Might as well complete the list of LFS versus other sims here. Although I haven't seen a LFS versus NFS, I don't think that there will be one.
Grand Prix Legends - Ignoring the trainer's it was originally a one car class game, but now there are 1965 and 1969 (downforce) mods. But for me, I'll restrict the comparason to the original 1967 F1 car physics. The high power (400hp) low weight (1300lbs), no downforce, and huge slip angles (10+ degrees) made this sim unusual. Granted that interest has waned quite a bit, but I still run some hotlaps every now an then. GPL was the first sim where I learned about induced understeer. There is a quirk in the physics of at least the Lotus when braking balance is around 53% (front), and possibly requiring a minimal amount of toe out at the front, where braking hard and steering one direction causes the car to yaw the opposite way gplrs.wmv, but for the most part the game seems to have the right feel. The cars are difficult to handle at the limits, but not unreasonably unstable. Sample dual view video:
gplrngs.wmv
Nascar Racing 2003 - I like the Trans-Am cars and all the add-on road course type tracks the most, but I did spend about 6 weeks on and off checking out the open servers online, which is mostly racing the high speed, restrictor plate, ovals, which ends up with a lot of cars bunched up together and a lot of wrecks, and the occasional win, but at 30 minutes or so per race, it's time consuming. Still there were about 300 players online during the week, and about 500 players during weekends (don't know what it's like now). Regarding the standard cars on ovals, there's been some feedback from real racers that state that NR2003 is very close. I haven't found any real quirks with the physics of NR2003. Sample video - Trans Am mod, viper at willow springs, quad view:
nrwsvp.wmv
LFS - Since versions S2 Alpha S and later, the tire physics are very good. I like the addition of the faster cars to the game. I haven't driven all the cars, but I do like the FO8, LX6, and the BF1. I made a couple of dual view videos:
lfsblf1.wmv
lfsslzg.wmv
Grand Prix Legends - Ignoring the trainer's it was originally a one car class game, but now there are 1965 and 1969 (downforce) mods. But for me, I'll restrict the comparason to the original 1967 F1 car physics. The high power (400hp) low weight (1300lbs), no downforce, and huge slip angles (10+ degrees) made this sim unusual. Granted that interest has waned quite a bit, but I still run some hotlaps every now an then. GPL was the first sim where I learned about induced understeer. There is a quirk in the physics of at least the Lotus when braking balance is around 53% (front), and possibly requiring a minimal amount of toe out at the front, where braking hard and steering one direction causes the car to yaw the opposite way gplrs.wmv, but for the most part the game seems to have the right feel. The cars are difficult to handle at the limits, but not unreasonably unstable. Sample dual view video:
gplrngs.wmv
Nascar Racing 2003 - I like the Trans-Am cars and all the add-on road course type tracks the most, but I did spend about 6 weeks on and off checking out the open servers online, which is mostly racing the high speed, restrictor plate, ovals, which ends up with a lot of cars bunched up together and a lot of wrecks, and the occasional win, but at 30 minutes or so per race, it's time consuming. Still there were about 300 players online during the week, and about 500 players during weekends (don't know what it's like now). Regarding the standard cars on ovals, there's been some feedback from real racers that state that NR2003 is very close. I haven't found any real quirks with the physics of NR2003. Sample video - Trans Am mod, viper at willow springs, quad view:
nrwsvp.wmv
LFS - Since versions S2 Alpha S and later, the tire physics are very good. I like the addition of the faster cars to the game. I haven't driven all the cars, but I do like the FO8, LX6, and the BF1. I made a couple of dual view videos:
lfsblf1.wmv
lfsslzg.wmv