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GhostDog
Jul 30, 2003

Always see everything.
Latest revision: 07/2016



Welcome to the PC Sim Racing Thread. Here we are all about the right kind of pretend racing. Preferably on really expensive hardware.

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Assetto Corsa Gooncar Server:
iRacing Thread:

I'm happy to incorporate any feedback, my plan is to keep these posts (reasonably) up to date. Also, some (most) of the stuff I've written is based on cursory research and/or personal opinion and/or based on what I gather the overall opinion on a topic in the larger sim racing community is. So don't hesitate to correct me on anything.






Post 1: Sims
  • Introduction
  • Current Sims
  • Older Sims
Post 2: Hardware
  • Wheels
  • Pedals & Shifters
  • Cockpits / Seats
Post 3: Setting Up
  • Force Feedback
  • Steering Rotation/Ratio/Lock
  • Field of View
Post 4: The Rest
  • State of VR Support
  • Links
Post 5: Mods
  • Conversions & Mod Packs
  • Cars & Tracks






So what's the difference between sims and other racing games?

Extremely broadly speaking:
  • A more authentic driving and/or racing experience with cars feeling as true to their real counterparts as possible, on accurate representations of real world tracks.
Chances are you're particularly interested in a comparison to console sims, i.e. Forza or Gran Turismo:
  • No singleplayer progression or career mode (worth mentioning).
  • There's only setup, no tuning/parts swapping.
  • Less cars in general and an emphasis on actual race cars (in the official content, mods are of course another matter).
  • Designed to be driven with wheels, controller support might exist but is often (always?) a sub par experience.
  • IT'S NOT A GAME MOM
A personal opinion about physics:

I don't talk much about the physics of any of the sims listed here, the reason being that for any sim you'll find people calling it the best thing ever as well as people calling it utter crap because this other thing is obviously the best ever. Plus when people talk about physics a big part of what they're actually talking about is the feel of the force feedback, which is dependent on hardware, setup and personal preference, all further muddling the issue. The truth is none of these games truly recreate real world physics, they all have different philosophies on how to approach a reasonable approximation. Within some basic criteria the way they present the driving/racing experience qualifies all of them as sims in my opinion, and the only way to really find out if you'll like how one of them feels is to try it out. Spend time looking at the features and get a demo if possible, don't waste your time reading endless discussions about physics. I found that for pretty much any sim, once I set up my wheel correctly and gave it some time to get into the particular language of the game, I was able to find cars and tracks I love to drive.

And a short remark about AI:

AI always be AI, so good means good in the context of what's available. The better ones still have plenty of quirks and fuckups, and even within the same game it can vary wildly from track to track and car to car.

Just tell me which game to get!

Well, it's not that easy, but here is a very high level overview of some of the strengths and weaknesses of the current titles.


  • If you're looking to start out with a controller: Project Cars probably has the best controller support right now.
  • Special interest titles (i.e. rally, truck) not included in this matrix, since there's generally only one choice anyway.





"Current" is a flexible definition, some of these have started many years ago, some might be based on older tech, for some "being in development" seems a bit of an eternal state.

IN ALPHABETICAL ORDER




Assetto Corsa was released for PC in December 2014 and is coming to consoles this year. Version 1.0 was a bit of a disappointment, track selection was weak and the AI still pretty terrible. Three DLCs have improved the content situation, and the AI improvements especially since update 1.4 have been well received (though it's still trailing a fair bit behind the best of class). Kunos prides itself on using only laser-scanned tracks, an exception was made for an excellent mod track (Zandvoort) that was picked up as official third-party content. The mod scene is slowly but surely producing some very high quality scratch built tracks and cars, plus tons of converted old content of often questionable quality. Neither weather nor night racing are in the books, in terms of track conditions only overall grip level can change during a race. Assetto Corsa is highly moddable and currently seems to attract the biggest community. Second only to Project Cars in the graphics department.



Automobilista started life as Stock Car Extreme which in itself started pretty much as an rFactor1 mod around the Brazilian Stock Car series. After years of toiling away providing updates and free content and in the process building a highly regarded but slowly selling sim, Reiza cashed in on some of their community's goodwill in 2015 with a very successful crowd-funding campaign. This led to an (overdue) re-branding and even more content, but most importantly a proper isiMotor2 license allowing them to finally dig into the innards of the engine and making more substantial improvements to the framework. Being a small studio they don't have any expensive licenses, but a great variety of unique racing series plus what is widely considered the best open wheel racing out there, featuring a wide selection of (non-licensed) F1 cars over several decades. Automobilista is very moddable and the first mods already made their way over from Stock Car Extreme, with more certainly to come. Graphically the game doesn't quite stand up to other modern titles, which is a bit of hurdle in getting people to try the game. Technically the game is still in Early Access.



