.. I'd even go as far as to say I prefer it as an 'overall' package that GSCE....
I'd agree in that assessment.
I still like GSCE a whole bunch (never was much of an rFactor guy), but there's something about the ease by which everything just works in R3E.
Plus, it's a bit more 'mainstream' (for lack of a better term) meaning more online opponents.
Even better, it means more opponents of varying skill-levels. Outright sims like GCSE and rF have a tendency to attract the hardcore simmers, usually with the lap-times to prove it.
I can usually find a club-race with someone at or around my skill-level in R3E, while that is much rarer in any other sim.
So while GSCE and Rf are inarguably better SIMS, I do think R3E is a better GAME.
(And whatever else can be said about R3E, you can't beat the sound in that thing. )
tbh as much as the new tyre physics etc sound good, im tad dissapointed that they wont update all their cars in the sim. Ive spent lots of money on cars which have just been left to die so to speak. All well and good all the GT cars having this but what about all the other floaty cars.
For me i still think RRe has a way to go before being alongside, AC GSCE & RF2.
But hey thats just my opinion and my dissapointment.
Assetto Corsa has major fundamental physics flaws, which prevent it from properly handling dedicated race cars.For me i still think RRe has a way to go before being alongside, AC GSCE & RF2.
says who? Associator..
and your opinion is credible because of what exactly.. ?
actually really i dont care for your answer, had enough of you rf2 fanboys.. most of these sims are very similar in physics, if you think one is far more superior than the rest using the same pc power, than you are not worthy arguing against.
good day,
says who? Associator..
and your opinion is credible because of what exactly.. ?
- wrong modeling of tire adherence vs vertical load
- physics engine unable to work with extreme spring/antiroll rates
- problematic behaviour on kerbs for cars with high suspension rates and reasonable tire damping ratios.
All this issues become more and more relevant for cars with high aero loads, low mass and stiff suspension...
Well, i don't want to turn this thread into an OT
I was just defending a mod that i participated to
EDIT: well since avoletta answered, i will just paste what i was writing
I few words:
Modern openwheelers can be very stiff ... i mean extremly stiff, springs and ARBs (dampers as well)! and AC has an engine limitations that doesn't allow using high rates (causes weird bugs)!
Interactive aerodynamics physics is a must for an openwheeler, rear aero depends on what's happening at the front and the rear not only the rear! and vice versa (interaction between front wing and diffuser for example)
Tyre model is not well explained and needs more variables to be added, to get realistic grip and temperatures/pressure behaviour! it's more than enough for road cars and semislick tyres ... but, youcan't cook accurate slicks with it.
Lack of setup options possibilities in general.
AC physics feel incomplete when compared to GSCE or RF2.
FFB on AC gives way too much informations, that’s why the majority think “it feels better” or even worse “it has better physics”.
When you enter real data to RF2, it works like real life to some extent, it’s not the case for AC, you always have to use workarounds and substitute models
That is perfectly understandable, I’m just trying to make a bit of justice when people says that rF engine is dated, or inferior, etc without any solid facts other than their “feel”. But as gamers, we play whatever we enjoy the most, that’s clear.
Feel is something that can be fooled easily, numbers not so much
Ofcourse, because most of your mods are within kunos stiffness limits … try to do some modern f1 with ULTRA stiff heave springs (400 N/mm +) and come back to me, i will show you a nice workaround
And i will say it honestly, tyre model is weak and is very limited … and you used P4/5 tyres on your oreca, why havent you used your real life data then ?
The first workaround any modder in AC meets in BrakingTorque : you always have to reduce it because there is no thermal simulation that changesfriction coefficient and so on …
I think the meaning of what I said is being misrepresented and misunderstood. When I said I don’t really feel the physics in AC to be of simulation value, I was comparing it to the way a racing driver and racing team and even vehicle manufacturers can use rF1 and rF2’s physics to develop their cars and their drivers in a way that provides accurate data which they can rely on to use at races.
To give you an example. All our race team clients and even our series clients, they don’t only use rFactor for track familiarization. They also use it to test setup data before they go to an event, they use it to test potential new part data, by developing new brakes or new engine performances and testing it in the game before they actually commit to building it in real life. rF1 and rF2 provide far higher accuracy for those things than any other simulation on the market. When it comes to AC, their game is marketed for a set audience which covers not only the Simulation side, but the Semi-Arcade side. When I drive rF1 or rF2, I’m always in a serious state of mind, I can’t just go out on the track and run a few laps. It is too simulation based and I treat it as such. I work on my setups, I push to find every tenth I can throughout a lap. I analyze too much. When I play AC, I can easily go in, pick a car and track, chill back and drive using my Xbox360 controller and not give a care. The physics seem very much like Forza Motorsport 5, a console game physics HOWEVER, Kunos has done a great job to mix the two styles of physics to provide more sense of simulation for the simulation fans, but cut down to the wire, rFactor 2’s physics engine is by far the most simulation based physics engine using real life aero and physical data that no other title has come close to,