If you want a more cerebral experience, and one that doesn't depend on super-fast-twitch-headshots, then I recommend grabbing yourself Red Orchestra for about $5 off Steam.
Steep learning curve, but super satisfying once you figure out that:
1) positioning is everything
2) prone, and you can use every piece of terrain as cover
3) running and jumping like a headless chicken doesn't work
I agree on this as well. As a foundation (with it's tire deformations and flatspotting and such) LFS is still better. The feel of LFS is much more dynamic than iRacing is at the moment. That's also reflected in the better FFB.
Seems with some tweaking in input values, LFS can easily compete/surpass iRacing in terms of physics experience.
That's not too far off from the truth IMO. Although the problem is not that iRacing has more grip because cars in LFS do pull over 1G. The problem is that in LFS, the transition into and out of grip is way too smooth. That's part of the reason why it's so darn easy to drift in LFS.
Take "drifting" the Solstice as an example. When the car starts to oversteer it's a very noticeable break. When the car regains grip it's a very noticeable bite. You gotta be very quick with the steering otherwise you'll spin or tankslap, because that grip-slip transition is a lot more (realistically) abrupt.
Oversteer in the snow feels like LFS.
Oversteer on the track feels like iRacing.
So after about about hour of iRacing, I gave LFS a spin, then gave NKPro a spin. It's the first time I've played the 3 back-to-back-to-back.
I can't tell you which one's better, or which one's more realistic. In fact I'm more confused than ever.
I can say that NKP feels really weird, and by feel, feels the least believable handling. Not sure why that is. I swear I had it as the best a few months ago. Oh well.
"Perception"... Bah... If perception was any good we wouldn't need rulers or thermometers. From this point on I will only judge a SIM by the telemetry it puts out. Or something.
It's funny, but I just can't find the motivation to drive the pirate version. I did give it some time in December, and came away generally unimpressed. It took the month trial for things to really grow on me.
I'm not staying, but it was a good move for them to offer the trial.
I'm nearing the end of my month trial too (that was fast.) My thoughts completely echo you guys above me regarding pricing, content, and offline driving.
The shock of "paying a subscription" has been somewhat blunted after giving it the 1 month trial. However the subscription is only 10% of the game and I object full force to paying additionally in order to access the other 90%.
I love the software, I hate the business model. It really is a very high quality product. The tracks, the modeling, the physics are all top notch.
Just finished doing some time in practice sessions around Lime Rock. Hmm... that sucked me right in. It was a lot of fun! It was the first time where everything kind of fell into place. A flowing track like LRP is really well suited to the Solstice. The track itself is of course beautiful with all the elevation changes and such. Following around other realistically modelled real cars in my own realistically modelled real car around a realistically modelled track (that I've watched races on so many times on TV) just had me suspending my disbelief like I haven't felt in a while.
I like it.
I did exactly that. Even got an Adv. Solstice set while I was there. Definitely improved the feel dramatically.
Now I've got some bad news on the subject of spinning...
I agree. In fact, I'm going to have to take that one step farther and ask "just where the heck is the self aligning torque?"
In short, the FFB doesn't communicate oversteer as it's about to happen. I don't feel a subtle change in the weight of the FFB as the car get's a little loose. When the car just starts to oversteer a little bit, I don't feel the natural countersteer in the wheel at all. I'm left reacting to oversteer visually, and fractionally too late. This is all exacerbated by too-light steering. I know the Solstice has powersteering. So does my own car (Miata). When you're pulling near 1G through a turn at the limit, it takes a lot of effort to hold the wheel, every bit of oversteer/understeer does gets transmitted through the wheel, despite power steering and the bumps in the road.
In terms of FFB... the real functional FFB... iRacing falls short of LFS and NKP. A lot of people are equating more bumpy=better FFB, and that really isn't the case. The nuanced way the FFB communicates the car in LFS and NKP is truly exceptional.
...and I'm not feeling it. It's just not drawing me in in any spectacular way.
The Radical by default is all understeer. I can full throttle out of a turn in 2nd gear and not have to worry about the rear. I'll go setup hunting to fix this of course.
Still a whole month left. Lots of time left to get myself into it.