Probably THE surprise title in recent years, Dirt Rally is Codemasters going back to its roots. It just showed up on Steam Early Access one day and word quickly got around that Codemasters is actually making a sim. A rally sim. A good one. Dirt Rally has what you want from a Rally game: A good variety of rally cars across the ages, very nicely done scenery from all around the world blasting past way too close, and nothing XTREEEEEME at all. The multiplayer features online racing as well as competing for best times in asynchronous play. Being a rally game it obviously has weather and night racing.



The official Formula 1 game from Codemasters and sixth of its kind since 2010. The only game with all the drivers, cars and tracks of the current F1 season. Reception has always been lukewarm, this iteration got especially bad reviews due to a severe lack of features, most noteably the omission of a career mode where you can create your own driver. However, from what I gather the actual driving seems to be the best yet, if still simcade style.



It's still open if maybe the Formula Truck content might show up in Automobilista at some point.

It's truck racing within the Stock Car Extreme engine, so if you want truck racing you can't go wrong with this one. The only downside is that Reiza is now focused on SCE, so Formula Truck isn't getting updated the same way SCE is.



iRacing bills itself as a subscription-based service, as such it comes with high costs for the subscription itself as well as for content packs, but if you're serious about proper online racing this is really your only choice. Here you will find managed racing series and leagues and even the possibility of driving against real drivers from the amateur and professional racing world. At the core is a license system that constantly tracks your on-track behaviour and calculates a "safety rating" which in turn gives or takes away access to different classes and events. iRacing is as close as you can get to being a real race car driver. The business model of course prohibits any modding. iRacing is very much its own thing, and the thread here on the forums is very active, so it's advisable to go there for more in-depth information.



First released as a demo in 2002 Live for Speed is developed by a three man team independent of a publisher, keeping it both cheap and focused, but sometimes slow to update. The game focuses on online gameplay making it very easy to just pick up and race, though lacks some of the bells and whistles featured in newer titles. The game features a mix of fictional and licensed content, fully supports the Oculus Rift, and has a time-unlimited demo. Because it is still under development the game is not open to adding in community made cars and tracks, though applications can be made to connect to LFS for data manipulation and server administration.
this information brought to you by pik_d




Slightly Mad Studios previously developed the "Need for Speed: Shift" series under the boot of Electronic Arts, for Project CARS they went their own way with a self-funded/crowd-funded model. Currently without a doubt the most beautiful of the sims out there. Owning probably to its cross-platform nature pCars has an actual career mode, something you don't normally see in PC sims. There's a good amount of tracks and cars, with an emphasis on current and classic race cars. AI seems to be a bit of a mixed bag, though opinions on the matter vary. First mods have been sighted, although it's doubtful if a real community will spring up around it. Slightly Mad promised to keep expanding the game with DLC for several years, if the announcement of Project CARS 2 cuts those plans short has to be seen.



RaceRoom Racing Experience or "R3E" is being developed by former SimBin people who did some of the best sims last generation on the isiMotor2 (i.e. rFactor1) engine. RaceRoom is Free-To-Play (with three tracks and half a dozen cars it would have been called Demo back when demos were still a thing) with purchasable content packs generally build around specific racing series, R3E as a whole is very much geared towards being able to play full race seasons with a proper field of cars and a good selection of fitting tracks. Reception initially was mixed but has been improving greatly. The AI is very capable of giving you a good racing experience and is, together with exceptional sound design, one of the standout features of R3E. If you buy all the content this is one of the more expensive sims around, but to be fair there is a lot of it done in good quality. Modding is nonexistant. Be aware that despite the strong "offline" racing R3E does not have an actual offline mode, you need to be connected at all times.



The sim with a pedigree. rFactor 1 (or rather it's underlying isiMotor2 engine) was the platform for years. rFactor2 started development in 2009 and had some trouble getting off the ground but has been improving a lot. Official content is a bit meager and varies greatly in quality, not the least because the long development time means cars and tracks are or where in a state of catch-up. Recently ISI seem to be making strides to get their act together on that front, updating their own as well as incorporating third-party content. The AI is one of the better ones out there given the right (that is up-to-date) car/track combination. rFactor2 features "real road" technology (i.e. rubber/grip accumulates dynamically on the racing line) and a tire model that physically models flatspots (hello wheel vibration). There is weather as well as night racing. Highly moddable but the community hasn't embraced it as much as rFactor 1 yet due to the slow/shaky start and (so goes the word) the difficulty of modding for their tire model.






