I posted a few weeks ago, but now we have a new version of LFS.
I own both. rFactor and LFS and played both much longer than 1 hour or 1 day or 1 week
Offline as well as online.
I still like rFactor at least as much as LFS.
It is kind of annoying, that after months of waiting and another physics update (a direct tyre physics update) there are still major problems (for me) with physics in LFS.
I don't want to talk about how results are produced. LFS has a really great approach by trying to calculate everything. rFactor does some tricks with reading tables. (one big reason for supporting LFS in my oppinion for fans of physics)
But what counts in first place for most players is the result, isn't it? If a simulation simulates something as real as possible, I don't care how it does it. I want to play the result ...
First of the very often described floating feeling of cars.
If I play LFS for a while and switch to rFactor it feels strange for the first few minutes.
BUT it is also the other way around. I even feel more of a sweeping car in LFS, because it doesn't have as many bumps as rFactor I think. You get the impression of flying a few milimeters above the ground. At least for the first few minutes.
But thats not a real point to me.
All racing cars in LFS are really great. And I really think this. All the Formula cars, all the GTR cars. They drive really as I would imagine them to drive. But I didn't drive any of them in real life.
I drove some karts a bit, but it is nowhere near a real car judging by feeling. Perhabs a bit of a small formula car in some way. I would imagine driving formula 1 cars is more similar to carts than to street cars
What I did drive a lot of kilometers are street cars. Mostly FWD, but I drive regulary a RWD car with 180hp. My own car is 150 hp FWD.
And there is the problem. They drive more like rFactor. They feel like a lot more grip. And I am talking about Patch U, which made it a bit better.
The RWD cars still are strange in my oppinion. I don't know if it is a thing about physics, setups or missing electronics. But if a real BMW for example would oversteer that much if you just push it a bit, there would be a lot more accidents.
Millions of unexperienced and partly bad drivers drive RWD cars in real life. And boy, in some real life situations they will floor the throttle. e.g. if they have to join traffic on a highway or taking a 90° corner on their lane.
A lot of them will push the throttle out of a corner if they want to join traffic on the highway.
And a RWD car is very very stable in all of these situations. Deactivate ESP and a modern BMW will still understeer a lot in most situations. You have to be really violent with steering, throttle to really get it to oversteer. At least to get it to oversteer as much as in LFS.
In rFactor you can drive moderate and oversteer won't be a real issue. Like in real life it isn't necessary to know how to countersteer properly.
If you push it, oversteer may happen. If you really push it, oversteer WILL happen.
And there is a weakness of rFactor. You CAN catch slides. But after a certain angle of drifting, physics seem to give up. So I agree about the oversteering problem in rFactor. At some point it gets impossible to catch the drift.
But to that point it is much more drivable and feels much more realistic to me in comparison to real driving.
And I like street cars most like the FZ50, RAC, XF GT or GT Turbo or GTI.
Another thing which is definitly a PHYSICS ISSUE of LFS is wheelspin. In all of the cars its best to start full throttle. You are even able to do the best ranking in Acceleration lesson just with a keyboard. I managed a 7.09 in GTI Acceleration lesson with my keyboard.
Thats a really big issue which should at least in LFS also influence the rest of driving experience on the track.
In all real race series there are huge starter differences. Some cars manage to get several positions ahead. In LFS starts are really boring until the first corner.
All cars start equally because of the arcade signal (in rFactor its more of a simulation and you may react freely to the signal)
And then all cars start as quick as the others. They can just get an advantage by slipstream or another setup. Not by a good driver ...
On the other hand rFactor has a small clutch issue and unrealistic weak brakes on street cars. Both can be modified by yourself in the hdv files. I corrected that myself for me
But I can't correct the "catching slides at high angles" problem. Its really a ISI physics thing, which should be corrected. If you drive well you won't need to get a drift at that angle ... you should react quick enough. So it doesn't matter as much, as constantly countersteering in LFS.
Enough
Hopefully someone reads it. Have fun, have to go for now.