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#12
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I was trying not to expect too much from rF2, but...
On Thu, 31 Mar 2011 14:08 +0100 (BST), Andrew MacPherson wrote:
> (Uwe) wrote: > >> Well at least they got rid of that stupid vertical plane behind the >> cockpit.. > > That's an excellent point Uwe. That design feature was so horrific my brain had > completely wiped it from my memory to save me from secondary ugliness poisoning. On > balance this season may be an improvement after all... but that rear wing still > looks like it belongs on a toy car! > Is the vertical fin actually "banned" this season or was it removed for other reasons? Too bad we see this horrific "feature" creeping up in the LMS series now.. just look at the Audi R18. 8.( Uwe |
#13
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I was trying not to expect too much from rF2, but...
i am excited for sure. vintage stock cars sounded great. I guess tsf
will cover modern stock car racing with their program too. rf just is not suited well for them, vhr 2011 is ok and is miles ahead of sce 2011 in graphics and content and a whole lot less bugs and framerate issues. also wish they had better tracks and graphics for them there is no good oval modders. looking forward to all the new rf2 softwares to come out. |
#14
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I was trying not to expect too much from rF2, but...
On 3/26/2011 1:36 AM, Andrew MacPherson wrote:
> ...now I appear to have got a little bit excited. That's not good for me. It messes > with my naturally pessimistic hormone levels. > > http://www.youtube.com/watch?v=YDyHA...layer_embedded > > All that remains to be seen is how well they can translate this work into that > elusive "feel" through your wheel. I think I shall allow myself to be more > optimistic than I was before. > > http://www.virtualr.net/rfactor-2-ne...view-video-qa/ > > Andrew McP > > PS Visually it's not spectacular, but in another VirtualR post there's talk of the > work on post processing still to be done. That should bring it a little more up to > date, visually.... though I'm not too bothered as long as they manage to get close > to iRacing& NKPro in terms of satisfying ride. > > PPS Why do F1 cars have to get uglier every year? Those silly-small wings this > season are horrible. As the dev of NSS, I too get excited about the info they're releasing. I'm just hoping that their tire and suspension updates will do sim racing justice. It sucks trying to develop something and then realize the physics just don't support it. Of course, I was excited about NASCAR 2011 as well...then I read the reviews and forums. Talk about deflated expectations. -Will |
#15
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I was trying not to expect too much from rF2, but...
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#16
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I was trying not to expect too much from rF2, but...
On 4/21/2011 1:36 AM, Andrew MacPherson wrote:
> (William Bradshaw) wrote: > >> As the dev of NSS > > Ah, that's very interesting. Having only recently reactivated rF I was a bit short > of oval action. Since leaving iRacing (albeit temporarily because iRacing is the > Hotel California of simming) I've missed my Silverado... though I haven't missed > the occasional 1.5 hour races with a million laps under yellow. > > You've prompted me to do some downloading. I'll investigate later. I think it's universally agreed among the guys at FMS that NSS 4.0 was probably the best mod version. I took the reigns after NSS 2010 was released by John Alley, which is a higher gripped version of NASCAR. I believe his idea at the time was to challenge VHR in popularity and ease of use. NSS 7.0, what I'm working on, is going back to roots in reality. Basically, I ask that you don't judge the mod based off of NSS 2010. haha. What I'm working on is vastly different. That said, I should probably get in touch with the guys at Sim Racing Tonight and ask 'em not to review what is currently out for Top Sim Car. >> I'm just hoping that their tire and suspension updates will do >> sim racing justice. > > Well, I think it's fair to use iRacing as a modern benchmark in these things, and > the rF guys (especially Tim!) must know what they're competing with. So I'm > confident we'll be getting something quite impressive. > > Perhaps not as impressive as many people hope for though. The rF forum seems to be > full of folk expecting nothing short of a feature-packed miracle! When it turns out > to be similar to iRacing, with lots of stuff on the to-do list, I fear a minor > revolt. > > But then the simming community has always been pretty revolting and stroppy, so > there'll be nothing new there. :-) I think most people (AKA sim racers) can agree that graphics doesn't define a sim, but the physics in the background. So far, it's been promising from their updates. >> It sucks trying to develop something >> and then realize the physics just don't support it. > > In the distant past I did some game programming in assembly code, and being in > complete control of the code was both frustrating and rewarding at the same time. I > can only imagine the frustration associated with trying to make other people's code > do what you want! :-) But it's always nice to 'meet' people who've actually given > something to the community rather than just taking/complaining. So, er, thanks > Will! Well, I haven't given anything yet. Still a long WIP, but at least the core suspension and aero is in place at the moment. But at least you're aware of the challenges involved. I remember trying my hand at C++ and giving up after a month. Frankly, I got tired of the NSS cars not reacting as the real life counterparts do! That, and I'm tired of seeing huge numbers of VHR servers on the in-game server listing. lol. So, indeed, it's definitely a mountain climb when getting into ISI modding. >> Of course, I was excited about NASCAR 2011 as well...then I read >> the reviews and forums. Talk about deflated expectations. > > I have so far managed to resist the temptation to buy a PS3 import on UK's Ebay. > Maybe when it's a bit cheaper. Ok, a lot cheaper. :-> > > It did seem to have potential though, you're right. I just got scared off by the > nasty physics in some of the videos, then user reports. Agreed. It's kind of strange of them to hype up the great damage modeling and graphics, but not care about the physics so much. Reminds me of the EA debacle all over again. On the plus side, at least they're going to patch the thing up. Of course, that doesn't exactly help the folks who don't have their PS3's online. Also heard they outright cancelled release in Europe. I'm sure that'll go over well. -Will |
#17
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I was trying not to expect too much from rF2, but...
