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All Star
OVR: 17
Join Date: Jul 2002
Location: Near Syracuse, N.Y.
Posts: 8,690
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Re: iRacing
My three-part early impressions of iRacing:
Nov. 28
Very early, superficial impressions are that I would have been a hell of a lot more impressed by this game if I'd never played Live For Speed. This game clearly has a far superior physics model to that of rFactor and GTR 2. But LFS stacks up VERY favorably to iRacing, especially the tire model and feeling of weight in the car.
The laser-scanned tracks are damn nice in iRacing. You really feel the bumps and imperfections. But the driving and physics model are nowhere near the quantum leap I expected, especially after driving LFS. I think those who claim this physics model is the holy grail have jumped straight from GTR 2 or rFactor, never driving LFS.
It's way too early for me to formulate any detailed impressions without more seat time. But feel free to shoot me any questions.
Oh, and I HATE the racing league structure, in which you can only race certain cars at times decided by iRacing. No DSP Poker Nights, either, as you must join sessions set by iRacing. I knew that, but it's still just as LAME now as it was when this information first leaked.
It's VERY early, but there's no way right now -- especially with the paltry amount of cars and tracks available -- that this game is worth $159 per year, plus an extra $15-25 for each new car or track. The only car in which I really had any pure fun was the Formula Mazda. If anything, the oval physics and sense of weight feel like a regression from NR 2003, other than the quick-snap spins that plagued NR 2003 are gone.
More impressions to come.
Nov. 29
Did a bit more testing this afternoon with iRacing, and my impressions remain lukewarm.
The laser-scanned tracks are a sheer delight. It's really nice to feel every bump, dip and imperfection and the effect they have on your driving.
But most of the cars, even the light, nimble cars like Legends and the Silver Crown, just feel sort of ... dead. There's just very little feel of weight transfer to the cars, a sensation that's so nice in LFS.
The physics of iRacing are very consistent and predictable unlike rFactor, but I think the tire model in LFS beats iRacing, hands down. And I think iRacing's very good physics model is dragged down by the mediocre tire model.
The wheel gets light just before understeer, but that's the only clue you receive. You don't feel the tire flex before the transition to understeer that is so damn delightful in LFS.
I'll keep testing iRacing, but every time I'm running with anything but the Star Mazda or Legends car, I want to return to LFS almost immediately and try to shave time from my FBMW laps at Blackwood.
More impressions to come.
Nov. 30
I drove a bit more iRacing last night. I'm really trying to muster enthusiasm for the greatest thing in sim racing since the first Sidewinder steering wheel, I really am.
But it's damn hard when a GAME is this overrated. And the word game is emphasized because that's all this is -- it's not the revolutionary simulator that Kaemmer and Co. promised.
iRacing is different and unique because of its laser-scanned tracks and its ladder structure that forces you to race only at certain times against certain people and earn licenses to gain more powerful cars. Oh, and it's unique because of its obscenely high cost, too.
Not much has changed from my first impressions of the game. The laser-scanned tracks are a sheer delight. It's so cool to feel every bump and ripple in tracks. And the physics model is solid and predictable. But previous games match or exceed iRacing in a two key departments:
Tire model: Live For Speed is superior, with its flexing sidewalls and cues of impending understeer. The cars also slide seemingly more realistically than iRacing.
Suspension: Properly tuned RealFeel, with an rFactor mod suspension built with carFactory, still feels superior to anything else I've driven.
But the biggest flaw to iRacing, besides the excessive cost, is the restrictive racing setup. There is no offline racing, no AI, and you must race only at times iRacing designates. That's absolutely ridiculous. If you miss the start of a race, you need to wait another 30 minutes to race again?
Plus there are no private rooms, no Friends lists (which LFS has), etc.
I admire Kaemmer and Co. for trying to take the real-world environment of the racing ladder and bringing it to the virtual world. But it simply doesn't work, for a two reasons.
One, the existing model of "race when you want with whomever you want" is so entrenched in online sim racing that I can't see the iRacing model ever becoming any kind of standard. The freewheeling nature of Xbox Live console play, which has become the gaming standard, will further limit gamers' tolerance for restrictive online models like iRacing.
Two, the physics and tire models just aren't anywhere as good as advertised and pimped by iRacing zealots. There's just not enough weight in the wheel or friction in the tires for me to consider this anywhere near realistic.
I've only driven a stock car on an oval; I've never done asphalt road racing. But I've done my share of sliding on wet or snowy roads, especially snow, in lightweight passenger cars, and iRacing doesn't feel like that. Live For Speed does.
The tracks, for better, and racing ladder system, for worse, are revolutionary in iRacing. But nothing else is. The driving, physics and tire models are not the quantum leaps hyped by developers and disciples.
My iRacing subscription is valid for a while, so I'll give it another crack of the whip sometime soon. But I'm underwhelmed. Every time I was driving in iRacing, I was thinking of racing either Live For Speed or the Historic GT & Touring mod in rFactor.
Take care,
PK
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NICKY HAYDEN -- 2006 MOTO GP WORLD CHAMPION!
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