As the game gets closer to what it will look and feel like. I suppose quite a few of the investors are starting to realise that it is very similar to Shift 2 but more refined. I don't mind this now. I know what it is and what it feels like so far and I am quite happy with that. But I don't blame some investors for pulling out now. It is clearly not going to be the race sim of all sims. But it will be good.
When I moved to the clubsport v2 pedals. I no longer had that issue. I'll never leave load cell ever! LolThe brakes lock up very fast in netKar Pro with my T500 pedals so I don't know if that's the issue you were having but it can be hard to modulate pedal pressure and not lock the brakes.
The physics are far better than that game but it seems more like a successor to that one instead of 2.To be honest Andy, I never knew what to expect so I'm not upset if its not as sim-like as AC, I'll still play it anyway as a racing game and car enthusiast. I would hope its more like the original Shift than S2U though in regards to physics and FFB.
I'll watch it when I get home Kyle, but let me ask, what game does he compare it to currently? I'm not concerned if he considers it realistic or not, to be honest, iRacing has a who's who list of professional racers swearing its the best thing since sliced bread and many sim racers would argue otherwise. I was just curious what game it most resembles at the moment to give me an idea of what to expect. I've already stated what my ideal game would be.
I always thought the in car view was amazing. But running triple screens I'm not sure how that would translate.I think it's hard to compare it to anything at the moment. pCARs has a completely different feel than anything else since there is a brand new tire model at work. The closest thing I could say it feels like (speaking only of the GT3 cars here) would be the Endurance Racers rFactor mod (without Realfeel) crossed with GTR2.
Why? There are some sensations that sim drivers normally expect, which are not coming through at the moment. These are generally non-steering/tire related forces (read canned) and when the Endurance Racers mod came out on rFactor, a lot of drivers complained about the lack of feel. Although some real life drivers claim it was authentic. I know I spent a lot of time tweaking rFactor for feeling with that mod. pCARs is similar as there isn't a lot of the canned effects (granted, the FFB isn't dialed in yet). However, there are a lot of subtle effects that happen, like they did in GTR2, which at times feel brilliant. Right now this is dependent on the tire technology so some cars/tires are further than others at the moment.
There are still some aspects of the driving model that need to be addressed, and some of them are being implemented now with some of the GT and formula tire testing going on right now. It's very easy to say "this car does 1.5g's on the skidpad and so does ours". The trick is the behavior under and over the limit which is unfortunately not just "getting manufacturer numbers" as the reddit thread suggests. However, pCARS is the only sim which actually really replicates what the experience is like to be inside the cockpit of a real race car. The movement and cockpit immersion is beyond anything else out there. This has always been one of their main focuses since the Shift 2 project and it continues here.
I don't know what pCARs will be like in the end. I know what I'm aiming for and I'm doing my best to get the sim *I* want to drive.
I think it's hard to compare it to anything at the moment. pCARs has a completely different feel than anything else since there is a brand new tire model at work. The closest thing I could say it feels like (speaking only of the GT3 cars here) would be the Endurance Racers rFactor mod (without Realfeel) crossed with GTR2.
Why? There are some sensations that sim drivers normally expect, which are not coming through at the moment. These are generally non-steering/tire related forces (read canned) and when the Endurance Racers mod came out on rFactor, a lot of drivers complained about the lack of feel. Although some real life drivers claim it was authentic. I know I spent a lot of time tweaking rFactor for feeling with that mod. pCARs is similar as there isn't a lot of the canned effects (granted, the FFB isn't dialed in yet). However, there are a lot of subtle effects that happen, like they did in GTR2, which at times feel brilliant. Right now this is dependent on the tire technology so some cars/tires are further than others at the moment.
There are still some aspects of the driving model that need to be addressed, and some of them are being implemented now with some of the GT and formula tire testing going on right now. It's very easy to say "this car does 1.5g's on the skidpad and so does ours". The trick is the behavior under and over the limit which is unfortunately not just "getting manufacturer numbers" as the reddit thread suggests. However, pCARS is the only sim which actually really replicates what the experience is like to be inside the cockpit of a real race car. The movement and cockpit immersion is beyond anything else out there. This has always been one of their main focuses since the Shift 2 project and it continues here.
