Hi there.
Good review all in all for a LFS fanboy
1) As you said a matter of taste. But featurewise you can't deny that GTR2 looks better and I think that's for most people, because there are a lot details , you won't find in LFS.
But I know what you are talking about when saying a bit too saturated.
2) I really would like to understand what is bad about these sampled noises except, they won't simulate anything like a partly damaged engine, which LFS doesn't do too at the moment.
I like the sound in full throttle, in no throttle but also in between them. It just sounds awesome to accelerate all the way up and I don't think its really bad when going a bit off the throttle.
Perhaps these "in-between" sounds aren't perfect or as realistic as reality, but the engine sounds better all the way in comparison to LFS.
One thing about it is perhaps a bit more latency between your foot when modulating the throttle and the sound/engine reaction in comparison to LFS. But I personally think that is one very unrealistic point about LFS. The throttle pedal seems to be disconnected from any kind of engine and just connected to your revmeter. It just reacts instantly. There doesn't seem to be any mass in between. Big Engines like the one in GTR have some mass to get moving. They will react very soon but not instantly. Engine has to fire up and start reving and won't be like in LFS.
Perhaps some cart engines are as instantly as the biggest engines in LFS ...
I think the truth is perhaps in between those in terms of reaction. In terms of pure sound it is way more like GTR2
The system of LFS may be superior in the year 3000, but it will be very very hard to simulate the sound as good as those samples get at the moment and we are comparing at the moment.
3) Nice explanation. I think its more like GTR2 as full throttle starts with really really much wheelspin in LFS don't really differ much from trying to modulate your throttle. And I fear somehow that it won't be fixed, because this is hidden, if there will be free starts in LFS. Reaction time does have a big influence. Perhaps 70% ... but there is still a lot of difference between someone with throttle control and someone without. And this isn't really simulated in LFS yet somehow.
I hope LFS will be like GTR2 in this topic somewhere in the future.
BUT as you said there are no flat spots in GTR2. I didn't get any too. This is better in LFS ...
4) Well this is the biggest topic somehow. I hope you used the original physics and no mod, because the mods just try to make it more difficult but take a lot of realism away in my oppinion.
More difficult is NOT more realistic. You'll see a comparable development in LFS after the latest physics patch.
Those cars aren't very difficult to move fast but away from the limit. They should be this way because they do very long races and not only absolute professionals drive these.
But at the limit it is damn hard to drive those. It isn't really more easy to be fast than in LFS with GTR cars ...
I know this bug you are talking about. This bug is in every single ISI engined racing game. At certain drift angles physics seems to give up. This is very bad for street cars, as you can't drift them as LFS. In fact I know of no game where you can drift cars like you can do in LFS.
BUT if you are driving seriously you won't try to get to that angle. Those are racing cars with slicks and they aren't done for stable drifts ... if you want to be fast you avoid any kinds of drifts.
You will get somehow some small drifts but in this area physics still work. You can catch the car by counter-steering anytime. If you get past 45° or so it will be nearly impossible. There would be only a small chance without that bug as steering lock is at 20° and those slicks really aren't slow getting from grip to slide ...
In GTR2 there is no real chance of rescuing the car. But as I said it doesn't matter that much as you shouldn't get there if driving careful and most of the times you wouldn't rescue the car anyway in this situation... with LFS or without LFS physics.
So this bug doesn't really bug me and most of people enjoying serious races instead of trying to drift around the track *g*
I hate this bug in rFactor, but I don't notice it in GTR2 at all, also he is there for sure.
Perhaps it was exxagerated if you were using some kind of "reality mod", which just lowers the grip level of tyres. Because then you get faster to the angle of no return. With standard physics you will rescue the car exactly as in LFS by countersteering in most of the situations.
5) No addition here.
6) I can't say to much here as I hate force feedback. It is very very very very artificial in all of the games including LFS. In LFS it is somehow a bit better but way to bad to use it. I tried it once for fun. It is really fun but has nothing to do with the feedback you get from a real car at the limit. There was even some ridiculous bug of the steering wheel bouncing left-right-left-right just standing on a straight without touching it.
illepall
It just lowers precision of steering a lot. In real life the car will steer for you in a drift. You just have to get your hands away from it. In LFS it tries to do that, as FF is really calculated. But the FF wheels are WAY WAY to slow to do it as it is going on in real life.
So precise steering with some FF effects is more difficult in most cases than without and no way realistic.
In order to get it realistic there should be at least 6 FF engines which are able to move the wheel about 10 times as fast as now (braking your finger if you don't pay attention) and a lot more has to be calculated by LFS. No steering wheel in the world will go left-right-left-right ... just standing with the car
I don't know if it is something missing in the calculations or just the very low resolution of ground affecting the FF.
Both FF effects are fun, but I won't really take them in to simulation itself.
7) Damage is way better in GTR2. It doesn't look as good as in LFS in low speed crashs, but it does effect racing whereas in LFS its more like an graphical gimmick. Ok, there could be some sort of damaging to the suspension but it never will end your race. Drive back to the pits as you can do always and repair it in 10 seconds.
In GTR2 if you crash in the wall it can end your race. Crashing with over 100 kph may rip your wheels off or destroy the engine completly. Damage in the front will make your car understeer more, damage in the back may lead to more oversteer. Suspension can be destroyed to. But you won't continue driving as you do in LFS.
Engines can blow up and will if you are shifting wrong or have to much risk in your setup (rev limiter high, cooling down ...)
So here GTR2 is much more of a simulation. Ok, it doesn't simulate the look of crashs as good as LFS in low speed crashs, but it simulates the effects on your car much more.
LFS lacks too in optics if it gets to high speed crashs. Crash at over 200 kph in the wall and it will look like 30 kph and will have the effects on the car as 10 kph. You can see immediately, that damage is far away from getting finished in LFS. Try the BMW for example
Crash with over 300 DOES look different. There both games are very similar ...
8) I will add something to multiplayer. I played a lot of races. There are some unpretty bugs sometimes. Cars can fall through the earth. But most of the races did work really good. Netcode is good enough to allow very close long racing and no CTD or 1FPS bug in masses anymore ...
But the netcode isn't as good as in rFactor or LFS. You won't notice the difference with good servers and racing against people with good connections. But you will notice it immediately with bad servers and low bandwidth ... there the result is much better in LFS or rFactor.
It seems that the bugs above are fixable. The netcode won't improve I think. So all people racing should have a good connection and the server should be a proper one. But then there can be very nice races with 25 people at the same time ... so netcode is good enough but could be better.
I hope Simbin will fix those irritating bugs, that occur sometimes with their first patch. We'll see ...