The online racing simulator
actually i have no idea; but by the sounds of it, it sounds like a good 50 or so people
Quote from BuddhaBing :Is there any way to prevent the force feedback from going completely loose when the car understeers?

Tweaking the values in the .PLR file (found in UserData folder). Look rscnet.org for help. Though it makes the FF marginally better, it will still be generally crap.
Now that I have unlocked the other cars in the demo, installed a handful of the better GTL add-on tracks, added some tweaked tyre curves and reduced some of the artificial feeling canned force feedback effects, my impressions of the game are much better.

Rain, headlights and the Motec display are still framerate hogs but as long as the framerate stays above 30-35fps to avoid the controller latency which plagues ISI engined games, it's a lot of fun. Threading the Saleen or the Murcielago through the Lime Rock Park or Laguna Seca circuits at night is a blast.
Tried the demo
Hi just a few words on the GTR2 demo from me

I dl'd it run it in the AI only mode cause I could'nt be bothered setting up my wheel as I wanted to suss out the graphics, views and such, not the actual gameplay, physics as I'm not qualified to judge that fully, but know what i like in the graphics dept

I only play LFS I have no other racing sim/game software on the system so I can only compare GTR2 to my own LFS experience

Ok I found overall for all the hype, the fact that it is a demo for a "fully completed product from a major game maker with substantial backing and resources" and the big file size, it was a big disapointment, I expected perfection.( Marketing Hype alluded this was the best racing experience money could buy etc etc)

Let me explain, pls no flames from GTR/@fans, I know LFS is not the be all, best there is, to some either.

Ok graphics, I found apart from the fact that the cars are available in RL, they didn't look any better imho than those available in LFS, apart from some showed a dirt layer which I figured was a nice bit of realism, I thought the sky looked crap! LFS looks to have a richer more natural sky in a fuller sense. I found the sun starburst effect overdone and annoying, It looks like a PSP ulead based plugin effect

The tracks? Who cares if it is a RL track or not, it's how it is represented in visual form that counts. The audience/crowd are just flat figures, much the same as in LFS, the scenery is very sparse and not as good as LFS (billboards etc)

Night time racing, forget it, the headlight beams are nothing like RL especially looking at an external view of the car,they have litte or no range or effect, the so called rain effect?, have a look outside the car in 'chase view' pissing down rain yet, car body is not wet and no rain drops on rear windscreen. Yes I know it is only a demo blah blah but if ya gunna have rain everything gets wet not just and only front screen

The rain effect (in car view) is a few splatters that resemble old java applet effects for webs sites that were popular 3 yrs ago and these drops are not affected by the wind of driving at high speed?

While I may have missed the key or option to turn on the wipers, I fully expected the wipers to activate if it rained in the game this being a demo and product showcase and all

The constant pop noise of the engine on overun, change down I thought was not quite right, and after using LFS without that feature, I found it rather annoying and a pain in the butt after a while, maybe it will grow on you once you get accustomed to it, and I agree it is an attempt at realism, which shouldn't be totally discredited

All in all after seeing the content available in LFS Demo, (forgetting the LFS Alpha Tag as misleading) cause overall LFS has been in development for over 3 years and is a polished, almost full release candidate to me, LFS has better sky, scenery and car colouring, shine etc, I think GTR2 has a long way to go.

It will appeal to those who must have a RL track/car association (for some unknown reason) but if the game play is as poorly represented as the demo AI racing suggests and graphical content etc I'm quite happy to keep LFS as the only racing software that fulfils my needs

ShannonN
rain effect HAS to be a work in progress no doubt; because it looks pretty sad, and just kinda.. well dont know how to say it, but it looks awfull

as for real tracks, well.. real tracks and real cars go hand in hand

as for the graphics here, they are the most realistic i've seen out there with PGR3 being the best
I gave it a bash, it's an improvement over GTR and the best ISI based game I've played. Ironic that SimBin have done a better job with the engine that ISI built and use for rFactor

The FFB effects are just terrible though. These days I think most computers could handle real time (maybe ISI engines don't do the maths to do proper FFB). Personally flashing the words "UNDERSTEER!" in big red letters is what the understeer effect feels like. It seems to be the same old effect played for understeer.

To me it felt like by the time you noticed the oversteer it was to late, nothing seemed to indicate the car was oversteering until it was to late.

Another thing that annoyed me was the random FFB effects, my wheel was actually shaking while the car was stationery, was like holding onto a steering wheel of a car which was being driven through huge pot holes.

An improvement but personally I feel this should be a free patch with GTR and not worth another £35 or what ever they will charge.
Quote from keiran :Another thing that annoyed me was the random FFB effects, my wheel was actually shaking while the car was stationery, was like holding onto a steering wheel of a car which was being driven through huge pot holes.

engine rev vibrations i guess ... go to the plr file and set everything that remotely sounds like vibration to 0
Heh, I just had a go in the old "GPL Mosport" and with it's 1998 textures and 3d models... well ...it seemed to match up quite well with the GTR2 physics. It feels so 1998

But I still need to play it, Bathurst, Mosport mmmh
The car model looks like paper models to me....you know several photo-realistic textured object that doesn't move around like a car with mass.

