rec.autos.simulators

Top 5 racing sims?

Tony Rickar

Top 5 racing sims?

by Tony Rickar » Wed, 06 Dec 2006 03:48:30


> Please answer the following question with something logical and factual, and
> I'll quit sim racing forever.

> "Now how can I or anyone do those times, and they look like they do in
> replays, if the sim feels and drives like you say??"

I have grown to really like the ISI engined sims from rFactor on, though
I am not convinced by your argument. It was quite possible to create
realistic looking replays in GPL, if you drove it in a conventioanl
manner. Then again it was possible to drive it and be faster in a more
sideways style than maybe realistic.

As sims progress the latest and greatest get to "feel" like the real
thing. I could never understand why non sim racers had so much trouble
when they tried GPL on my racing rig. Because I had made the connection
between screen and sound inputs (before FFB) and related them to driving
a car. It takes some time to train the brain to replace the physical
cues we get from real driving.

IMHO it works differently for different people with different sims.
Hence some get on with sims from one developer whilst others don't.
Maybe enough time spent will make it work (the brain training). GPL had
teh advantage of being pretty much better than everything (multiplayer,
sound, AI etc.) so people would train to get used to it. With a wider
variety of non ISI based sims (LFS, NKPro, RBR, NR2003) which might feel
more right to someone there is less incentive to train to get used to
another sim, just wait for one of the other developers to release
something new).

I am sure an LFS fan could equally create superbly realistic replays and
feel convinced this is closest to the real thing as the connection
between sim and real racing works for them.

Some sims we can discard as arcade rubbish, but right now choosing
between LFS, GTR2, rFactor, RBR etc. comes down to personal feel and I
am not convinced there is a right answer as to which is best. Whichever
convinces us the moving images, sound and FFB relate to our real life
driving experiences and perception of driving race cars we have never
(and unlikely to) driven.

Cheers
Tony

Larr

Top 5 racing sims?

by Larr » Wed, 06 Dec 2006 04:11:51

Nah, it's not me.  I read enough of the same complaint all over to know it's
not just me.

-Larry


> Jason, Remco, and Larry............I've got to be blunt and
> say........it's YOU.

> Either your wheels aren't set up correctly for the sim, or you have bad
> setups (or both).

> If the cars feel like they are on ice, or not connected to the road, or
> there isn't enough feedback, it isn't the sim, it's you. This isn't a
> matter of personal feel or agreeing to disagree, but it's somehting that
> can be easily be proven. I'm not blowing my own horn, but I have some of
> the fastest times you'll find anywhere with the CTDP F1 mod. These F1 cars
> are the perfect shoice to disprove what you claim because they have to be
> driven exactly like the real drivers do in F1 or you lose massive amounts
> of time. It is simply impossible to run a clean, realistic looking 118.3
> at Silverstone, 128.5 at Shakir, 111.4 at Montreal, 127.3 at Nuerburgring,
> or a 129.2 at Suzuka without being extremely precise. My replays look as
> if the car is on rails, and there is no wild sawwing back and forth at the
> wheel. Smooth and precise, and the car looks GLUED to the road because
> it's taken to the very limit, but never over. That's the only way you can
> be fast. GPL style driving will get you absolutely nowhere. Never in a
> million years could anyone look at one of my replays and say it looks like
> I'm driving on ice. No one could ever come close to those times in these
> F1 cars if the car felt loose, and with little feedback. Can't be done.
> The amount of feedback I get from the car is massive. Any tiny change in
> the setup and I can instantly feel it.

> Now how can I or anyone do those times, and they look like they do in
> replays, if the sim feels and drives like you say?? It's impossible.

> I don't know what wheels you use and what settings you've chosen in the
> controller screen, but they've got to be wrong. The setups must be poor.
> What's funny is that no one hates a loose feeling car more than me. If
> what you guys say is true, I'd be the first one to delete rFactor from my
> hard drive.

> --
> David G Fisher



>> 100% agreement on the ISI comments.  I think you nailed it perfectly.