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#18
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I was trying not to expect too much from rF2, but...
On 4/21/2011 10:44 PM, Andrew MacPherson wrote:
> (William Bradshaw) wrote: > >> I should probably get in touch with the guys at Sim Racing Tonight >> and ask 'em not to review what is currently out for Top Sim Car. > > :-) To be harsh but fair, I'm not sure many people pay much attention to SRT. I > kind of appreciate their efforts without actually finding them very useful. They > fall into the same category as all other kinds of 'official' reviewing, where they > can't afford to bite the hand that feeds them. And as the community feeds them zero > in this instance that's fair enough! > > My own review of the mod goes something along the lines of... "good grief! I can't > believe how much easier to drive these are than iRacing's cars!" This may or may > not be a good thing. :-) Truth be told, I've recently renewed my iRacing for a month and bought their NASCAR Cup car...the Impala A or whatever they call it. Granted, I'm still using a Momo wheel and Act Labs pedals, but no damn way is that car realistic in regards to wheel input. With the Momo, the damn thing is just way too twitchy to handle. A pal of mine works for NASCAR and has given me some info about what range the current springs are used in real life Cup series. Tried to use those numbers and had zero success with a stable car. Those stiff front springs are not used this day in age, and that has been an issue with their software since NR2003 came out. Personally, I hate to pay for that kind of inaccuracy. I'm hedging bets on the new tire model. Sounds good, can't wait to try it. >> I think most people (AKA sim racers) can agree that graphics >> doesn't define a sim, but the physics in the background. So far, >> it's been promising from their updates. > > Oh absolutely. iRacing have proved, among other things, that you certainly don't > have to have flash-bang-whizzy graphics effects to be satisfyingly immersive. > > Having said that, in the long, lonely races I tended to have I would have > appreciated a helicopter flying over occasionally to break the monotony. :-> I know the feeling! >> Frankly, I got tired of the NSS cars not reacting as the real >> life counterparts do! > > Which is a very good reason to lack motivation. > >> That, and I'm tired of seeing huge numbers of VHR >> servers on the in-game server listing. lol. > > :-) I can imagine that must be pretty demoralising. As a past master of wasted time > on under-appreciated projects I can feel a little of your pain. It has been in the past, as far as I've heard from Alley. I'm just focused on releasing as close to a 1:1 mod as I can and let the chips fall where they may. NSS seems to be quite the underdog, though. Accepted in some groups, but never really gained the hold like SCE or VHR. >> Agreed. It's kind of strange of them to hype up the great damage >> modeling and graphics, but not care about the physics so much. > > The same mystery applies to so many projects, including my current experience of > Shift2. You'd think by now, with so much processor power available, even on > consoles (compared to early sims), it would be relatively "easy" to approximate > some kind of reality. Not iRacing standards, but good enough. > > I really do think those darned hand-held game controllers are to blame. If we were > serious about improving sim racing we'd develop the very best, cheapest handheld > controller, boosting the analogue stick controls in some clever way so that much > better car control was possible, meaning devs had to work a little harder at car > control... which, being realistic, would probably mean they'd just boost the aids. > But a man can dream! Even with consoles, it's easy to properly port over from PC to console if they do the input correctly. But nobody does. But yeah, I feel like a lot of 'em today are more focused on the eye candy and would prefer to ease up on the realism factor. Granted, kids today are spoiled by high rez textures. So I doubt they would accept solid physics and graphics from 2005. I still find it hard to believe that Gran Turismo 5 is hailed as the kind of console sim racers. >> Also heard they outright cancelled release in Europe. > > Well, oval racing really *is* completely unknown to and ignored by most Europeans, > so it was probably never going to sell. However the PS3 version isn't region locked, > so we can at least import it if we want. I just don't want at current prices. Agreed, at least it isn't region locked...like you said. I've seen a number of posts where folks over there were quite upset over the announcement. IMO, that company needs all the support they can get. Especially since the dev's themselves are based in Europe. -Will |
#19
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I was trying not to expect too much from rF2, but...
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#20
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I was trying not to expect too much from rF2, but...
NSS blew moose cock. Thats why noone ran it. Started off bad with that
weirdo Joe and kept getting worse. VHR is much more real |
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