Thing is, I don't think that AC will win so many hearts simply because of high PC requirements. LFS can virtually run on a toaster, so a lot of people in less wealthy areas will be likely to stick with LFS.
You've literally just given the perfect example of why iRacing physics are bad. A slide is correctable in real life (else drifting would not exist). The fact that iRacing falls apart, the same as rFactor which everyone knows has bunk physics (the devs themselves do I'm sure) seems like an extremely obvious reason as to why the physics are broken.
As well, the "yay iRacing" camp seems to think that icy feeling and lack of grip is "realistic" is as far from the truth as possible. If real life was like iRacing, I'd slide off into a ****ing telephone pole trying to turn a 20kph corner.
If they can't get slip angle physics correct, why would you believe that any other part of it is even close to correct? It's obvious flaws in their fundemental approach.
You're right, iRacing isn't arcade. Just shit physics.
It's just extortion on top of NR2003. Somehow David Kaermeerr still can't create a decent physics model after nearly 20 years of being at it. It's quite spectacular. You'd think after so long of trying the same thing, you'd either become good at it or try something different. Maybe he'd be able to manage realistic tit physics.
Have you tried looking at them in LFS Units/s/s? So 65536 Units = 1m?
I don't have a easy way to check, but It's worth a shot. Someone else who may know is PeriSoft. He usually hangs around in the #liveforspeed IRC channel between 8-5 PM EST on weekdays.
Because it's not that simple. DirectX provides a lot more than just a graphics library. DirectX provides a pretty well-rounded package for Audio, Video, Input, FFB, and other pieces as well. You can't just "port DX to OpenGL" as you're now missing a variety of pieces.
Unfortunately, on other platforms, there's not really a standardized system to use "the other bits". You can try to use something like SDL, but that doesn't solve all the problems either (still no standardized FFB strategy).
It's very simple to say "Yeah, make LFS use OpenGL" without realizing that they're not comparable or even offer the same feature set.
Nevermind that Scawen may or may not even know the OpenGL API, or that OpenGL drivers on Windows actually are TERRIBLE compared to DirectX. (Maybe that's changed, but it's unlikely).
Well, Your first 2 paragraphs have really reinforced your credibility on the matter of racing simulators.
Secondly, you're extremely naive to think that iRacing hasn't been pirated. I'm sure if you search on a specific website regarding plundering and bodies of water surrounded by land, you'll find iRacing there.
Netkar Pro was the only simulator in the last 5 years to challenge LFS' feel and realistic physics. It'd make sense that Assetto Corsa would continue Kunos' ability to implement good physics models. Do you want to know someone who has been around "sims" for longer than Kunos and Scawen combined (nearly) and still can't create realistic physics?
David Kaeemerrer.
Guess what "sim" he works on?
P.S. Project CARS is not a simulator and anyone tricked into thinking it is (aka media and prospective buyers) deserve to be deceived.
You fail to realize that iRacing isn't a racing simulator. It's extortion with a driving game as a secondary focus. Primary focus is squeezing every dime out of the player base brainless enough to contine paying.
Besides, you're missing the only sim on your list that has a chance to become even close to LFS' quality of physics. Assetto Corsa.
Giz, what sites have you been looking at? a 7 series card might be a better bet (if you can afford it). My GTX 760 (which I'm sure is above your budget) is quite amazing, and only required 1 6 pin power connector.