Technology improves, not only in terms of presentation but also in the kind of physics a home PC can handle. Nevertheless most of these should still drive very well and you might find cars, tracks or series you like that you can't find in current sims. Some might be added more for their place in racing sim history.

FROM NEWER TO OLDER




Released 2007 by SimBin - well regarded for their previous work on GT Legends, GTR and GTR2 - Race07 is one of the many games developed on the isiMotor2 (i.e. rFactor1) engine. Race07's features good racing AI and a host of expansion packs turning it into a pretty comprehensive racing collection. A collection of Race07 including some of the expansion content was released under the name Race Injection, however it's missing some beloved cars and tracks and is thus considered inferior despite slight upgrades.
  • [no official site]
  • Developer: SimBin Studios
  • Available on Steam



Another SimBin isiMotor2 joint, GTR2 from 2006 is one of the classics of sim racing. The emphasis lies on GT/Touring Car racing but some open wheelers are included as well. A kinda sorta remake of it made it to Race07 in the from of the GTR Evolution expansion, but I think the consensus is that GTR2 is superior.
  • [no official site]
  • Developer: SimBin Studios
  • Available on Steam



And again we have SimBin on isiMotor2. And again it's a classic. GT Legends was released in 2005 and is based around GT cars from the 60s and 70s. Somewhat rare in PC sim racing, GT Legends has a career mode and unlocks. There are two big mods (Historic GT & Touring Cars for rFactor and Power & Glory for GTR2) taking and improving GT Legends within (somewhat) newer engines, since you need GT Legends to install Historic GT & Touring Cars you might want to pick it up for that alone.
  • [no official site]
  • Developer: SimBin Studios
  • Available on Steam



rFactor was released in 2005 and became the racing sim platform for years, used for several commercial products and approximately one bazillion mods. The visuals are obviously showing it's age, the UI is archaic as is the configuration, but in terms of content it'll keep you busy for ages.



The last entry developed by Papyrus in the once famous Nascar series and apparently still the only Nascar game worth playing. Since it was released back in 2003 NR2k3 has been modded to include a host of oval racing series ( Indycar, dirt ovals, legends, sprint cars etc). One of the founders of Papyrus later went on to make iRacing, which is based on the Nascar engine.



If you're looking for good rallying, there is was only RBR. (Now there's Dirt Rally too!) Released in 2004, it was the only real rally sim for a whole decade and it keeps on being excellent to this day. RBR is always there for you. RBR is eternal. RBR is also very very hard. The community keeps the game alive through a mod pack called RSRBR (see here), although RBR wasn't developed with modding in mind so everything is kinda terribly hacked in. Luckily, since it's all in one pack, the installation is relatively straightforward and you should probably not play RBR without it.
  • [no official site]
  • Developer: Warthog Games
  • Available only used



If you're talking about a true classic of a game genre, this sim from 1998 is it. GPL has a bit of an unfair reputation as being unrealistically difficult to drive due to the demo car being set up idiotically and the full release not allowing any aids during actual races which made it hard for people to ease into the sim. Not that it isn't really hard, just not undriveably so. GPL has a surprising amount of mods as well as a big unofficial patch (start here).
  • [no official site]
  • Developer: Papyrus Design Group
  • Available only used

GhostDog fucked around with this message at 20:14 on Jul 11, 2016

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GhostDog
Jul 30, 2003

Always see everything.


If you spend god knows how much on a wheel it's a good idea to also spend some time digging into how to set it up correctly. Every sim handles FFB differently so there's sadly no all-in-one solution to be found, a little time investment is necessary. Plus, especially for older games, you might end up having to open the odd INI or CFG file.

Here is a guide for rFactor2, but the general gist of it applies to other sims as well. I'll try to give you a short version of the important points, from my admittedly limited understanding of the subject:

Clipping
    The big one. Damper and Spring might be debatable as personal preference, but clipping really isn't. In short, your wheel clips when the game demands more force to be put out than the motor can handle. You end up with a constant (that is your wheel's maximum) force and any information the game tries to give you beyond that is simply lost, cut off. Ideally you would never want that to happen, however if you turn down the FFB strength in the game to such a level that it never ever clips, not even when you smash over a curb at high speeds, then the force range left for normal driving situations might end up being very small and the resulting FFB feeling very weak.

