I changed my mind on the dropped wheels now that I know how the system works. If they removed the 1x, it would unbalance the whole system and if it were re-balanced to take the lack of 1x penalties into account it would be too punishing of crashes and contact.
I was racing against him yesterday (not WITH him lol). Since the 8th he's got 12 wins in 21 starts... dude's quick.
... which is still just dropped wheels, because rumble strips don't seem to count as track. Two wheels off the track pretty much means a safety ding. Dropped wheels are harmless to your reputation in real life, they should be harmless in the game. In real life, we call dropped wheels a "good save" (as long as it doesn't lose us the race).
That's what I'm talking about, people drive reserved for it. I care about my record, and I want to rank up so I can race the Radical next week. If you made only contact and major spins count for safety hits the racing would get better at all levels, I assure you. If they made it harder, even less people would be racing in the higher tiers.
The safety rating isn't a game breaker, and those three points are the only problems I have with the game. Otherwise I think it's brilliant, and I'm enjoying it very much. So far I've only encountered one wrecker in the game.
I've just resubscribed for a month now that I've got my Porsche wheel and I can actually make it round the track without spinning.
After the first 24 hours my feelings for the game are a little mixed. So far I've tried all the rookie cars, and the SR-8, and I've nearly reached D4.0. I really, really love the schedule system, and the graphics are outstanding, and the tracks are amazing, but there's a couple problems that just keep me from loving it.
1. The snap syndrome. Been covered a million times. Same problem that rFactor had. Upcoming tire physics patch will hopefully fix. The Spec Racer Ford suffers from this immensely. I know people who drive these things. A few of them aren't that talented...
2. Uninformative force feedback. As a replication of a real car's steering, it's great. You feel all the bumps and jolts, but as you near the limit of grip, nothing changes. You can rotate the Solstice a good many degrees before it starts to talk to you, which means for the first part of a corner you're somewhat blind. If you rotate too fast, you won't see it coming and it'll snap. More information needs to be transmitted in the game, sooner, in order to replace the butt feeling. Ironically, this is something console racers do very well... (LFS too, and NetKar a little bit)
3. Safety Rating. I like the concept a lot. For the most part it works great. But gaining incident points for dropping wheels doesn't jive with me. In my opinion, incident points should only be gained with body contact, either with the wall or another car, and for spinning out into the sand trap. Spinning on tarmac, and dropped wheels should be harmless. Incidents for dropping wheels, combined with the snap syndrome, means that you dare not drive at 100% for fear of de-ranking too much.
If just two of these issues were addressed I would be a lifetime subscriber. Sure it's expensive, but they've got that juicy incentive program, and really the service is unrivaled. iRacing is something very special.
Yep, I try not to use racing slicks on any of my cars unless I absolutely must. The slip angle "window" is way too narrow and feels very on again off again to drive. Not nice honestly, especially in a stiffly tuned car. Strangely the racing cars in stock form with slicks as standard don't feel like this as much. Maybe my Forza-foo is weak. I'm getting slaughtered in the tuner time attack series I'm running.
No. Even the base Viper smokes GTRs. I watch them do it all the time around Infineon. I've never seen a GTR overtake a competent driver in a Viper. The ACR especially eats them for lunch. Porsches too.
I thought the Cobra, GT40 Mk II and the 330 were all lovely to drive. Except how the Cobra in 2 bounced off the limiter in top gear (4th). But now in 3 the GT40 is geared so high, I only use 2 gears around Laguna Seca.
Probably what changed was the tire model. It seems more unforgiving where understeer is concerned. With a wheel anyway, you have to be very smooth to not rush the front tires. The tire model is weird. As soon as a tire gets to 100% it's like it locks up and just continues in whatever direction it was going at the time. Try to add power or rub the brake a little and nothing really happens - it just keeps going until the road speed has scrubbed off and you regain control. It feels like the tires are made of plastic honestly.
IMO the real benefit of karting is pacing. The corners come up quick in a kart on a kart track, and the braking zones are very short. This is good training and really teaches you how to pass and defend well. Good racecraft, and hones your split-second decisions. Learning left foot sensitivity is good too.
But arguing they're similar to drive to a Formula 1 car is a bit silly. But I can't really comment on that because I haven't driven a downforce car yet. Hopefully that'll change next year when I finally get my hands on one of those Lola F3s that my school uses. :drool:
Yes and that is quite unfortunate, even if they don't sponsor Renault any more. More CEOs should be as involved as Branson is.
