F2Chump
Some of you may know that whilst i consider rf2 a sim, I'm critical of many of the cars, that said, the skippy isn't one of them, it's easily one of the best sim cars and won't tolerate amateur drivers.
Still better than how rF2 collisions/mp state was one year after beta.
Sheesh man look where you were middle of track almost.
Gee like anyone knows pCars knows to give Ai as much room as you can " initially " ........then they won't run into you.
I never have accidents like that in pCars ......... just dumb driving, sorry![]()
It's not about fanboys. I'm willing to bet most players/drivers are unbiased and just want the best with no loyalty to any company/developer. But I'm telling you "straight-up", PCars is not a sim in the sense that RF2, GSCE, and IR strive to be. The dynamics are fun, yes, they're not arcade, not at all, but they're simplistic compared RF2, GSCE, and IR, let-alone real life.
It's probably easier for some to notice this in the rain. The car dynamics in the rain are more obvious proof of this "videogame trying to be fairly realistic" type of dynamics rather than "hardcore to real-life as possible".
I've driven F2000s in the rain at Mosport , and F1600s in the rain at Infineon Raceway (Sears Point), and trust me, the driving dynamics in PCars are extremely simplistic. Trust me.
This type of "videogame-ish" vehicle behavior in PCars can also be easy and clearly seen with the karts It's more like a light-weight car than a proper kart. You steer the kart into and throughout the corners like a car not an actual kart. And GSCE does not have as advanced an overall physics engine as RF2, yet GSCE displays better kart dynamics than PCars, so it's not all down to RF2's relatively advanced physics engine, but rather just the ISI physics engine in general.
The overall vehicle dynamics (compared to RF2, GSCE, IR, let alone real-life) are simplified and not a "true", "proper" sim. Again though, I still really enjoy the game, it's EASILY realistic enough for me to enjoybut it's not on that "hardcore/pro-sim" level, and that is TOTALLY fine with me
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For the people (like most of us) that are used to more complex sims as rF2: pCars fools you at beginning.
+1 and a highlight for the kart statement, it shows precisely how silly the physics are.
For the people (like most of us) that are used to more complex sims as rF2: pCars fools you at beginning. I'm a SMS-Full Member since the very beginning of development and this bad sensation was becoming solid more and more as the new builds have been launched.
You make some laps and think "wow, this thing is nice", and then you start to push, push... and your lap times go improving forever in an unrealistic way as you use more track room and car grip. The transition between different surfaces are so forgiving (kerbs, put on wheel in the grass, cement, etc), the suspension reactions are so poor that after some time you cannot get excited anymore.
But I understand that initial enjoyment.
I do agree with the subject of it being forgiving. Just did a m1 retro at spa, does a.bmw m1 grip like a dtm?!? Sure does in pcars. It's was hella fun, and the bump ai caused frustration but as a getaway from rf with a interesting career it ok.
Thats fine, isn`t it? Maybe...one day...he take 2 seconds off your time with rF2. Mission completed... my son(14) could be a second or lower off my time at brands in a lotus..until i use the clutch and shifter. in rfactor2 he struggles to complete a lap.
Still better than how rF2 collisions/mp state was one year after beta.
only "Real Life = Real life" pal
enjoy and what you like, I like both btw, get online and have some fun, or get on a real track and really have some fun...roll on my next track day, rfactor2 and pCars will do for filling in between the real stuff
Yet pCARS is 4 years in.![]()
http://www.virtualr.net/project-cars-new-amd-driver-coming-tomorrow
"AMD has announced to release a new version of their Catalyst graphics card driver that will address performance issues with Slightly Mad Studios’ Project CARS title."
I can see that you have logo to ISI under you name, this is no offense, just a question.
Do you think I can some day see this in ViritualIR.net : Nvidia has announced to release a new version of their GeForce card driver that will address performance issues with Image Space ’ rFactor2 title. ?
Simulation theories make quite a bit of sense (that's not to say they're necessarily correct).On a side note: There are some physicists out there who claim real life is just another sim or virtual reality.
I don't know, ask Nvidia not me. But what does this have to do with netcode/collision prediction?