    In order to dial this in you need an app for the sim that shows you the forces, this generally comes as a pedals app with four moving columns which show clutch, brake, throttle and the current force feedback state. Then it's a matter of driving around adjusting force feedback strength so that it doesn't "get into the red" too much. You might also want to deliberately drive with clipping for a while to be able to recognize how it feels, this is going to help you dial in FFB in sims that don't have a way of measuring it.
Deadzone
    Most (affordable) wheels due to their construction have a certain deadzone before FFB picks up, making them feel somewhat dead if only little forces act on the car. Newer sims have a workaround for that by way of a minimum force setting. This just means small amounts of force that your wheel couldn't have produced get increased enough to overcome the deadzone so they don't get lost.
Damper & Spring
    As far as I've been able to suss out these are only to add constant forces to the wheel, spring being a return-to-center force, damper being a resistance-to-turning force. There is some personal preference here and for games without a minimum force setting damper might help with the deadzone feeling, but ultimately they do mask some of the dynamic FFB actually coming from the car with fixed forces not coming from the car, so I've been setting them to OFF whenever I seem them. Be it in the driver, on my wheel, or in the game.





Steering Rotation is the amount of rotation the steering wheel has from far left to far right (lock to lock). Modern wheels generally have 900° or 1080° max and can be adjusted via driver and/or on the wheel itself.

Steering Lock is the amount of rotation the front tires can turn from center to either side (generally, sometimes it's given as lock to lock, but not in any of the sims here AFAIK).

Steering Ratio is the amount of degrees you have to turn the steering wheel so that the front tires turn one degree.

Steering Ratio = Steering Rotation / ( 2 * Steering Lock )

For example: 540° Rotation with 20 Lock gives you a Ratio of 13.5 to 1.

Or, if you like pictures, I found this somewhere:


The important thing really is to get the steering ratio right so the car isn't either too twitchy (low steering ratio) or two slow to turn (high steering ratio). There is of course lots of room for personal preference here. A low steering ratio means having to turn less in sharp corners and quicker counter-steering at the expense of precision. Some people adjust steering ratio on a per-track basis. Most new games either already have or will have the option to just tell them what your maximum wheel rotation is and they will set the "correct" values per car based on what the real-world values are. In older games you might have to set these yourself.

Real world values for most cars seem to be within the 12 to 16 range, open wheelers often have lower values and Karts the lowest.






This is a touchy subject because it goes into "let me tell you how to play this game right" territory. Just consider this my personal opinion, you're obviously free to play the game the way you see fit.


Using the correct FOV is important. I didn't believe this at first, in fact I even thought that a higher FOV gives me a better sense of the "true" speed and thus might be of advantage. However what it comes down to is that you're actually getting a fake sense of speed by warping perspective and spatial dimensions. Think of your monitor as a window into the world (your brain does when it interprets distance and size) and install it in your car at the exact same distance as in your sim setup - there's only one correct FOV so that what you see on your monitor fits the rest of the world:

    Monitor at ~22" distance from the eye.
Here are two screens from Assetto Corsa:

    My correct FOV of 37

    AC standard FOV of 54
Let's say my brake point is somewhere at that signal light on the right side, shortly after the 200m sign. I'm the same distance away in both pictures, travelling at the same speed, and it's going to take me the same amount of time to get there. But in the high FOV scenario my brake marker will seemingly come up much quicker, from a smaller starting size, giving me less time to react. That's what you're really doing with a too high FOV: shortening your reaction times to "less then real".

Hitting brake points, hitting apex, judging width of track, judging distance to other cars - all of that improved drastically for me after the simple change of setting the correct FOV. Getting used to the "slower" sense of speed took me about an hour or two.

GhostDog fucked around with this message at 22:48 on Oct 16, 2015

GhostDog
Jul 30, 2003

Always see everything.



Thrustmaster T2, "force feedback" was generated by two bungee cords pulling the wheel back to center. It was amazing.

You'll probably want a force feedback wheel sooner or later. Here's a list of commonly used wheels. Some might be discontinued but still available through ebay and the like. With some of these pedals and/or shifters are included, for some you have to spent extra.