In screenshots it's okay, but when in action it's hardly state of the art stuff.
Quote from XCNuse :all the devs for LFS have to do is recreate a spool sound of an engine like you would listen to for a game such as GTR or anything else with an MIDI engine or.. a sound sequencer or any sound creation program, then code in how it currently works and.. there we go.. real sounds straight (but not direct) from a source

OT:
btw, do you know maybe - is the sound in LFS made like trumpets or wind instruments in one of virtual synthesizers, not with samples or sound parameters but with physical parameters of instruments to synthesize?
i wish i really knew, but its obviously synthesized somehow, i just dont know what they are using to produce the sounds really
Well nK installed a pack of bees into your speakers, by the sounds of it LFS uses a different system but the question is what insect are they using?
Quote from BuddhaBing : ... the artificial force feedback effects are annoying and tell me nothing about the car ...

What's the meaning of "artificial"?
Other sims's are .... "natural"? :Eyecrazy:
Quote from Vaillant :What's the meaning of "artificial"?

"at x amount of speed, set the wheel rumble to an amount of y", without any real connection to physics.
Quote from filur :"at x amount of speed, set the wheel rumble to an amount of y", without any real connection to physics.

Sorry but what happens in sims with "no-artificial-effects" FFB?
Vaillant, I think you're engaging in semantics about the term "artificial". It's clear that Filur means to point out the difference between FFB with a simplistic conceptual model behind it, and FFB like that in LFS, where the model behind the forces you feel at the wheel is a physically plausible model.

It's a bit like the difference between Aristotle's and Newton's theories of gravity.
Quote from jtr99 :Vaillant, I think you're engaging in semantics about the term "artificial" ...

Maybe, but once I readed that Papy FFB, netkar FFB (I love nK) LFS FFB and RBR FFB work in the same way (?) and ISI FFB works in an other ... less realistic.
I never understood what's the difference, but I like RBR/LFS/Papy/nK FFBs and I dont like ISI's FFB ..... but dunno (tecnically) why
Ne1 can explain to me the difference between theese FFB models? Or a LINK where I can find the answer for my question?
The ISI FF works with effects, when a car is in a certain state of conditions a pre-made FF sequence is played.

LFS FF works off the torque on the steering column, so it is related to the physics. Driver's Republic works in the same way.

AFAIK nK uses an effect based system like the ISI games, but it is done much better. I have no idea what FF RBR uses and I think the Papy sims use the torque on the steering column like LFS does.
rbr uses a similar system to DR. they are both made by the same physics programmer
I think nK uses a similar system as LFS, but with a few effects layed over it for certain situations.

It really depends on what you try to archieve. ISI sims are more inclined to provide the illusion of realism, while LFS makes no compromise in that regard (FF & physics).
Now it is a fact that IRL you feel the engine vibration, you feel rumble strips and you feel whatever dirt is on the track. Though, the small detail many overlook is, that all of these forces felt IRL are shaking of the whole car body, not steering forces of the wheel. So while you do feel the engine "through" the steering wheel - because it's a part of the shaking car you touch with your hands - this engine vibration does NOT make the wheel steer left and right, which is the only thing FF wheels can do. So in conclusion, it is also not correct to create engine vibration forces by very short left/right steer commands.
I really love the fact that LFS uses absolutely NO other forces than the one acting on the steering column. While this may not make the best illusion, combined with the very good tyre model it provides the most plausible feedback that gives you the feeling that you're really touching the road.

Also this makes handling the FF quite easier for Scawen, as he actually doesn't need to care about it at all, because it's completely generated on the fly. The only way to change FF in LFS is to alter the tyre physics, so ultimately the quality of FF is linked to the current physics status, thus these two parts always fit together perfectly.
have have GTR 1 and GTL. imo GTR2 is GTR1 with all the updates GTL had. but i have to agree with the forcefeed back being bad. i was driving down the start finish straight and i was not turning but my wheel was giving the force effect like i was taking a fast turn (it kept turning the wheel on ots own and i had to compensate by oversteering.............on a straight).....but as someone said this is a w.i.p because the ffb on GTR and GTL is quite good....also you should try to quallify/race in changable condidions tiz mucho fun, damp track at the start and flooded track near the end
Quote from dadge :was driving down the start finish straight and i was not turning but my wheel was giving the force effect like i was taking a fast turn (it kept turning the wheel on ots own and i had to compensate by oversteering.............on a straight)

In the FFB options, reverse/invert the FFB (there is a little box you tick). Whilst ISI can't do FFB, it shouldn't be quite THAT awful.
will do m8, cheers
Quote from ajp71 :AFAIK nK uses an effect based system like the ISI games, but it is done much better.

Are you sure? Who said so?
Hmmm, am I the only person who thought the graphics were a bit... cartoony? I don't mean cartoony in a cell-shaded way, but cartoony in a realistic way, much like World of Warcraft, but a lot less obvious. As stated before by somebody else, the car models seemed a bit like paper to me, and the car interior and track visuals seemed a bit... off, to me.

Meh, maybe I'm just a bit illepall

LFS community GTR2 Demo try-out?
(386 posts, started )
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