://www.racesimcentral.net/
Most wanted went back to daytime and brought back the pursuits. What better
way to teach responsible driving than stuff like this?
http://www.racesimcentral.net/
The lastest version, NFS Carbon, went back to the shortcuts, but these aren't
the narrow ones like with NFS4, and you can use a "scout" driver to show
a player where all the shortcuts are.
http://www.racesimcentral.net/
http://www.racesimcentral.net/
I like the racing sims as well, but realize that my skills limit me to only
getting within 5% to 7% of the expert racers.
http://www.racesimcentral.net/
http://www.racesimcentral.net/
http://www.racesimcentral.net/