The online racing simulator
ARCA Simulator
2
(42 posts, started )
Oh, btw if you want a good NASCAR game that isn't NR2004, NASCAR 08 is very good if you play with a pad. Haven't tried it with a wheel but the physics seem right (there are some dodgy rolls but tyres and contact physics are good).

I think I posted a topic on it somewhere too...
Quote from tristancliffe :In what way?

Based on the same engine, and not a modification of a completed game I assume.

I'd like to try it, but I don't want to pay $50 for it and hate the damn thing.

The sim factory needs a damn demo, or drive that big truck to my house and let me try it out.
Quote from TiJay :Oh, btw if you want a good NASCAR game that isn't NR2004, NASCAR 08 is very good if you play with a pad. Haven't tried it with a wheel but the physics seem right (there are some dodgy rolls but tyres and contact physics are good).

I think I posted a topic on it somewhere too...

I prefer ARCA. But then again, ARCA is not NASCAR so I guess ur right

Quote from tristancliffe :In what way?

Here's what I got in response when I asked the same question:

Quote :TSF have taken the ISI engine, gMotor2 used for rF and striped it down and rebuilt the code with real info & data.

Behind the scenes access to teams, series, tires etc to gain all the needed info.

rF was built based on date for road courses/racing with tire model & data for that. That is why the Oval mods don't perform on some levels.

ASR was been rebuilt using the right data to correct any rF issues with oval racing. Flags, rules, data etc.

IDK if this is a valid statement but it is the response (not from the devs directly but from the people on the RSC Forums)
typical rsc comment... rubber doesnt suddenly decide to work differently if you put it on a circle
Quote from Shotglass :typical rsc comment... rubber doesnt suddenly decide to work differently if you put it on a circle

True. But then again, in NASCAR only 9% of the tire actually has contact with the ground on straightaways. It's something many "stock car" developers overlook and it drastically effects the way the car handles.

Open wheel tires are also different than stock car tires
Quote from lizardfolk :
IDK if this is a valid statement but it is the response (not from the devs directly but from the people on the RSC Forums)

That's mostly nonsense. The only thing I can imagine has been changed is a few of the rules (although rF can do oval racing properly if you fiddle anyway). Other than that it'll just be a standard rF mod. All the talk about different tires and physics will simply be different (no doubt badly botched to give the 'real' result based off the data they've been given) tire curves. As for the contact area, that's just simple suspension geometry that rF can do, I also highly doubt the contact area is 9% on straights unless the tires are ridiculously over inflated.

rF already has a lot of aerodynamic variables that no-one has ever used properly that with a bit of fiddling can probably be made to produce the effects wanted. This will be nothing more than a straight rF mod in the physics department, although just like GTR, GTL and RACE they'll try and tell you differently. I can guarantee there'll soon be a torrent to a perfectly working rF conversion.
#32 - JTbo
Quote from lizardfolk :
Here's what I got in response when I asked the same question:



IDK if this is a valid statement but it is the response (not from the devs directly but from the people on the RSC Forums)

What it says is "We did make rFactor mod with data we think is realistic and put price tag on it".

Code = .ini files that specify cars, you can edit them with notepad, you can gather data which you translate to units used in them and there you get just same result, there is no black magic even most of these companies try to tell you otherwise.

Of course that alone does not make mod (sorry, product) crap, also if it would be some proper streetcars I would consider paying as it is load of work to build simple mod, however I won't pay from mod that is not what I like and certainly not going to pay for some who claims that there would be black magic and dwarfs used in it.
Has anyone seen the physics files, or tried them in rf?

Quote :TSF have taken the ISI engine, gMotor2 used for rF and striped it down and rebuilt the code with real info & data.

Isn't that what ISI has been doing the last 10 years?
#34 - JTbo
Quote from Hyperactive :Has anyone seen the physics files, or tried them in rf?



Isn't that what ISI has been doing the last 10 years?

Actually they have introduced feature or maybe even TWO during that time, but certainly not much more
Quote from ajp71 :
That's mostly nonsense. The only thing I can imagine has been changed is a few of the rules (although rF can do oval racing properly if you fiddle anyway). Other than that it'll just be a standard rF mod. All the talk about different tires and physics will simply be different (no doubt badly botched to give the 'real' result based off the data they've been given) tire curves. As for the contact area, that's just simple suspension geometry that rF can do, I also highly doubt the contact area is 9% on straights unless the tires are ridiculously over inflated..

It's not over inflated it's highly angled. So on the turns 100% of the tires would grip the ground.

I also got another response:

Quote :Select brake pad compound on all 4 wheels.
Adjust the wedge it changes the ride height.
Grip like a racecar.
Flags work! When people wait to exit.
Can't see the tire temps in race. Except when you pit or after the last pit.
You start the race on your Qualifying tires.
Admin control panel. Still needs work but the best feature I think for non racing items.
The BEST graphics for the tracks and cars.
Cars are more reactive. Feel really nice.
No need to edit files except for the spotter pack. All other sounds are top notch.
It shows the weather conditions in the main screen. You no longer have to look it up.
You see the Driver name, car#, lap time, lap speed, and distance from leader.
Plus the automatic scoring with League Tools. You set the config and it will keep track for you. You can do up as many as you want. It will do everything for you at the time you set it to. that will make an admins job a lot easier.

Quote from Zippy (dev) :The GMOTOR2 engine was darn good out of the box, there are "specific" items that required change which we worked with ISI to make it more robust, so stripped is an aggressive description, adopted and revamped may be more appropriate. Your other points are correct, what everyone is "feeling" and "see" are the efforts of not only the Sim Factory's diligence in getting the necessary data required and accurate, but also the friendship and support of many in the professional sport of stock car racing.

I see what everyone's saying about how vague some of the responces are and how it could be just a really good mod. But I played the game at a friend's house and I personally was pleasently pleased so far. I still didn't play the game enough to give a valid opinion though
Quote from lizardfolk :It's not over inflated it's highly angled. So on the turns 100% of the tires would grip the ground.

Even if you've got a lot of camber a significant proportion of the tire will still make contact with the ground unless you've got steel wheels...
Quote from Whitmore :
The people who drive these cars for a living seem to be impressed. That would be good enough for me if I was interested in stockcars.

That's generally means nothing. It's very easy to impress people who aren't used to sim racing with anything shiny vaguely realistic (even GT manages it). GTR2 extensively used the 'but it impressed a real driver (who also happens to be own SimBin)' in advertising regardless of the fact it had massive flaws in the tire curves (that were rectified by community members in days). The only case I'm aware of any potential genuine usefulness out of sim racing was Dale Earnhardt Jrs use of N2003 to try new lines, long after it came out.
As it happens, Dale Jr. is one of the real life drivers who says ARCA is >> NR2003.
Quote from DeadWolfBones :As it happens, Dale Jr. is one of the real life drivers who says ARCA is >> NR2003.

How long has it been out for exactly?
He was racing it pre-release. I think retail copies have been out for a couple/few weeks now.

I remain skeptical, but Earnhardt/Truex and their friends all raced NR2003 quite extensively and jumped immediately to ARCA, which does say something.
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ARCA Simulator
(42 posts, started )
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