On a side note: There are some physicists out there who claim real life is just another sim or virtual reality.
It is a real shame really, I was kinda looking forward to Project Cars. Shiny, shiny but no fun without physics. Too bad.
One thing to claim, quite another to prove....i wouldn't buy into all the quantum quackery that's out there as some of it relies on mathematical assumptions sans any means to empirically validate.
Nikola Tesla, that's all I'm going to say
P.S. It blows my mind, absolutely makes my head want to explode that after, what, 4 years? PCars doesn't even have proper multi-monitor support. I know that 99.9% of game's don't, but at the same time, 99.9% of sims do (Anything based on the RF1 engine [RF1, FT, SCE, ASR, etc.], RF2, IR, AC, LFS, possibly NKP [can't remember]). Therefore there may be something in the core game/graphics engine that makes this almost impossible, if not impossible, to program in. If that's the case, then SMS are seriously a bunch of tools.
I know that the pre-RF1 ISI engines aren't able to do proper multi-monitors either (etc. F102, F1CH99-02, etc.). Therefore the games based on pre-RF1 ISI engines aren't able to do it (R3E, R07/RI/GTRE, GTL, GTR 1/2). Does anyone know if the PC engine is originally based on the ISI engine (but massively edited from the very core like, for eg. R3E)? Even so, with the ability/rights/license to alter the core's engine, I don't understand why this couldn't have been programmed in, I mean, ISI were able to program it into the RF1 core in an RF1 update.
It just blows my mind that R3E and PC are still not capable of this in 2015 even if they are indeed based on pre-RF1 ISI engines (unlike Rieza, I believe Simbin, Blimey, Sector 3, SMS, had/have the rights to alter the core ISI engine itself).
U.I.?? What's your point?One and only game with Multiview UI as it supposed to bee is iRacing.
U.I.?? What's your point?Multiview still also works perfect in RF2, RF1, AC, NKP (I think), SCE, FT, ASR, LFS, etc.
Sorry, I don't understand any of your problems. I have RF2, GSC, IR, and AC and multiview works spot-on in all of them![]()
I've hear people comparing the FFB and tire physics to rF2,
and as a overall package, I think it's great and more great stuff coming later on.
Sorry, I don't understand any of your problems. I have RF2, GSC, IR, and AC and multiview works spot-on in all of them![]()
What sorcery is this?
Presumably WhiteShadow doesn't have his side screens facing him directly,
Presumably WhiteShadow doesn't have his side screens facing him directly, which is required for rF2's multiview to look correct. Proper support (which has been mooted in the past by ISI, but we haven't got yet) would allow you to alter the angles it draws to suit your screen angles (and positions), rather than the other way round.
In other words, rF2 uses an optimum monitor angle for multiview, but people (being people) want more variance, want the ability to select sub-optimal angles for their monitors. iRacing & AC support that.
For monitor bezel width, both AMD & nVidia provide you the opportunity to set that in the graphics driver. ISI chooses not to duplicate that functionality and iRacing & AC choose otherwise. People (still being people) prefer to not use the video driver (probably using a windowed mode?).
this mayve just been meor maybe some others think alike.
if i had to compare it to another sim (racing game) rf2 is the one i think is the closest fit. what i find most interesting tho is the way grip is modeled, both have a lot of slip & alot of slack (pcars much moreso than rf2). both use "really complex" tire models that might end up giving 'synthetic'/'objective' results to how tires should behave as opposed to what simpler models might do, which (maybe) rely on intuition & feel. if anyone t hinks theres anything to that theory at all id be interested, bc idk the slightest about tire models or how the information is really obtained & processed, but my very basic understanding from niels H. video is that rf2 somehow determines tire characteristics by computer algorithm vs by hand, similar to what ive read about SETA (? or w/e its called).
in the end its all data & numbers that i dont understand so im not sure what the actual distinction is, i only know there is one bc the devs themselves say so, & what i take to be the 'synthetic' model has tires operating at suboptimal grip alot more often than the simpler models. unless iracing is as complex/similar in structure to sms/rf2 in which case, theory is shot dead already