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LFS S2 Demo Thoughts

19 posts by 10 people · 05 Apr 2005 23:20 UTC - 13 Apr 2005 09:36 UTC

artie beamer 05 Apr 2005 23:20 UTC#22442
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.
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:
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 :) > >
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.
"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. =---
<[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.

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