I played for about half an hour, it seemed cool at first, but after a
while it felt just like S1. I mean, the physics seem a little better,
but it still has that chewing gum suspension glass tire feel, and
totally weird steering. So I fired up R-Factor afterwards, and I gotta
say, rfactor just feels worlds ahead, even though its very rough around
the edges. I guess I just expected S2 to move farther away from S1.
artie beamer wrote:
> I played for about half an hour, it seemed cool at first, but after a
> while it felt just like S1. I mean, the physics seem a little better,
> but it still has that chewing gum suspension glass tire feel, and
> totally weird steering. So I fired up R-Factor afterwards, and I gotta
> say, rfactor just feels worlds ahead, even though its very rough around
> the edges. I guess I just expected S2 to move farther away from S1.
I turn off something in the setup and steering goes back to normal.
Things i noticed: Tire temps,car damage,fuel usage,g-meter,tire sounds
hear at different positions , camber settings and couple other new
things at pit.
--
- http://www.tunaaja.com/gallery/
"artie beamer" <[email hidden]> wrote in message
news:jZE4e.29602$f%[email hidden]...
> I played for about half an hour, it seemed cool at first, but after a
> while it felt just like S1. I mean, the physics seem a little better,
> but it still has that chewing gum suspension glass tire feel, and
> totally weird steering. So I fired up R-Factor afterwards, and I gotta
> say, rfactor just feels worlds ahead, even though its very rough around
> the edges. I guess I just expected S2 to move farther away from S1.
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.
"artie beamer" wrote...
> I played for about half an hour, it seemed cool at first, but
> after a while it felt just like S1.
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 "hardcore" simmer, I don't get to experience many jaw
dropping moments anymore, but trying this for the first time was one of the
few.
> I mean, the physics seem a little better, but it still has that
> chewing gum suspension glass tire feel, and totally weird steering.
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.
> So I fired up R-Factor afterwards, and I gotta say, rfactor
> just feels worlds ahead, even though its very rough around the edges. I
> guess I just expected S2 to move farther away
> from S1.
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.
=---
I cannot get comfortable with the steering. The wheels just seem to
break loose if i turn too much, but it might just be the force feedback.
When i turn off force feedback i feel like i can turn the car more cause
the wheel isnt fighting me, but without feedback the wheel is completely
loose.
"artie beamer" <[email hidden]> wrote in message
news:nWF4e.27296$[email hidden]...
> I cannot get comfortable with the steering. The wheels just seem to
> break loose if i turn too much, but it might just be the force feedback.
> When i turn off force feedback i feel like i can turn the car more cause
> the wheel isnt fighting me, but without feedback the wheel is completely
> loose.
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.
Is there an open wheel car available in the demo?
[email hidden] wrote:
> Is there an open wheel car available in the demo?
> No, just same cars that was in S1Demo
--
- http://www.tunaaja.com/gallery/
In article <jZE4e.29602$f%[email hidden]>,
[email hidden] (artie beamer) wrote:
> rfactor just feels worlds ahead
I do love rFactor's immediate "feel" and immersion. It just works as a sim
experience straight out of the box for me. But S2 has just surprised me.
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
> But S2 has just surprised me.
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
"artie beamer" wrote...
> I cannot get comfortable with the steering. The wheels just seem
> to break loose if i turn too much,
As they would when one does... (sorry, couldn't resist... ;-))
> but it might just be the force feedback. When i turn off force
> feedback i feel like i can turn the car more cause the wheel isnt
> fighting me, but without feedback the wheel is completely loose.
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.
=---
On Wed, 6 Apr 2005 08:52 +0100 (BST),
[email hidden] (Andrew MacPherson) wrote:
>> But S2 has just surprised me.
>
>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.
Why wait? <EG>
Cheers!
Remco
The damage is interesting. Looks like you can damage the front, back
and sides, but not the doors. You can mess up the wheels too and feel
the affect on the front end. I was able to damage the passenger rear so
badly that it was visibly towed out and left a black mark down that
track as I dragged it along trying to go straight.
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
> 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.
Press F9
Ive just tried s2 demo, its the first lfs ive done since the original demo
first hit the web a few years back.
Its seems to me just the same as it was then, the car just doesnt seem to
give me feedback, when the back breaks away ive no idea why it happened.
And the ai is suicidal :)
Dan Leach wrote:
Thats what I wrote (sort of) in my post but everyone thought I was
crazy. Its like, the car will break loose, but the tires are still
gripping. Its like those 1970's shows where the cars take every turn
sideways, except in LFS the front wheels never loose grip so you can be
sliding 200 feet yet can still steer. But then when you stop sliding and
start steering, you hit the gas pedal, the engine revs up, but the car
doesnt accelerate, and the wheels dont spin. I dont get it.
Quoted text (7 lines)
> Ive just tried s2 demo, its the first lfs ive done since the original demo > first hit the web a few years back. > Its seems to me just the same as it was then, the car just doesnt seem to > give me feedback, when the back breaks away ive no idea why it happened. > And the ai is suicidal :) > >"artie beamer" wrote...
> Dan Leach wrote:
>> <snip>
> Thats what I wrote (sort of) in my post but everyone thought
> I was crazy.
The fact he's got the same opinion says something about the two of you, not
your sanity in particular... <vbg>
(open goal, sorry ;-))
> Its like, the car will break loose, but the tires are
> still gripping. Its like those 1970's shows where the
> cars take every turn sideways, except in LFS the front
> wheels never loose grip so you can be sliding 200 feet
> yet can still steer.
What are you using to control the game... it sounds as if you are totally
disjointed from what's going on.
Secondly, it sounds as if you haven't quite understood the difference
between tyre slip and "sliding a tyre" or how that relates to driving feel
and the attitude of the car in a turn.
> But then when you stop sliding and start steering, you
> hit the gas pedal, the engine revs up, but the car doesnt accelerate, and
> the wheels dont spin. I dont get
> it.
You are "spinning up" the inside rear (or the inside front on the FWD car,
same difference), but the limited slip differential is keeping things in
check so your engine power doesn't completely "go up in (tyre)smoke" (as it
would on most passenger cars). The revs rise because the inside wheel is
turning faster than the outside one while not generating any more drive
(hence you don't accellerate as much as you would expect to), but not enough
faster to put down a black mark or send up a smoke signal.
Jan.
=---
I like this, it's fun.
<[email hidden]> wrote in message
news:[email hidden]...
> I like this, it's fun.
>
... and a reality check.
I cannot get through Training (round the carpark) with all the cones
untouched!
Braking tests are excellent for checking pedal calibration.


































