F2Chump
The trouble is, if the physics are simcade but you have epic weather, what type of simulator is it?
flipside to that..
if a pc is restricted by hardware to produce a real to life simulator with forces, motion, exact data for tyres etc etc.
Arent we then all just playing dumbed down simulators anyway?
So arent we just playing simcade versions of the ones f1 teams/multimillion dollar simulators etc use?
Anyway you seem to enjoy a range of games, whereas myself and others would prefer proper values, /QUOTE]
i give up with you, because you know exactly what i enjoy dont you. Ill ask do you own pcars? If you don't ill kindly ask you to not post in this thread anymore. Because you really dont know anything about pcars and its tyre model.
Again ill say this one more time for it to sink into your head.
PCARS ISNT AS GOOD AS RF2 ....
BUT ITS NOT AS BAD AS SOME SAY
The trouble is, if the physics are simcade but you have epic weather, what type of simulator is it?
I'll let chronus chime in on the diff between the commercial and pro versions, but that doesn't change the fact the closer the data is to real life values, the more a simulation must represent reality, which is all we can do, so to some degree your question is kinda pointless, we may as well have no distinction between any racing game if you're going to self define it that way.
msportda said:another thing if rf2 is so close to real numbers
That's because you're using a toy steering wheel that doesn't cover the dynamic range of the real DW12 steering forces. ISI keeps things accurate instead of fudging values to "feel nice" as in other sims, but you can change it.another thing if rf2 is so close to real numbers, why do i have to crank the caster up to beyond normal levels in the dallara to get a heavier more realistic feel to the wheel and ffb.?!
Show us telemetry evidence.theres flaws all over the place in rf2, not to mention th f2 feels likes its on ice.//
Maybe he has an improper sim hardware setup, or improper FOV, or just not used to sims without full body feedback.Maybe im more of a simracer after feel than numbers. Maybe thats wrong?! or maybe im just unexperienced in sims to have a say. i dunno.
chronus
i think your post about real life simulation that cant replicate real world gs. helped me realise the dallara problem.
Obvisouly rf2 has troubles communicating all feedback across the range, into certain wheels. Especially when expensive wheels have massive torque and bigger ranges (right wording?) so lighter wheels may "communicate ffb" wrongly so to speak?
Hence the dallara lack of weight/caster problem?
a) whats the point of accuracy when probably 90% of us use these toy wheels?
b) real life experience in a similar car isnt the same, real life has more grip and not to mention im more confident irl than in rf2?!
c) i would say my t300 is not the best hardware i can get i agree.
YES!!!!!forcefeedback has nothing to do with a proper physics simulation. forcefeedback is just a feature to translate some effects from the game itself onto your controllers. you can still race every sim with a pad or even the keyboard that will not effect the physics of the sim at all and all cars would behave the same way on the same inputs.
Most of us sometimes 'overdrive' like crazy in the sims because we don't have to worry about injury or death. As an inexperienced guy you would never ever push that hard during a track day for example. This is also why it's not completely relevant to make some of those real life grip versus sim grip comparisons imo.
Drive a car in rF2 like you would in real life, safely and responsively, and it will never ever feel like ice.
You have game with awesome physic and epic car like Cobra but you don`t have clutch, what type of simulator is it?
100% of you have the options to set the sim and strengths how you'd like.a) whats the point of accuracy when probably 90% of us use these toy wheels?
b) real life experience in a similar car isnt the same, real life has more grip and not to mention im more confident irl than in rf2?!
c) i would say my t300 is not the best hardware i can get i agree.
Well that msportdan, but also other things. Consider the following video:spin you mean this but when they do it really fast..
im no pcars fanboy.. but I just want to leave this here and see what the ISI boys think of this...
http://forum.projectcarsgame.com/sh...ND-PHYSICS-!!!&p=976675&viewfull=1#post976675
100% of you have the options to set the sim and strengths how you'd like.
No it doesn't. I think you answered your own question though.
Ok.
I have never seen any slide in real life replicated exactly by another car, or any save of a slide replicated by another driver. Attempting to quantify exactly what outcome there would be for any given situation, real life or sim, seems a little crazy to me. Never, ever, would two drivers have exactly the same input on throttle and steering, just no way, same with grip levels, downforce, springs, tire pressures, EVERYTHING that alters how that situation would feel. Then, of course, attempting to say exactly how it would lead to snap oversteer, overcorrection, etc? Frankly you're writing fiction and trying to make it sound like it can be the only outcome of any given situation.- In-game, that slide with that amount of steering lock would have likely resulted in an insane, snap over-correction that would have shot the car off towards the right-side barrier like a missile.
or
- In-game you may have been able to correct the slide but with some unnatural, snap-correct correction in combination with an unnatural amount of little steering lock required compared to real-life. Sort of as if you're steering inputs and overall amount of lock required to correct the slide are based on a very small range and on a digital knife-edge. Just compare the amount of steering lock needed relative to the angle of slide in the video.
- In-real life it's 1. Correct slide, 2. hold it there for a split second or so, 3. return back to centre and the car continues it's way on forward, then for the most part you're done (there was some more small drama after those 3 steps in the above video but that video showcases a very extreme example). In-game many times you have this weird left-right-left wobblying of the car as if it just doesn't want to fully re-grip and get the slid over and done with. It's like after you correct and have the car back in line it's sometimes still inclined to do some weird and - dare I say - sloppy back and forth sliding when, instead, the slide should all be a thing of the past by then. I experienced this a few times with the new Superkarts in SCE - very, very frustrating and annoying. It's very easy to experience in the FR3.5 in RF2 as well.
another thing if rf2 is so close to real numbers, why do i have to crank the caster up to beyond normal levels in the dallara to get a heavier more realistic feel to the wheel and ffb.?!