>> -Larry



>>> 1. GPL
>>> The physics are a bit outdated, but the game is so well balanced.
>>> It still has the finest***pits/carmodels to date, IMO, thanks to
>>> guys like the GPLEA. If you want to win from the AI, you've to work
>>> for it, it took me months to win a race. Still playable online, and
>>> mods are available for other F1 years, with 'corrected' physics.
>>> Scores well on graphics/physics/sound/gameplay/replays.

>>> 2. RBR
>>> It really gives you a feeling like you're driving a rally car. You
>>> notice how fast you're driving, and I'm often scared of the speed,
>>> feeling the need to lift. Not easy. The only downside is the fact you
>>> don't race others, which got me bored after a while, once I knew the
>>> stages.
>>> Scores well on graphics/physics/sound/replays, less on gameplay after
>>> a while

>>> 3.
>>> ISI based sims (GTL/GTR2/rFactor)
>>> I always have an hate/love relation with ISI based sims. The graphics
>>> are great and still there is so much lacking. You can have great
>>> dynamic lightning, shadows, cool refections on the car, and stuff like
>>> that, but what's the point if the car doesn't seem to be connected to
>>> the road?

>>> The fact that the replay system isn't that nice doesn't help much
>>> eighter. Online you don't see the suspension move of your opponents,
>>> and the tyre smoke doesn't feel realistic.

>>> The physics feel nice with a better tyremodel than GPL, but I've
>>> always the feeling the car floats. It doesn't help that the controller
>>> lags a bit. I also don't like the way the brakes behave when the disc
>>> is hot, it's too much an on/off switch.

>>> The AI is bad (rFactor), or not realistic(GTR2/GTL). They match their
>>> speed on your pace, I always hate that. They also do things which
>>> would get your licence pulled in real life. I don't like racing them.
>>> I also don't like it you've to earn the cars, not all of us do've the
>>> time to race severall hours a day to get the credits.

>>> Online is a mixed bag. I only played rfactor online, and the problem
>>> is that there are too many mods to get a lot of drivers using the mod
>>> you like. Since there're so many mods, the quality of drivers is too
>>> wide spread, with a small chance of racing a group of drivers evenly
>>> matched.

>>> So, what is the love part then... :-)  It's the immersion when you're
>>> driving a car like the Saleen in GTR2 through Eau Rouge, it's the
>>> sound, it's the modelling of weather, it's the F1 1979 Mod on Kyalami,
>>> and it's the idea that all the problems I have could be fixed easily
>>> with the next patch...but the latter thing is true for years with the
>>> ISI sims, allthough I keep hoping.
>>> Great on sound, mixed feelings with the rest.

>>> 4.
>>> LFS
>>> This is a good online racer, with decent
>>> graphics/sounds/physics/replays and stuff. However, the mentallity
>>> of other drivers is what kills it for me. I always compare it with
>>> Quake on wheels, always expecting an headshot when exiting a turn.
>>> Offline the AI is too dull, the same goes for the tracks.
>>> Nice on Graphics/Sound/Physics/Replays, mixed feeling about gameplay.

>>> 5.
>>> NetKar Pro
>>> Driving a car in Netkar Pro, if you can get the car started :-/, is
>>> the most realistic experience in a sim I have. The latest patch dumbed
>>> it down somewhat (Grrr BRD), but it's still a great feeling.
>>> Graphics/Sound/Physics, all great. But then, the gameplay...what
>>> gameplay? There is no AI, no filled servers online. The only gameplay
>>> there is, is an online league, but that doesn't help if it doesn't fit
>>> your schedule.

>>> It might improve someday, who knows...
>>> Great on graphics/sound/physics, mediocre on replays, no gameplay.

>>> Well, this is my top 5, for what's worth...

>>> Cheers!

>>> Remco

news

Top 5 racing sims?

by news » Wed, 06 Dec 2006 04:11:59


> You still have to set up the wheel correctly, and you still need the car set
> up correctly, or any sim will feel awful. You're sure you did this before
> you asked for a refund sometime in the first 48 hours after download?

> Sounds impossible.

Methinks you guys are overthinking this.

How many of you have actually driven REAL race cars on real tracks?
I've driven a Busch type car at Lowe's, and have a dirt track "bomber"
Camaro.  My street car is a nitrous sniffing Trans Am (let's just say
it's got some grip...)