You seem to be taking the piss on the basis of him making the most of his investment. Remember when F1 used to be more personal than just another big name corp on the side of a car? Is it such a bad thing that someone wants to keep that alive? Last year in every interview he seemed very happy with the whole situation, and appeared to have a genuine affection for the sport. It was refreshing and humanizing, and that's darn good business.
It's really not that hard to put a sensor on the gate that tells you what gear it's in. The 370Z does this as do many other road cars, and many grassroots club racers do this.
Besides, those of us with paddle or sequential shifters like the gear indicators!
Why go to all the trouble of learning to corner, learning to brake and learning to pass if you're not going to bother learning to shift? Faster is faster. Finding the optimum shift point is easier than heel-toe-downshifting - just run some numbers and try to maximize horsepower across the ratio. A good shift is worth a quarter car length in a drag race down the straight - multiple optimum shifts could get you a very easy pass...
It seemed to me like the reaction time required to catch a slide in LFS (for road cars anyway) was quite close to real with my Fanatec (and set to drift mode 1 to feel a bit like power steering). But the cars seem to hold the road too well when in a full on slide. NKP is similar, but it doesn't have road cars so I can't really judge it there (never driven a fullsize open-wheel racer). Still, the over-the-limit grip seems better done, and the wheel gives better feedback than LFS so it's a bit easier to anticipate the slide. I agree with you when you say that NKP feels the most realistic.
I haven't played IR with a FFB wheel but that seemed quite snappy and the only car I was able to catch (without FFB) was the Solstice. I definitely want to give it another go though, with the Fanatec. No money ATM though.
Well, drilled rotors will decrease unsprung weight, which can have a big effect on the way the steering feels if enough weight is taken off, but I have no idea how much weight drilled actually takes off. Probably not that much. Should give a bit more bite too.
I've tried drilled, slotted and plain rotors on karts (all dual "vented" rotors) and honestly if I didn't know they were different I probably wouldn't be able to tell you which is which through pedal feel. Pads make a much bigger difference in pedal feel in my experience.
You should get that looked at bro. Liking the Panamera must be some sort of sickness.
I've been liking this game. It's very polished and very nice. There's a number of physics oddities. Like slides being super lazy and easy to recover, and the sense of momentum is a bit odd. The cars feel like the center of gravity is below the ground, like a kart, and as a result the weight transfer doesn't have much "punch". The cars are also too fast. I blitzed the ACR's 1:33 lap record at Laguna Seca, from a standing start. Pretty much every road car I've tested at Laguna is 3-5 seconds too fast per lap. Other than that, it's swell.
It's been a month and I'm still waiting for the pedal adapters for my Turbo S. So I have to settle for the MS wheel for now.
Yes it does that. I used a 270 deg wheel for a while. I just turned the steering wheel off. Felt exactly like every other game. The wheel spinning around wildly just illustrates the natural sensitivity of a 270 deg wheel, and why real cars don't have them!
Would be nice if there was a "max virtual steering lock" feature where the in-game wheel was limited in rotation. Would be nice for those guys that have less than 720 deg wheels and want the in-game wheel to match the real one.
I think some of the later stuff is kinda far away TBH, but a dynamic grip level and "clag" simulation would be really cool. As is you can go wide and not really be penalized too much for it. In real life if you get off-line way out in the heavy marbles it feels like you're driving on gravel.
Tyler Bennett (S3) and Gustavo Menezes (TaG Senior, KF2) were both awarded Jim Russell Future Driver Selection seats as a result of their performances at SuperNats.
I wanted to do that program but it would've cost me the better end of 13 grand to compete. But to be judged by Allan McNish, now that's cool.
I've heard that replacing the air filter will give you a slight horsepower boost... K&N claims to give anywhere between 3 and 10 or more horsepower.
A lightweight brake system (calipers and rotors) will decrease unsprung mass, possibly making the car feel a bit better to drive, but the altered and unoptimized harmonics will probably mean you'll get squeal. Same thing with lightweight rims. If you do track days a lot and are competent and pushing hard it's probably a good idea to have a set of track tires and wheels. That way if you drop a wheel, get a flat and bash up your rims your normal "nice" ones will still be there.
Fitting a quicker ratio steering rack might be a possibility, but I don't know much about that. Might make the car feel more lively and responsive. Maybe something with the pedals too? If you could replace the pedals with adjustable ones then you could position them in a more racy fashion.
But I don't think I'd do much if any of this even to a sports car. IMO a car is a car, and a trackday isn't a race. Maybe I'd put the air filter on, if indeed it did improve the horsepower, but other than that I'd probably just drive it stock.
Have you tracked it before? Anything in particular you're unsatisfied with?