EDIT: Just tried the demo, it's not terrible but I got torque steer in a rear wheel drive car, at least that's what it seemed to be, I was sideways, planted the throttle and understeered off...somehow. You can't do proper doughnuts either, the car just suddenly finds grip and speeds off, even on grass.
1999 called, they say they want their graphics back.
More seriously, I guess this is in early stage of development? If so, then it'll be interesting to see how it ends up. To me, even if a game had perfect, and I mean really perfect physics, and that kind of graphics, I would get no fun from it.
It came up once or twice already, but no biggie - it's not as if the game was is or will be leaving its mark in the sim genre imo...
Last time I tried it half a year ago, I got lift-off oversteer in the Cayman - and as it turned out, it was the only way to corner with that thing... Driving was quite painful - I basically got a slideshow of me driving and my rig is no slouch...
To top it all off, I really can't take a self-proclaimed sim seriously that has dedicated physics-files for racing, drifting and off-roading...
Tried this waaaay back when it made its first appearance here on the forums and... it was a pile of garbage.
Obviously I haven't tried it since then and I suppose the input handling, performance and especially physics have at least improved somewhat (steering wheel had a friggin' non-removable deadzone at the centre back then), but I think the guy behind this spends too much time adding badly optimized graphics features and "tweaking" the physics rather than doing proper research and creating a model that works reasonably well if you put in the correct non-imaginary numbers.
If you watch the 2nd video on the website you'll see him "tweaking" the physics of this MRT looking car - while the game hilariously runs at about 3-4 fps. Now this might be due to video recording and not the way he does stuff normally, but I suspect that's how most physics development is accomplished in that game. The presence of, as already mentioned, several physics files for racing, drifting, etc. heavily suggests that it's mostly of a "pull slider till it feels right" kinda approach and that neither of those physics work correct (as he wouldn't need multiple then).
I don't want to diss the effort but I can't see this become a serious racing simulator anytime soon, if ever.
I think I rember coming across this game too about the same time I came across LFS, like.. a long time ago, it was.. BEYOND terrible.
The graphics.. look cheesy lol but, looking at the pictures of it, I do love the telemetry on graphs! Would be nice to have some stuff like that in LFS.. (suspension travel kinda stuff)
The content increased alot, with nice new cars, the BMW, 2 Nissans, a Lambo, and som nice track conversions.
Physics are different from the rest of the genre. Not sure where to put the finger, in some way is more natural, easier to control, but can't say its closer to reality or not.
If more people would invest their time to tweak the rather open pysics model, I'm sure the game will improve exponentially.
FFB is good imo, not rF2, but not that mathematical and elastic as LFS. Still a bit numb.
Graphics, you can all see, for an indie is outstanding, compared to the big names not that much.
Netcode, still in fast development but so far the weakest point.
The developer is dedicated and as helpful as he can be.
Because LFS has real advanced graphics But I agree it seemed pretty lowres.
Is there some videos of the latest build? Hard to judge out
From screenshots.