That said, I remember being about ready to pitch the GPL CD out the
window, and still can't brake properly in LFS without swapping ends in
the rwd car in the demo.

Because these are SIMULATIONS of the real thing, they won't be 100%
accurate.  And even if they were, being able to drive a 67 F1 car
doesn't necessarily prepare you to draft at Daytona or drive an sprint
car sideways for 100 laps.

What is a perfectly accurate model of an F1 car for some people is not
for others, and even if it was a perfect model, it would still drive
like ***to others.

Relax and enjoy the diversity.

And thanks to all who gave suggestions. :)

Ray

jason moye

Top 5 racing sims?

by jason moye » Wed, 06 Dec 2006 06:03:46


> Please answer the following question with something logical and factual, and
> I'll quit sim racing forever.

> "Now how can I or anyone do those times, and they look like they do in
> replays, if the sim feels and drives like you say??"

Because you're using a driving style that works for the sim.  You've
mentioned being smooth without sawing away at the wheel like people do
in GPL, yet if you look at half the guys on the grid in F1 they're
anything but smooth.  If you tried to use a technique like Schumacher
does in any ISI open wheeled sim that I've tried, i.e. early throttle
application and using the wheel to keep the car on the edge of the
traction circle, I doubt you could make it through 2 corners without
losing the rear of the car.  I can drive F1C and rFactor just fine if I
try to drive overly smoothly, but that's not my style.  A good sim,
regardless of the subjective "realism" factor, should be able to cater
to a diversity of styles just as real cars do.  Not everyone drives an
F1 car like Prost, but his style is pretty much the only one that works
in ISI open wheelers.
Dave

Top 5 racing sims?

by Dave » Wed, 06 Dec 2006 06:29:11



>> Please answer the following question with something logical and factual,
>> and I'll quit sim racing forever.

>> "Now how can I or anyone do those times, and they look like they do in
>> replays, if the sim feels and drives like you say??"

> I have grown to really like the ISI engined sims from rFactor on, though I
> am not convinced by your argument. It was quite possible to create
> realistic looking replays in GPL, if you drove it in a conventioanl
> manner. Then again it was possible to drive it and be faster in a more
> sideways style than maybe realistic.

I think you misread my post. Yes, you could make realistic looking replays
with GPL if you held back a bit (true of almost every sim), but you had to
drive the GPL cars in an unrealistic manner to post the very fastest times.
That's what was wrong with the sim. With rFactor/CTDP F1, the lap times I
mentioned in my first post are as fast as you'll find anywhere (legit
laps--no cutting--two wheels on proper curbing) but had to be done in a
realistic manner or were impossible to achieve. The opposite of GPL. Claims
that the game enginge is flawed resutling in the cars feeling like they are
on ice or offers poor feedback resulting in unpredicatability are silly.
Jason uses an avatar at RSC that says "CareFactor/Install/Snap
Oversteer/Uninstall".

Ridiculous.

This really isn't about which sim "feels right" to someone. It's about
disproving claims by some that the game engine is somehow flawed. If these
claims were true, then my lap times in the F1 cars, and the way the were
achieved, wouldn't be possible. They haven't set up their wheels correctly,
are probably using ***setups, and I'd guess they aren't really trying very
hard to train themselves (as you mentioned) because they really don't want
to stray from their favorite developers.....if you know what I mean.

--
David G Fisher

Dave

Top 5 racing sims?

by Dave » Wed, 06 Dec 2006 06:33:55

I didn't say it's JUST you, I said....it's you.....not the sim. Big
difference.

You and any the others who have these complaints aren't doing something
right, but are blaming the sim instead of correcting the mistake. A 129.2 at
Suzuka in CTDP F1 is simply impossible if the game engine forces the cars to
be loose at the limit.

--
David G Fisher


> Nah, it's not me.  I read enough of the same complaint all over to know
> it's not just me.

> -Larry



>> Jason, Remco, and Larry............I've got to be blunt and
>> say........it's YOU.

>> Either your wheels aren't set up correctly for the sim, or you have bad
>> setups (or both).

