RFactor Free Trial

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banja said:
Got the demo, but haven't given it a proper spin yet. I've never really got on with the ISI based physics engine, something always feels a bit fake to me.

You have Not even driven it properly but yet you post against it.

banja said:
From what I've read, the community is a bit of a mess. Lots of decent mods and talented folk involved, but the amount of different mods and tracks varying of quality has made the whole situation a bit fragmented.

From what you have READ not what you have Actually experienced.

(Trying to be as polite as possible)

I really cannot take you seriously at all, Please move away from my thread :p :D :p
 
malc30 said:
You have Not even driven it properly but yet you post against it.



From what you have READ not what you have Actually experienced.

(Trying to be as polite as possible)

I really cannot take you seriously at all, Please move away from my thread :p :D :p

Sorry. The ISI physics engine has been around for years. I have owned F12002 and mods, F1c and mods, GTR and the recent GTR2 demo. They are all based on the same engine. My opinion is based on these sims. Of course I accept the engine can, does and will improve, and when I get round to testing the demo fully I genuinely hope I will like it. The more quality sims the better imo.

I didn't mean to criticise rFactor. I had just (admittedly) only read how some users had become frustrated because it had been difficult to find races outside of leagues. When I can I will buy rFactor anyway, because I like to support the sim racing scene as much as possible.

I apologise if I irked you at all.
 
MarcLister said:
Hmm how do you not get on with it?

Not a performance thing, runs beautifully. I think it's probably a great game I just prefer LFS. I rarely drive the BF1 but love the feel of all the other cars. Not having a dig, but my negative points for rFactor (mostly in relation to LFS :) ) are:

Although the shader graphics work is nice (wish it was in LFS) I don't like the graphics, some textures are disappointly lores.

Sound is okay, but as it's sample based the predictableness of the engine sounds start to grate - coming off the pedal and on again is very stop start with the sounds etc, feels fake.

Physics just feel wrong, can't explain this! I just don't feel a connection between the tyres and the road. Prefer LFS' force feedback too. I will drive some more again tonight in the trial and see if I can improve. I don't like the way it interprets my wheel's input, there's a huge deadzone for the accel pedal and the wheel feels sloppy and indirect which I can't figure out. (using a MS FF wheel that is just fantastic with LFS which has no calibration issues for me) Malc, or anyone, do you know of some settings or where to find some for my wheel?

Sorry for being a bit of a LFS fanboy, I try very had not to be narrow minded, but at the end of the day it is only personal preference anyway. I'm sure seeing as you play this game quite a bit you're more aware of its intricacies and will probably apply my critisms back at LFS too :)

Oh yeah, one more thing. The bit that is usually a sign of a good sim to me is the replays. If the car moves well/realistically there,then the physics gameplay should feel right. GTR/TOCA/GTL/rFactor all look like the car is on rails and pivots around its centre, not like its being rolled on four patches of rubber at each corner. imo.
 
I don't mind you being an LFS fanboy. You've actually described why you like LFS over rFactor. Respect to you for that. :)

Initially I was an rFactor fan. I did buy LFS since I'm a gamer and I hang around a GP4/F1 forum so I wanted to know what people were talking about and be able to make my own mind up. Then when LFS had the BF1 I tried LFS in more detail and actually found I quite liked it. Being an F1 nut it was important to try LFS out properly once the BF1 was available.

Initially I didn't have my steering wheel available and had to battle LFS' training with a keyboard which was pretty difficult especially when the same LFS update that introduced the BF1 also introduced some tyre improvements so before that I guess I was screwed with LFS on a keyboard.

If I thought about whether I preferred rFactor over LFS I'd have to say I like rFactor 55:45 to LFS.

I think I know what you mean about rFactor steering response. I think some people don't like rFactor because of its force feedback.

Funnily enough when I did get my wheel hooked up and tried LFS' BF1 I tried one particular track and kept spinning, unrealistically so I thought. Perhaps it was the car setup but I personally feel better driving in rFactor with a steering wheel compared to LFS.

But as I like rFactor over LFS, albeit by a tiny margin, I accept that you like LFS and that is our decision to like whichever game we like. So no need to be afraid of being an LFS fanboy. I will have to inform some fellow rFactor players though. They may not share my liberal, play what ever game you want to attitude. ;)
 
Zip said:
What are steering wheels like these days?
The last one i had was the Madcatz Dual shock or what ever it was called for the Playstation 1 and that felt too loose and nothing like driving a car, it was just very touchy.
Are newones tighter and more life like?
 
the old style wheel's and some of the current "console" wheels, do not use FFB, they simply vibrate like a gamepad does.

proper FFB tries to give you a feeling of exactly what the car is doing, lose grip on a corner and your wheel suddenly feels lighter due to lack of front wheel traction. Going over the top of a hill quickly for instance will also see the wheel lighten as the weight of the car is taken of the wheels, then suddenly as the car clumps down the wheel will suddenly tighten, they try to simulate oposite lock effects aswell. You can feel when the front wheels want to turn, leave a ffb wheel on its own and it will have a life of its own :)

some games are better at it than others but overall they are all pretty good.
 
Frost said:
the old style wheel's and some of the current "console" wheels, do not use FFB, they simply vibrate like a gamepad does.

proper FFB tries to give you a feeling of exactly what the car is doing, lose grip on a corner and your wheel suddenly feels lighter due to lack of front wheel traction. Going over the top of a hill quickly for instance will also see the wheel lighten as the weight of the car is taken of the wheels, then suddenly as the car clumps down the wheel will suddenly tighten, they try to simulate oposite lock effects aswell. You can feel when the front wheels want to turn, leave a ffb wheel on its own and it will have a life of its own :)

some games are better at it than others but overall they are all pretty good.


Thanks :)
 
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