Does anyone else find the Formula Abarth a bit too easy to over-correct? I've tried all sorts of wheel and car settings, maybe I'm just hopeless but I find it really hard to correct accurately, the steering feels floppy and I can't seem to cure that.
The trending combo at #liveforspeed has been the 458 at Silverstone, with 1.11.9x by Huru on semi-slicks, and 1.12.3x (afaik) on road tires. Others will post the rest I am sure (or update me on these times ^^ )
Well, I'm not even that hardly off-paced after driving 2 laps with the car then. 1.13.512 at first try, I was more entertained by the rest of the cars, especially the GT2. The Ferrari is a lot of fun to drive too, though.
EDIT: Someone mentioned its possible to turn off the slowdown thingy in an .ini file. Which one is it?
I just tried it and I have to say I am sort of surprised/pleased with this early access version. Runs nice @40-50 FPS on my laptop with the default video settings in HD resolution (quadro 3000M).
I like the no nonsense menu's in comparison with Rfactor2. There are of course far less options to configure but still... It "feels" intuitive. Also nice that every 'app' as they call it can be docked anywhere on the screen.. So you can have mini map on the dashboard for example.
What I also like is the enormously speed from the loading of cars and tracks. With Rfactor2 I need to wait 67 years, with AC it loads almost instantly.
So far I could only try keyboard, will do some laps with wheel later.
And BMW
If the updates and the amount of times I'm going to use it will increase, I will officially buy it *cough* ;-)
I've been made careful what to expect from game developers because 5 years of waiting is also very low.
If 'we' need to wait another full year on some multiplayer version then I'm simply not interested. I am no die hard racer, certainly not single player.
As far as I've understood those 3 people have all different jobs. Kunos (just like todd wasson I think) does both coding and putting in the numbers the physics engine uses for the car. DK does just physics engine coding and I'm farily sure iracing have people whose job it is to put the numbers in when the physics engine comes from dk (some kind of vehicle dynamics experts I don't remember the correct term). And niels doesn't code anything (except excel) and uses ready made rfactor physics engine to put his own numbers.
So as far as I know there are 3 people "in sim racing" who do both the code and put in the numbers to create cars. Scawen, todd and kunos.
And so far what niels has achieved with rfactor I'd imagine the problems with every sim are more on the number side than the physics engine side of things. If rfactor today can do all the awesome things it can do with the same physics engine that was used to create the icy spinning floating bumper cars back in 2005 then I'd be really surprised if iracing for example was truly limited by the physics engine and not the data.
Yup, I agree completely. I was generalising on the work that comes from these guys or their studios as a whole.
"I'd be really surprised if iracing for example was truly limited by the physics engine and not the data."
Whilst you may be correct, there is something inherent in everything DK has produced. From GPL up to the latest build of iRacing they all have the same "icy" feeling for want of a better description, and the cars always seem to be lacking a sense of mass and inertia. (and it isn't just the tyres, as they have obviously progressed a massive amount since the GPL days)
If you blind tested me on 20 different sims i could tell you within seconds which ones were DK's. That cant simply be a data issue.