>> If the cars feel like they are on ice, or not connected to the road, or
>> there isn't enough feedback, it isn't the sim, it's you. This isn't a
>> matter of personal feel or agreeing to disagree, but it's somehting that
>> can be easily be proven. I'm not blowing my own horn, but I have some of
>> the fastest times you'll find anywhere with the CTDP F1 mod. These F1
>> cars are the perfect shoice to disprove what you claim because they have
>> to be driven exactly like the real drivers do in F1 or you lose massive
>> amounts of time. It is simply impossible to run a clean, realistic
>> looking 118.3 at Silverstone, 128.5 at Shakir, 111.4 at Montreal, 127.3
>> at Nuerburgring, or a 129.2 at Suzuka without being extremely precise. My
>> replays look as if the car is on rails, and there is no wild sawwing back
>> and forth at the wheel. Smooth and precise, and the car looks GLUED to
>> the road because it's taken to the very limit, but never over. That's the
>> only way you can be fast. GPL style driving will get you absolutely
>> nowhere. Never in a million years could anyone look at one of my replays
>> and say it looks like I'm driving on ice. No one could ever come close to
>> those times in these F1 cars if the car felt loose, and with little
>> feedback. Can't be done. The amount of feedback I get from the car is
>> massive. Any tiny change in the setup and I can instantly feel it.

>> Now how can I or anyone do those times, and they look like they do in
>> replays, if the sim feels and drives like you say?? It's impossible.

>> I don't know what wheels you use and what settings you've chosen in the
>> controller screen, but they've got to be wrong. The setups must be poor.
>> What's funny is that no one hates a loose feeling car more than me. If
>> what you guys say is true, I'd be the first one to delete rFactor from my
>> hard drive.

>> --
>> David G Fisher



>>> 100% agreement on the ISI comments.  I think you nailed it perfectly.

>>> -Larry



>>>> 1. GPL
>>>> The physics are a bit outdated, but the game is so well balanced.
>>>> It still has the finest***pits/carmodels to date, IMO, thanks to
>>>> guys like the GPLEA. If you want to win from the AI, you've to work
>>>> for it, it took me months to win a race. Still playable online, and
>>>> mods are available for other F1 years, with 'corrected' physics.
>>>> Scores well on graphics/physics/sound/gameplay/replays.

>>>> 2. RBR
>>>> It really gives you a feeling like you're driving a rally car. You
>>>> notice how fast you're driving, and I'm often scared of the speed,
>>>> feeling the need to lift. Not easy. The only downside is the fact you
>>>> don't race others, which got me bored after a while, once I knew the
>>>> stages.
>>>> Scores well on graphics/physics/sound/replays, less on gameplay after
>>>> a while

>>>> 3.
>>>> ISI based sims (GTL/GTR2/rFactor)
>>>> I always have an hate/love relation with ISI based sims. The graphics
>>>> are great and still there is so much lacking. You can have great
>>>> dynamic lightning, shadows, cool refections on the car, and stuff like
>>>> that, but what's the point if the car doesn't seem to be connected to
>>>> the road?

>>>> The fact that the replay system isn't that nice doesn't help much
>>>> eighter. Online you don't see the suspension move of your opponents,
>>>> and the tyre smoke doesn't feel realistic.

>>>> The physics feel nice with a better tyremodel than GPL, but I've
>>>> always the feeling the car floats. It doesn't help that the controller
>>>> lags a bit. I also don't like the way the brakes behave when the disc
>>>> is hot, it's too much an on/off switch.

>>>> The AI is bad (rFactor), or not realistic(GTR2/GTL). They match their
>>>> speed on your pace, I always hate that. They also do things which
>>>> would get your licence pulled in real life. I don't like racing them.
>>>> I also don't like it you've to earn the cars, not all of us do've the
>>>> time to race severall hours a day to get the credits.

>>>> Online is a mixed bag. I only played rfactor online, and the problem
>>>> is that there are too many mods to get a lot of drivers using the mod
>>>> you like. Since there're so many mods, the quality of drivers is too
>>>> wide spread, with a small chance of racing a group of drivers evenly
>>>> matched.