Entry Level (< $200)
  • Logitech Driving Force GT
  • Logitech Driving Force Pro
Mid-Range Wheels (about $200 - $500)
  • Logitech G27/G25/G29
  • Fanatec Porsche 911 GT2 & GT3
  • Fanatec CSR & CSR Elite
  • Thrustmaster T300
  • Thrustmaster TX
High-End Wheels (about $500 - $1000)
  • Thrustmaster T500RS
  • Fanatec Clubsport
The Great Beyond i.e. Direct Drive Wheels (> $1000)
  • SimXperience’s AccuForce
  • Leo Bodnar’s SimSteering System

A good set of pedals is not to be underestimated, especially pressure sensitive (as opposed to just travel sensitive) brake pedals. Fanatec's Clubsport Pedals ($300)and CSR Elite ($200) pedals are probably the go-to, quite expensive, plug-and-play choices right now.






Cockpits

Nerdrock posted:



Short of constructing your own, the generally accepted price-to-performance choices are from Obutto.

Pictured above is the Ozone, which starts at $364.99 , but include the practically necessary $99.99 Fully Articulating Keyboard Tray , and $119.99 Triple Display Mount , You're looking at around $585.

A similar concept but improvement on stability, aesthetics, and build quality can be found in their R3volution for $799 which includes the articulating keyboard tray, but the $129 Triple Display Mount is still an optional accessory.

Oculus Rift



Oculus Rift is a virtual reality headset currently in development by Oculus VR under chief technology officer John motherfucking Carmack... look, I don't really have to tell you what Oculus Rift is, do I?

Instead, let's hear about which sims currently support Oculus and how well:

peter gabriel posted:

iRacing: Native Rift support, extremely easy to use. The game asks if you want to use your Rift when you join a race, just click 'Yes' and away you go - all menus in game are VR friendly. Probably the best implementation of VR support out there.
Performance is great in game, no problems. Some HUD elements are tricky to read at the edges of the screen, but not unreadable.

Assetto Corsa: Native Rift support. Rift is selected in the in game graphics options as a monitor. VR only works in game, menus right now are not VR friendly and are impossible to use with VR headset on. It's recommended to keep the Rift turned off right until you click 'Start' to race.
Performance in game is good. Overall experience is excellent once driving. You have to hit alt + F4 to quit races for some odd reason. Using in game post processing effects can break the game with VR. It's a work in progress however, so benefit of the doubt given to these annoyances for now.

Live For Speed: Native VR support with official patch:
https://www.lfs.net/patch-6f

Select Rift from in game menus, all menus are VR friendly. In game experience is excellent and gives new life to an old game. Highly recommended for people without beastly PCs as the target 75 FPS is achievable on modest hardware.

Cojawfee posted:

Here's some rift info for the games I have played:

iRacing: This sim has full rift support. Turn on the rift, click the join button and wait for an alert box asking if you want to use the rift. You can use either direct mode or extended mode. Try both to see with which you get better performance. Sometimes you can get an annoying scan line in direct mode. If this happens, turn the rift off and then back on. Repeat until the scan line disappears. The rift does not need to be primary for extended mode. When using extended mode, you can also use SweetFX. Download that file, extract it and then copy the SweetFX folder, the two DLLs and the two text files into your iracing install folder (Default C:\Program Files (X86)), not into your documents folder. Make sure iRacing is set to be in 64bit mode. It applies a sharpening affect that increases the perceived resolution. You can open the settings file and scroll down to LumaSharpen to change the sharpen settings. It goes from .1 to 3. I set mine around 1.5 as 3 was way too sharp. Scroll Lock toggles it on and off.

Assetto Corsa: This sim has basic rift support. It has to be run in extended mode and the rift has to be set to the primary monitor. None of the menus have rift support so you either need to remove the lenses and look at the screen. AC does render the game in a separate window, so you can move the main window to a different monitor and it will still render the actual sim on the rift. In the graphics settings, the filter must be set to "None" or the sim will crash when trying to load.

Project Cars: This sim has basic rift support. It has to be run in extended mode but the rift does not need to be set to the primary monitor. None of the menus have rift support so you either need to close one eye and try to see where you need to click or remove the lenses to look at the screen.

