Indeed! I have the same feeling. For that to happen, they just need a) better (snappier) transition from grip to sliding and b) more detailed track surfaces and the way bumps are transferred through the FFB. The LFS tracks feel extremely sterile compared to the iRacing tracks. But you don't need laser scanning to make somthing similar! Surely it can't be that hard to make some random bumps and cracks in the tarmac..?
I've also tried running all three in quick succession. For me, nKP is the one which stands out as being clearly different from the other two. I can't put my finger on it, but something just makes close racing very very difficult in that one. I feel like I could do 200 laps on a circuit and still not be confident enough to run two wide through the whole thing! Also the sound just doesn't give me enough feedback.
iRacing and LFS are more similar IMO. It's very hard to compare them, because I think it's hard to tell how much of the difference is simply down to the track surface detail. iRacing's FFB is very good indeed at conveying those bumps and cracks. In LFS, the bumps at South City for example just "kill" the force feedback alltogether for an instance (like you're airborne). It doesn't jerk your wheel around like iRacing, it's just "FFB on or off".
On the other hand, LFS is better at telling you where your front wheels are pointing (you get a very strong "self correction force feedback" which I like very much). In iRacing this tends to get overshadowed by all the bumps which jerk your wheel all over the place. Particularly in the Skip Barber car. I have to turn down FFB to not have the bumps rip my arms off, and then there's hardly any self correcting FFB left.
The big difference, though, is in the tire model. I'm getting more and more convinced that iRacing's tire model is way more realistic. Yesterday I was trying out the FZ5 at Westhill Rev., and that thing feels like an elephant on ice.. I very much doubt that a real world Porsche will slide around like that in real life. In iRacing the cars have more grip, and this feels a lot more realistic intuitively. (to someone who's never raced a real race car, mind you).
Grats on your new video card! That's a lot better than the 9600GT you considered. According to Tom's Hardware it's on average 36% better at 1680x1050. I'd say that justifies the price gap!
Now you've got to get some other games and see what your card can do..
Any old webcam will do, basically, as long as it has at least 30FPS. If you're going to try FreeTrack there's a list of supported webcams at their site. Mine isn't on the list, though, and it works flawlessly, but if you want to be 100% certain get one from the list!
Or, if you perchance have a Wii, you can hook up the Wii controller and get 120FPS of tracking!
Hehe.. well, your motions are exaggerated. So when you turn your head a few degrees to the right the "virutal head" will turn much more than that. So you don't have to look out the corner of your eye! It sounds counterintuitive, I know, but after a little while you completely forget that you're using headtracking.. it becomes very natural.
Try it for yourself! Download FreeTrack or Cachya and give it a go. With Cachya you only have to print out a sheet of paper with a special pattern on it, and for FreeTrack you only need 1 LED light in the most basic configuration. That way you'll get an idea what it's all about.
Nothing concrete yet I'm afraid.. they're still looking for dealers in Europe. Here's a quote from January 12th:
This is another thing the Rinoseat guys have done right: they've thought about storage/shipping all the way through the design process. The whole thing folds into a cardboard box 80x15x40 cm or something like that, which was a major thing for me. The Obutto guys seem to have designed the whole thing first and then they went "oh hell, we have to ship this bloody thing too! How are we going to do that..?" as a bit of an afterthought.
Yes, that sounds about right. The range of motion is dramatically reduced. I love how it feels, but I agree with you that the range is reduced too much. It becomes hard to maintain constant brake pressure during heel&toe for instance. That's the only reason why I consider getting the Clubsports. Other than that I love the G25 pedals!
Now that you mention it, I haven't seen him post anywhere for the past couple of months.. last autumn he answered e-mails pretty quickly. But I do know that they had lots of problems with shipping. For example a whole shipment of ~ 60 seats got lost in transit due to a problem with Croatian customs (if I understood him correctly). A small company like this can't afford too many such mishaps..
I say be patient a little longer, and hope for the best. If you don't have patience, I believe the Obutto seat is going to be available in Europe quite soon. That looks like a good alternative also!
I prefer to be optimistic and think that the team has been focusing on the "under the hood" stuff such as physics instead of graphics. I can put up with really bad graphics if the physics are good!
But it shouldn't need a standardization or "approval", though. I imagine the following:
1) Somebody makes a mod and uploads it to the offical site
2) A host setting up a server decides to apply this mod to his server.
3) A player goes online, looking for a server to join. When he clicks "join" a little script will check whether he has the necessary mod installed. If not, it will automatically be downloaded and applied.
This wouldn't require any "governing body", it could be completely automated. If someone makes a crappy mod chances are not many people will apply it on their servers. It will all adjust itself over time.
Personally I've never played rFactor, but I understand that this is one of the biggest gripes people have with it. Hopefully rFactor 2 will integrate the mods more seamlessly into its design. How hard can it be? Here's what I'm imaginin:
What if when you're looking at the server list there's a button next to each server saying "download necessary content". Click it, and the mods get installed (like, cars/tracks/whatever). So when you join a server it automatically selects the mods you need.
Other mods (like FFB tweaks, graphics mods etc) can of course be turned on or off permanently if you so choose.
Yeah, we've seen that this is a recipe for success..
I understand why Eric felt the need to vent a little. He's received so much crap over the past year or so.. looking at the XF/XR interiors I can absolutely understand why they took a lot longer to make than the S1 interiors!
The fact that it's possible to lock up, combined with the very bumpy and detailed road surfaces, makes braking a whole different ballgame compared to in LFS. Also the sound feedback is very good, always telling you how close you are to locking up the tyres. So you have to constantly be ready to adjust your braking pressure through the corner (entry-->trailbraking).
To me, the fun of sim racing is in getting as close to real racing as possible. I've always used heel&toe in the road cars in LFS, and I'm doing the same in iRacing with the Solstice. However in iRacing I almost had to relearn it completely, because the brakes are so much more realistic. You have to be really careful not to lock up during heel&toe motion, and it seems that you need to blip a lot more heavily to prevent a lockup when you're braking near the threshold, due to the inertia in the gear mechanism. When you get it "right" it feels sooooo satisfactory! Much more so than in LFS, where you can get away with almost anything.
Thanks Darin. Yeah, I noticed in your video that you can move the mount up or down on the pedal arm. Four more holes it seems. I guess that would make it quite a bit stiffer! If you try it out it would be nice if you could tell us how you like it that way.
I downloaded Gill's soundpack today, and it's a lot better IMO. But is there a way to change the skid sounds? The skid sounds are very important to me, and I don't like the ones in nKP. They don't seem to provide much info.. and I couldn't find them in the sfx folder