>>>> So, what is the love part then... :-)  It's the immersion when you're
>>>> driving a car like the Saleen in GTR2 through Eau Rouge, it's the
>>>> sound, it's the modelling of weather, it's the F1 1979 Mod on Kyalami,
>>>> and it's the idea that all the problems I have could be fixed easily
>>>> with the next patch...but the latter thing is true for years with the
>>>> ISI sims, allthough I keep hoping.
>>>> Great on sound, mixed feelings with the rest.

>>>> 4.
>>>> LFS
>>>> This is a good online racer, with decent
>>>> graphics/sounds/physics/replays and stuff. However, the mentallity
>>>> of other drivers is what kills it for me. I always compare it with
>>>> Quake on wheels, always expecting an headshot when exiting a turn.
>>>> Offline the AI is too dull, the same goes for the tracks.
>>>> Nice on Graphics/Sound/Physics/Replays, mixed feeling about gameplay.

>>>> 5.
>>>> NetKar Pro
>>>> Driving a car in Netkar Pro, if you can get the car started :-/, is
>>>> the most realistic experience in a sim I have. The latest patch dumbed
>>>> it down somewhat (Grrr BRD), but it's still a great feeling.
>>>> Graphics/Sound/Physics, all great. But then, the gameplay...what
>>>> gameplay? There is no AI, no filled servers online. The only gameplay
>>>> there is, is an online league, but that doesn't help if it doesn't fit
>>>> your schedule.

>>>> It might improve someday, who knows...
>>>> Great on graphics/sound/physics, mediocre on replays, no gameplay.

>>>> Well, this is my top 5, for what's worth...

>>>> Cheers!

>>>> Remco

Dave

Top 5 racing sims?

by Dave » Wed, 06 Dec 2006 06:40:20



>>Jason, Remco, and Larry............I've got to be blunt and
>>say........it's
>>YOU.

> Of course.

>>I'm not blowing my own horn, but I have some of the
>>fastest times you'll find anywhere with the CTDP F1 mod.

> Well Dave, like the great philosopher S. Twain once said,
> 'That Don't Impress Me Much'.

Of course.

Not if you go about solving the problem in the same way each time.

Everything I said about GPL was confirmed by Kaemmer himself four years ago
when he said the cars had unrealistic grip, and that he had stopped playing
the sim because of it's flaws.

--
David G Fisher

Larr

Top 5 racing sims?

by Larr » Wed, 06 Dec 2006 06:52:01

A good point actually, but in a different way.

GPL is HARD to drive.  But it's becuase the CARS are hard to drive.  It's
the way it is.  The lack of traction is inherent in the car itself.  But, I
can still understand what the car is doing, and it feels right to me.

The ISI sims are different.  The cars don't always do what I think they
should be doing, and the grip I think I should be having isn't there.  Or,
maybe better put, isn't transmitted to me very well.

I don't know.  Just feels icy to me.  It's been like that in every single
ISI sim I've ever driven, except, oddly, SCGT.  I had no issues with that
one.

In the old F1 games, it always felt to me like the car was pivoting on a
point midway between the driver and the front tires.  I don't notice that
_as much_ in rFactor and GTR2, but I still note a bit of it.

Again, GTR2 feels the best to me so far.  I have no idea why.

I'll take hits for this from the Papy Haters, but I don't care.  To me, no
one has accomplished the relaying of grip and what the car is doing better
than Papy.  I'm not talking about the amount of grip, I'm talking about the
relaying of grip to the driver of the Sim.  I still believe the FF in NR2003
sucks though :(  Somehow that goodness never made it over from GPL :(

For example, in NR2003 at a track like Texas, C***te, Atlanta, etc...
where you really lean on and steer the car on the RR tire, I can instantly
tell when I've crossed the line and the rear is starting to step out.  I can
then feather the throttle just right to stop the slide but yet not lose any
more time than necessary.

Not that I don't***it up from time to time :)

-Larry


Mark

Top 5 racing sims?

by Mark » Wed, 06 Dec 2006 07:12:45


> Jason, Remco, and Larry............I've got to be blunt and say........it's
> YOU.