Keep a can of compressed air around if you take the lenses off. Even if just for a second, something got in there and stuck to the screen and now you have a spec of dust or a hair being magnified through the lenses.

osker posted:

Richard Burns Rally: This sim, believe it or not, has great Rift support thanks to a Finn. The Rift solves the original RBR's terrible cameras. To get it working you have install the Official Patches 1.01 and 1.02 then head over to http://www.kegetys.fi/richard-burns-rally-oculus-rift-mod-update-v1-2/ download the mod.
https://www.youtube.com/watch?v=gTBPVrC0tPw





General sim racing sites:

VirtualR - General news
RaceDepartment - General News, forums, big mod repository
Inside Sim Racing TV - General news, hardware & game reviews
iRacing News - iRacing centric news site
RaceSimCentral - General news, currently in domain transition

Youtube channels:

Inside Sim Racing TV - General news, hardware & game reviews
Sim Racing Garage - High end hardware reviews

And some LP type Youtube channels, good if you just want to see a particular game or new content for a game in motion:

Empty Box - Has opinions.
Jimmy Broadbent - Excitable and sometimes hard to understand.
Abgefahren - German, so most of you can concentrate on the video.



GhostDog fucked around with this message at 20:43 on Sep 30, 2015

GhostDog
Jul 30, 2003

Always see everything.
All right, all systems go.

GhostDog
Jul 30, 2003

Always see everything.
In regards to the RBR copy from gamesplanet, is that just a copy of the original disc or does it incorporate the latest patches?

GhostDog fucked around with this message at 09:52 on Mar 2, 2015

GhostDog
Jul 30, 2003

Always see everything.

Atomizer posted:

The only thing is, I'm pretty terrible at racing games. I don't get the sensation of speed from the games so it's hard to judge corners.

I think a lot of that is due to the sensation of speed coming in large part from fast movement in your peripheral vision which you just don't get on a single monitor.

GutBomb posted:

by Thrustmaster T300 and T300 you really mean Thrustmaster T300, Thrustmaster TX, and Thrustmaster T500rs right?

Copy-Paste Failure, corrected.

As far as other feedback goes, I'll collect that and update next weekend.

GhostDog
Jul 30, 2003

Always see everything.

KillHour posted:

I'm getting these errors every time I try to start a race in Assetto Corsa and then it kicks me out to the main menu. Any ideas?

Did you try reinstalling DirectX and/or your gfx card drivers?

GhostDog
Jul 30, 2003

Always see everything.
The updated Brabham for rF2 is really fun.

Also, rF1 just showed up on Steam: http://store.steampowered.com/app/339790/

GhostDog
Jul 30, 2003

Always see everything.
Well, I wanted to update the OP this weekend but instead I bought Rimworld and, well, there went my weekend.

But back to Racing Sims: So is the only substantial upgrade option from the CSR (Standard) going directly to the CSW? I actually just found out the CSR Elite was discontinued ages ago when I tried to look up the price.

GhostDog
Jul 30, 2003

Always see everything.

Cojawfee posted:

If you are getting fanatec pedals, I think the highest you should go are CSR Elite. The clubsport pedals are probably really good, but at that point, you should go for a better set of pedals with a better load cell.

I already got the Elite Pedals with my Standard CSR, so I'm set on that. I'll wait a bit until the CSW is properly available and not by invitation only and then probably get that. Any opinions on the universal hub? It looks cool but it also looks like something that has a hundred points of failure.

GhostDog
Jul 30, 2003

Always see everything.
What's the verdict on the AI changes in Assetto Corsa 1.1? Any reason to change the OP? I'd try myself but the space where I set up my wheel is blocked for a bit.

GhostDog
Jul 30, 2003

Always see everything.
:eng101: Fact: There is not a single person in the world who regrets picking up Stock Car Extreme.

GhostDog
Jul 30, 2003

Always see everything.
I guess Dirt Rally belongs in the OP then. Still haven't gotten my wheel space back :( but I might buy Dirt right away just as a gesture towards Codemasters.

GhostDog
Jul 30, 2003

Always see everything.
I added Dirt Rally to the OP, judging by the general reception it seems like it belongs there.

GhostDog
Jul 30, 2003

Always see everything.
Finally made some space for a permanent setup and ordered the CSL Seat. Can't wait to finally try pCars and Dirt Rally with the wheel, so far I only did about two hours each with controller.

Next year I'll see if I can deal with prolonged sessions on Occulus or if I'm going tripple screen.

GhostDog
Jul 30, 2003

Always see everything.
Got my CSL Seat. The seat is solid but the assembly instructions are terrible :)

Anyway, finally tried Dirt and pCars with the wheel, both feel like limp dick. In the case of Dirt I already knew that FFB is very much work in progress, but what's up with pCars? Is it supposed to feel that light?

