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Author Topic: Project Cars 2  (Read 3243 times)

Offline MikeeCZ

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Re: Project Cars 2
« on: July 14, 2017, 06:37:49 pm »
I agree with a lot of what you say Mikee, I am quite a skeptic.  SMS are a commercial beast and are interested in selling on mass.  So the game will look amazing, have lots of fluff and fancy stuff, but I doubt they will get the physics right for most cars.  But does this really matter?

From my short time in rF2 there are a lot of realism 'nuts', but as I have never driven any of these cars in real life, I have no idea how they really compare.  What I do know is that with the good mods the feed back I am getting through my wheel tells me what my eyes, ears and gut tell me about what the car should be doing, although this may not be the same as real life, I have the right sensations through the FFB.

pCars 2 does not need to get all the real life car physics right to be a huge success, the just needs to get the FFB feeling generally right, so it lets you know when the car is going to try to kill you.

From what I understand they have started from the ground up on the tire model, so it should be much better, and doesn't really need to be to the same standard as some mods in rf2, especially for people who have never experienced rf2, as like me before I tried it they think pCar is pretty ok and just looks sooooo damn pretty!

When I say "realistic" i dont mean "like in real life". Its sorta complicated to explain, but i presonally dont care if the car is one sec slower or faster on the same track. There are far too many factors affecting these things to compare anyway. I want to see logical physics and FFB that gives you the subtle balance signals. When i drive my real life car, i can feel the balance in my body, and somehow ISI managed to create a FFB where I can feel the same feeling just thru my hands. Its soo well made.
Also - you cannot have realistic high end race cars in a consumer grade sims.. its not possible... there is a reason why there are tens or hundrets of people working on that car all of the time, on next tracks setups, simulating races, tire degradation, fuel consumption, parts wear, liquid expansion, gas expansion etc etc. So.. give me cars that handle logically and connect it to me thru the FFB so i can feel it logically... the only sims that have ever come close to this are all isiMotor based for me, AC is really ****, pCars are really ****, iRacing is really ****. It depends how deep you dig, if you are not fussed that much, AC might be pretty good.. I personally call AC "Track day simulator" where rF2 is "the best racing simulator", but dont mistake best with ultimate.

I dont need laser scanned tracks either, i dont care about that.. The problem is that a lot of "not laser scanned" third party tracks are just badly made, beacuse the cambers and elevation changes are so off it would not even pass FIA standards. So i dont care if its laser scanned or even all that accurate, as long as its make sence and those tracks are challenging in the same way they should be.

My personal favourite tracks are Mills, Loch Drummond and Toban, and they all happen to be fantasy tracks. That does mean i hate real life tracks (i do with some) but "Real life" accuracy has very little importance

I am always astonished with the amazing track accuracy in AC, trully unbelievable, but you get to drive on those tracks in crap handling cars.. I really enjoyed our race on RedBull ring here in the series, because its an AC rip (i dont like that fact - but it assures that track is trully well made) and f.e. in turn 3 on red bull ring, without laser scanning its extremely hard to make the road shape right so that it isnt idiotically steppy yet challening in the right way.
« Last Edit: July 14, 2017, 06:41:37 pm by MikeeCZ »

 

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