> Either your wheels aren't set up correctly for the sim, or you have bad
> setups (or both).

When I tried GTR2, I also had the feeling that the car wasn't connected
to the road. This doesn't necessarily mean lack of grip, but just that
your movements with the steering wheel didn't correspond with their
expected effects. I found that by playing around with the speed
sensitivity and steering rate, I was able to get a good feel though. So
yes, setting up the wheel does make a huge difference.

On the other hand, I am still dismayed that you should have to set up
the wheel like this. I only have limited circuit racing experience, so
the fact that I don't know how a Ferrari Maranello should feel exactly
around Spa, suggests that when I tweak the controls myself it likely
isn't quite right. This is something the game designers should be doing
based on experience with the actual car.

It may be that the tweaking of the controls is necessary as different
models of steering wheels vary importantly in their characteristics.

I also wonder how many "sim" racers know what they are doing in terms of
the feel of the cars. The first force-feedback wheel I tried years ago
was just awful. Last year I bought a logitech momo force due to the rave
reviews, thinking that the technology had finally come of age. I
expected to be able to just plug it in, and it would be about right.
Instead, it was *completely* unrealistic. Firstly, the load when turning
the wheel was the same whether you where turning from dead center, or at
full lock. With a real car, the steering will load up as you turn the
wheel more and more, and there will be little if any resistance when
making small turns. Also, the resistance of the momo force was in
turning the wheel, and once it was turned, you could hold it at the
given amount of lock and there would be practically no load at all, ie,
load was related to turning the wheel. On the other hand, in a real car,
the load is generated by the angle of the wheel as this is generating
the cornering forces. Despite this, you would hear lots of people on the
sim newsgroup saying how great the force-feedback wheels are - so I
wonder just how much experience these drivers have of real cars.

Remco Moed

Top 5 racing sims?

by Remco Moed » Wed, 06 Dec 2006 08:30:47





>>>I'm not blowing my own horn, but I have some of the
>>>fastest times you'll find anywhere with the CTDP F1 mod.

>> Well Dave, like the great philosopher S. Twain once said,
>> 'That Don't Impress Me Much'.

>Of course.

For the record, I meant that being fast doesn't mean your opinion is
worth more then someone who isn't that fast. I do respect the fact
you're fast, though.

I've had a long correspondence with the ISI guys about my controller
problems, up to the point that they told me how they coded it. It
didn't help...

Well, yes. Not that the grip (or physics) in F1RS were that good. But
like I said in my original post, I do agree that the physics/tyre
model in rFactor/GTR2/GTL are better than in GPL. It just doesn't
translate that well to my brain. I also must add that I don't care for
modern F1 cars, I don't know if you also drive the slower cars in
rFactor.

Anyway, this thread wasn't about which sim is the best, it's which sim
you like the most.

Cheers!

Remco

Tony Rickar

Top 5 racing sims?

by Tony Rickar » Wed, 06 Dec 2006 08:49:11


> This really isn't about which sim "feels right" to someone. It's about
> disproving claims by some that the game engine is somehow flawed. If these
> claims were true, then my lap times in the F1 cars, and the way the were
> achieved, wouldn't be possible. They haven't set up their wheels correctly,
> are probably using ***setups, and I'd guess they aren't really trying very
> hard to train themselves (as you mentioned) because they really don't want
> to stray from their favorite developers.....if you know what I mean.

Maybe there is a "hidden agenda" but the earlier posts were from people
who simply didn't get the feel with ISI engined sims. rFactor was the
first that changed the feel for me. The F1 series all had that
unexplained lack of connectivity for me but I know others loved it,
whilst others seemed to find rFactor made little difference.

I do think Papy have the best track record for out of the box controller
settings, whilst ISI sims so often need tweaking and if the driver
doesn't hit on the right settings early enough then interest may have
already drifted elsewhere.

Cheers
Tony

ray

Top 5 racing sims?

by ray » Wed, 06 Dec 2006 10:25:41


> Anyway, this thread wasn't about which sim is the best, it's which sim
> you like the most.

> Cheers!

> Remco

well, it was originally about finding some good sims for my co-worker to
try out his new toy on... and I've been not *** for some time, so I
was looking to see if the state of the art had changed a lot since I
last played...