Edit: Fanatec CSR Standard

GhostDog
Jul 30, 2003

Always see everything.
Yeah, I missed that whole FFB calibration menu :downs:

GhostDog
Jul 30, 2003

Always see everything.
After sorting out my FFB issue with Project Cars I'm really enjoying the driving, although there's still a little of that weightless feeling that plagued the Shift series. It varies by car though. The AI is a bit disappointing in that they seem to have at least one fast corner per track that they just crawl around at least 20mph below racing speed.

GhostDog
Jul 30, 2003

Always see everything.
I gave R3E another go after the recent updates and find myself really enjoying it for the first time. Since rF2 continues to be ramshackle and Kunos so far hasn't inspired confindence in them getting AI together anytime soon, R3E suddenly seems like it might turn out to be a real contender for me. Maybe not in the sophistication of its physics, but certainly as a solid single player racing experience.

GhostDog
Jul 30, 2003

Always see everything.
While I have some substantial gripes with pCars - as I wrote in the OP there's always at least one car that I'll come back for in any sim...

GhostDog
Jul 30, 2003

Always see everything.

njsykora posted:

It doesn't get much talk but all the major DLC for RaceRoom is 50% off right now, and most of the car and track packs are roughly half off as well.

It should get more talk, at this point it's second only to Stock Car Extreme if you want to have a good offline race. And it'll be my first choice if Sector3 manages to teach the AI how to drive the Group5 cars.

Just like pCars it requires quite a bit of fiddling with FFB settings though.

GhostDog
Jul 30, 2003

Always see everything.
Did any enterprising modder manage to fix up TDU2 in such a way that the cars don't bump over the road mesh all the time? I want an open-world driving game on PC, Horizon was so fun.

GhostDog
Jul 30, 2003

Always see everything.

Great Joe posted:

Why do people keep throwing money at open world car games that aren't Driver San Francisco or Burnout Paradise?

Burnout did nothing for me. Driver was good, but it wasn't really the specific open-world experience I'm looking for, which is at least somewhat real world physics and a cool large environment to cruise around in. TDU2 has the latter, but the driving is complete dogshit.

Edit:

GutBomb posted:

The crew is alright with a wheel.

Don't tempt me please.

GhostDog
Jul 30, 2003

Always see everything.
Since the CSW is currently available again... how much of an upgrade is it going from a CSR to a CSW? Is it really substantial enough to warrant the price?

GhostDog
Jul 30, 2003

Always see everything.
Welp, it's done. I hold all of you personally responsible if it disappoints. Then again, as it currently stands the seat was more expensive than the wheel, and that won't do, right?

GhostDog
Jul 30, 2003

Always see everything.
Yeah, the seat did make much more of a difference than I would have expected. It's a good bit more comfortable working the pedals than even the good office chair and sturdy table setup I had before due to the knee angle. And of course way more immersive.

GhostDog
Jul 30, 2003

Always see everything.
Have the details for the next (free) Assetto Corsa DLC already been posted?

Circuit Zandvoort

Alfa Romeo Mito Quadrifoglio Verde
Audi Sport Quattro
Lamborghini Miura
Nissan Nismo GT-R
Toyota GT-86

Pretty neat, love the Lambo and the Audi.

GhostDog
Jul 30, 2003

Always see everything.
I was doing a quick edit to the OP to add the Steam links for Sector3 games and while looking over the list of current sims I realized that a year ago most of the games weren't released or in way worse shape than they are now, at this point I think all of them are totally worth driving. We even have a new rally sim, how cool is that?

GhostDog
Jul 30, 2003

Always see everything.

Torabi posted:

Yeah but in iRacing for example, the wheel and hands still follow your wheel 1:1 until you go over 90 degrees. In Dirt Rally it doesn't follow at all. But I'll try and play around with the settings some more today.

It's a limitation of the graphics of the game, it does not represent what your wheel or the tires in the game are actually doing. Just ignore it, nothing you can do will change anything about that. Unless you can get your hands on the source code of the game, a programer, and an animator/3d modeler.

GhostDog
Jul 30, 2003

Always see everything.
To everybody who wants to try out R3E and not spend hours trying to figure out the FFB, here's a pretty good post from the developer explaing FFB options. The big one for me was lowering Lateral Force to about 30, as it seems to be mainly a spring force masking everything else.

Edit: Recommended cars to try out are the 190E in DTM 1992, the McLaren in the 2014 GT Masters and the Zakspeed Capri in Group 5 (although the Group 5 cars required some additional FFB adjustement for me).