I don't know what pCARs will be like in the end. I know what I'm aiming for and I'm doing my best to get the sim *I* want to drive.
When I moved to the clubsport v2 pedals. I no longer had that issue. I'll never leave load cell ever! Lol
I always thought the in car view was amazing. But running triple screens I'm not sure how that would translate.
Kyle that addresses the physics and FFB, but what about the rest? Graphically I assume its like a next generation Shift? What about the menus and customization? Is it similar to anything else right now.
I know there have been comments earlier in this thread about the thought of this being the next version of GTR2 and it not going that direction, but to be honest, it really is... Flat basic menu system, MP lobby, hosted race servers, single player career mode, quick races with AI, semi-live weather system, live track, etc... It basically is targeted to have all of the design qualities of GTR2, but with more car variety out of the box.
But not the physics or FFB of GTR2. That's the crunch. That's what's different. That's what's turning sim racers away.
Iracing has a great online component but I never really liked the tire model on the entry level cars at least.Different (better IMO) tire physics than GTR2 so it will feel different. It's also not using the canned FFB effects that GTR2 (and the other isiMotor games) used. However, I said "targeted to have all of the design qualities of GTR2", which means the same sim elements.
Turning sim racers away? I'm a sim racer and it hasn't turned me away. Just like any software title; some will like it and some will not. However, that generalization is incorrect. As great as some people call iRacing, there are those who don't like it. As the famous quote goes, you can't please everyone.
Iracing has a great online component but I never really liked the tire model on the entry level cars at least.
Iracing has a great online component but I never really liked the tire model on the entry level cars at least.
I respect the fact you go into some constructive detail as to what your opinions are. I think just about everyone has had a mixed feeling about the project a time or two over the course of the last couple of years of development and ATM it's still not a fully baked cake let alone getting the icing on it so I am committed to the long haul and until there is tangible reason to not back the play of these individuals that are SMS I'm in. My final opinion will be based on the last official patch to be added if in fact one will be needed. Anyway take care and I can't say that I am happy to see you go.There were other things that drive me nuts but I wasn't very vocal. I've not put much time in it in the past few months but the SLI performance was a headache (still in beta so to be expected) controller button mapping was a pain and frankly I have gave up trying to use my clubsport setup with it, the user interface was to clunky. The graphics are out of this world but my rigs with SLI could never achieve them.
At the time I last tested it, it was not fun to use which honestly is the only real thing to judge a game on. I also have rFactor 2 and don't use it either. Both games have great potential, but getting the most out of them became a chore and my free time is too limited to want to deal with it.
Thanks for the kind words. Like I said I hope the project does well. It just didn't go in the direction that I would have hoped for. But please keep us posted on the good things that are going on. The internet is full of people who just want a platform to complain. Look at what is said on facebook about assetto corsa. No developer is immune to this type of dialog. All they can do is sift through the BS and look for the more thought out critiques and praise.I respect the fact you go into some constructive detail as to what your opinions are. I think just about everyone has had a mixed feeling about the project a time or two over the course of the last couple of years of development and ATM it's still not a fully baked cake let alone getting the icing on it so I am committed to the long haul and until there is tangible reason to not back the play of these individuals that are SMS I'm in. My final opinion will be based on the last official patch to be added if in fact one will be needed. Anyway take care and I can't say that I am happy to see you go.
SMS is trying to develop a racing sim, to the best of their abilities, so the true virtual racing fans (most of us) can enjoy our hobbie, just as Kunos, Reiza, ISI, Simbin are doing. Why wouldn't I support all of them (and do). It just amazes me how many have to take sides, pick there favorite and discount anything else, even as many of these are still being developed. I enjoy every one of these creations, each has features I like - variety is the spice of life!