1st time I went it was general admission; all stands off limits. Couple spots you can get really close to the track though; I remember being ribbed for falling asleep about 3m away from where the V8s were braking (and all their backfiring) :-) Use the 1st day to pick out good spots in between events; get there VERY early on race day to be able to grab a patch, and try to have one of the big screens in view so you can keep an eye on events around the rest of track.
If you intend on multiple days, I suggest taking a light weight foldable chair with a cover so can sling it over your shoulder, a cold pack, bring your own food (there's stacks of vendors but very $$), a big water, wear a collared shirt / good hat / sunnies, plenty of sunscreen, and buy a poncho (seriously, Melbourne's weather is very changeable). Jacket depending on overall forecast.
2nd time I went we organised stands; there was a pack with a different one each day, with race day on the corner that we preferred (Clark). Ditched the foldable chair, but brought everything else.
And invest in a good set of ear plugs; it's very cool to get up close and listen to a F1 rip past or break heavily a *few* times, but after that do your hearing a favour; I found ear putty good as it completely molds into place.
If they bring out some vintage cars (the quick stuff, not the slow pokes), get your arse to a place where you can hear them at full throttle - the variety and rawness makes a modern F1 sound tame.
Anyway, yes with a grandstand ticket you can go anywhere general admission can. There's a floating pontoon across the lake so getting around the track doesn't take as long as you think; still a decent walk though. And as Jordan indicated, transport is a non issue; stacks of trams and free when you present your track pass.
Would certainly like LFS to eventually get to the point where it includes visual aspects similar to Forza2.
I had a go at it a couple of days ago (I'm sure the 7' projection was a part of the wow factor), and I was impressed... variations in track texture (greased up / rubbered up) highlighted depending on the sun; subtle bloom, slight camera re-focus during replays... just a lot of little nice touches that added up to a great visual experince (bar the lack of cockpits).
Secondary though to the progress on physics of course! :-)
It does sound like you've had a bad experience; but you'd be one of the few. I've had my unit for over a year with no problems at all; apart from when someone opens the fridge behind me... picks up the light as an IR source and suddenly I'm looking through the left window. :-)
Unit's been attached to the LCD monitor all this time... never fallen off.
Tracking within LFS (now with 6DOF with the latest test patch) has always been silky smooth for me.
I use it for all the sims I play... have been very happy with it.
If it's tracking properly within the software config, I don't know why it wouldn't track within the game. LFS, Nascar2003, GTL, GTR2... it all just worked.
They sounded great today, especially working up the rev range from low speeds. Backfires under braking are vicious.
McLaren was the most visually stunning car (to me), and I'm not a huge fan of the current Renault livery with half the car splashed with ING sponsorship.
Spent some time in the Fangio stands today on pit straight so got an appreciation of how fast they get from A to B, though found a couple of spots where we could get within a couple of metres of the barriers elsewhere on the track and saw the brake discs hard at work.
1st session was damp, wasn't until about the last 15 minutes that Webber (I think) came out on slicks. Once the teams saw he posted a time better than the current intermediate shod drivers, they all had new boots on. Couple drivers had a few moments in the greasy conditions, but no mishaps. 2nd session was dry all the way, only hiccup was Rubino parking it somewhere inappropriate, red flagging the session for about 10 minutes. Still, almost 3 hours of F1 for the day! Looking forward to Qual.
Support races include Carerras, V8 Utes, F3s, and awesome little AusCars... great racing 4 wide through some of the turns.
Agreed, I was just highlighting where I set my starting point. As it has such an obvious affect on the handling, I find it worthwhile working through the ranges... I just prefer to start from a loose aspect and tighten it up as needed.
It's pretty rare for me to run around with coast > power though.
There was a quote from Carroll Smith on Richard Nunnini's GPL Foolishness site (now defunct unfortunately)... I can't remember it exactly, but it was along the lines that he couldn't understand why you'd want anything but an open diff on the coast side. It lets the car auto-rotate and correct with the wheel... don't steer the car around the corner.
It's something I tried and instantly disliked in GPL... I was slower and kept falling off the track. That was back when I'd jump on any pedal I needed. It took a while, but perservering with a loose coast taught me smoothness and how to come off the brake. And I got faster.
Since then, in any sim that supports separate coast/power diffs, the first thing I do is set them at extremes... coast as open as possible, power as locked as possible, and work from there. Only once I'm happy with the coast and turn-in do I start looking at tweaking the power side.