That said, for all the guys who love/hate a certain sim because of how
it feels, it may be YOU or it may be the game or the way the car is
modeled.  The first time I actually drove my Camaro on the dirt track, I
was surprised just how ungodly rough it was - I was expecting "mud" to
be squishy and sploshy, it was like driving a 3 ton truck over big rocks
at 60 mph.  And when I drove at Lowe's back in 2000 at the RPDE, it
actually felt a LOT like NASCAR2, to the point where I felt I could
easily handle another 20-30mph on top of the 143 I turned.  (no telling
how I'd do in traffic though...)

It's ok to suck at certain types of race cars.

Modeled correctly isn't necesarrily modeled fast or easy.
I do wonder if the cars in GPL were evil handling witches like that in
real life.

I recommend getting as much real life racing time as possible, even if
it's just in gokarts.  AS much fun as sim racing is, it's just not real.
  It is cheaper tho, even with $250 steering wheels.  I've gone through
4 engines in 3 years.  (overheat, oil pan damage, bent crank, oil pressure)

Ray

pdot..

Top 5 racing sims?

by pdot.. » Wed, 06 Dec 2006 14:57:42

Mark,

You had something wrong in the wheel setup.  It shouldn't have felt
like that at all.  None of the FF wheels I've owned work the way you
describe.  They load up realistically.

All this depends on the FF settings, though.  ISI had a lot of
variables buried in .INI files.  You can completely change the feel of
the FF by messing around in those files.

Pat Dotson


> I also wonder how many "sim" racers know what they are doing in terms of
> the feel of the cars. The first force-feedback wheel I tried years ago
> was just awful. Last year I bought a logitech momo force due to the rave
> reviews, thinking that the technology had finally come of age. I
> expected to be able to just plug it in, and it would be about right.
> Instead, it was *completely* unrealistic. Firstly, the load when turning
> the wheel was the same whether you where turning from dead center, or at
> full lock. With a real car, the steering will load up as you turn the
> wheel more and more, and there will be little if any resistance when
> making small turns. Also, the resistance of the momo force was in
> turning the wheel, and once it was turned, you could hold it at the
> given amount of lock and there would be practically no load at all, ie,
> load was related to turning the wheel. On the other hand, in a real car,
> the load is generated by the angle of the wheel as this is generating
> the cornering forces. Despite this, you would hear lots of people on the
> sim newsgroup saying how great the force-feedback wheels are - so I
> wonder just how much experience these drivers have of real cars.

John DiFoo

Top 5 racing sims?

by John DiFoo » Thu, 07 Dec 2006 02:31:15


>I'll take hits for this from the Papy Haters, but I don't care.  To me, no
>one has accomplished the relaying of grip and what the car is doing better
>than Papy.  I'm not talking about the amount of grip, I'm talking about the
>relaying of grip to the driver of the Sim.  I still believe the FF in NR2003
>sucks though :(  Somehow that goodness never made it over from GPL :(

>For example, in NR2003 at a track like Texas, C***te, Atlanta, etc...
>where you really lean on and steer the car on the RR tire, I can instantly
>tell when I've crossed the line and the rear is starting to step out.  I can
>then feather the throttle just right to stop the slide but yet not lose any
>more time than necessary.

I'll point out that NR2003 is more than just one physics set where
everyone runs ovals-the GTP mod, which hardly anyone has played
other than the few people who bought NR2003 when it first came out,
has a completely different physics set-yet I can still feel via the FF
what each wheel is doing and adjust instantly.  I can feel when the
fronts are out of shape and about to lose grip, when the rears are
getting loose, etc.  The FF in the ISI sims feels anemic to me by
comparison.  And if I have to endlessly fart around with various
settings in and out of the .ini files to get the right feel, well the
hell with that.

        John D

Chang Li

Top 5 racing sims?

by Chang Li » Thu, 07 Dec 2006 18:08:18


> On Mon, 04 Dec 2006 03:51:42 -0500, Chang Liu

>> How can you consider CMR a sim? Its arcade at best...

> what is CMR?

Colin McRae Rally.

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