GhostDog fucked around with this message at 13:53 on Jun 22, 2015

GhostDog
Jul 30, 2003

Always see everything.

Skwee posted:

What's up with the fov options in that game, like give me values not random multiples of something unknown

It's a multiplier for a vertical FOV of 0.58. I have no idea what they were thinking with that one and why it hasn't been changed to something sane in all this time.

GhostDog
Jul 30, 2003

Always see everything.
Been driving around Macau for an hour and that track is crazy. The only downside is the skyscrapers bring out the worst about R3E's graphics: the insanely short shadow draw distance. Now hurry up with the Nordschleife, Sector3.

GhostDog
Jul 30, 2003

Always see everything.
But I made a point of mentioning the bad Assetto Corsa AI in the OP :(

On that note, should I add the pCars AI issues to the OP? It seems that most everybody is in agreement that it has those, but with pCars you so quickly draw the ire of people if you say anything bad about it, to the point where I kinda don't want to talk about it at all.

Also, I'm wondering if the OP needs a quick overview of the strong(green) and weak(red) points, something like this:



Can't say much about Live for Speed, is there actually a community there?
Project Cars seems to be very active in MP, but again: haven't tried it myself.
Raceroom seems poised to get a green in "online" as well, but I think it isn't there yet.

Comments?

GhostDog fucked around with this message at 08:55 on Jun 23, 2015

GhostDog
Jul 30, 2003

Always see everything.

IceAgeComing posted:

AC feels better; and I'm struggling to find a FFB setup in pC that doesn't feel like its clipping...

Try lowering Fx and Fy, I find them way to high at 100, for most cars I end up with Fz ~50 and Fy ~40. AFAIK Mz is actually the one for front tire grip. But again: FFB is very subjective.

GhostDog
Jul 30, 2003

Always see everything.
The orange/red is supposed to be the weak point, not "okay". I guess I should make that a proper red, eh? I think more granularity than +/0/- defeats the point of a quick overview, also it's easier to classify the games and doesn't have to be updated so often :)

pCars I can see getting a green in sound, but AC? Not to the point of "if you're really into car sound your decision should be weighted towards this game", I don't think.

Edit:

New version:


Renamed Online to MP Focus, because right now all of them have largely unremarkable online features aside from iRacing and possibly LFS. Btw, can someone fill me in on LFS?

Maybe a "Controller Support" column would be good? From what I gather pCars and R3E work rather well?

GhostDog fucked around with this message at 10:29 on Jun 23, 2015

GhostDog
Jul 30, 2003

Always see everything.

That's cool and I'll link that in the OP, but it's far too much information for someone who just comes in fresh and wants to know "So what do I buy to set me on my way into this terrible hobby?" Anybody who's so deep into it that he's going to compare which sim has chassis flex is not going to be interested in the OP anyway :D

GhostDog
Jul 30, 2003

Always see everything.
Thanks guys.

pik_d posted:

Wow, I had no idea there even were games that had "good" AI. I thought all AI was horrible in every game.

Well, it is of course somewhat relative, but the idea is if someone tells me "I want to spent 90% of my time racing against AI" R3E and SCE would be the games (of the current crop) I would recommend.

pik_d posted:

Also what do you mean by controller support? People use whatever they want in LFS, keyboards, mice, whatever wheel, I use a 360 controller, hell I wouldn't be surprised if someones used a joystick.

I only have very little personal experience with a controller in pCars, AC and rF2 when I was waiting to set up my wheel again, and I found pCars okay, AC and rF2 virtually undrivable. I can't really say much about it, I didn't give it a fair try, I just thought it might be helpful for people who don't have a wheel but want to have a look.

SirViver posted:

"Live" not "Life".

loving english.

GhostDog
Jul 30, 2003

Always see everything.
Put the matrix in the OP. I took out the red for pCars' AI because in the grand scheme of things it's just somewhat regular bad racing game AI, not the travesty that is AC's AI.

GhostDog
Jul 30, 2003

Always see everything.
Holy crap the CSW has power! Aside from the better FFB which was expected I'm suprised that just placing the car seems so much more precise. Did 2 hours of just hotlapping in AC and immediately pulverized all my previous times.

Now my shoulders hurt :D

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GhostDog
Jul 30, 2003

Always see everything.
I can't play the career mode in Dirt because I can't comprehend how to rally a front wheel drive.

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