Leigh Nielsen
mid-field punter!
Just picked up rF2 on the Steam sale. Background is Assetto Corsa, Dirt Rally and Euro Truck 2; history of car sims back to the Geoff Crammond days. Bought mainly to see what Empty Box meant when he said some cars on some tracks are first rate in this game. Be interested to hear your recommendations on car/track combinations.
Experience in rf2 is limited to date, but first impressions (GTX660, i5-3492, W10). Graphics in-game and UI are in the stone-age! Graphics do matter! The racetrack infrastructure (kerbs etc not buildings) is flat as. As a driver you are always scanning forward for turn-in points, the apex of turns, track conditions, rumble strips, etc. Not to mention being able to use the actual instruments in the car, not an overlay of some description. The track detail is very flat and is sub-standard for a 2016 game.
Physics: To compensate for the well below average graphics, most reviewers cite the "physics"/tyre behaviour of the game. I'm hoping your car/track recommendation might steer me in the right direction here. To date I have not had a "wow" this is so much better moment. For 99% of us, gaming is as close as we are going to get to the tracks and cars in any sim. So our assessment of car behaviour is entirely subjective or, at best, it will be comparative re our experience of other sims (current and older).
FFB: The rf2 FFB guy has done a good job here and it appears to be at standard.
P.S. Been lapping with the Skip Barber around Silverstone. Think I am starting to understand the "physics" argument. The FFB when sliding is probably the best I have experienced, so a big tick in that box. Shame there is not a Skip Barber equivalent in AC to compare.
AI: Regarded as one of the best implementations going around, so I'm looking forward to the SP experience (AC has improved from a low base but I'm expecting rF2 to set a new standard for me here).
Weather: Another plus for rf2, looking forward to experiencing the implementation.
Track wear: Supposed to be one of the best around for this.
UI: an unattractive mess - not looking forward to digging through this to figure it out.
Content: seems to offer a good combination of cars and tracks.
Not a write-off yet with plenty to look forward to. I'm willing to spend more time with this in the hope of finding the "sweet-spot" in this game. Hopefully, with some considered car/track recommendations to fast track this.
Experience in rf2 is limited to date, but first impressions (GTX660, i5-3492, W10). Graphics in-game and UI are in the stone-age! Graphics do matter! The racetrack infrastructure (kerbs etc not buildings) is flat as. As a driver you are always scanning forward for turn-in points, the apex of turns, track conditions, rumble strips, etc. Not to mention being able to use the actual instruments in the car, not an overlay of some description. The track detail is very flat and is sub-standard for a 2016 game.
Physics: To compensate for the well below average graphics, most reviewers cite the "physics"/tyre behaviour of the game. I'm hoping your car/track recommendation might steer me in the right direction here. To date I have not had a "wow" this is so much better moment. For 99% of us, gaming is as close as we are going to get to the tracks and cars in any sim. So our assessment of car behaviour is entirely subjective or, at best, it will be comparative re our experience of other sims (current and older).
FFB: The rf2 FFB guy has done a good job here and it appears to be at standard.
P.S. Been lapping with the Skip Barber around Silverstone. Think I am starting to understand the "physics" argument. The FFB when sliding is probably the best I have experienced, so a big tick in that box. Shame there is not a Skip Barber equivalent in AC to compare.
AI: Regarded as one of the best implementations going around, so I'm looking forward to the SP experience (AC has improved from a low base but I'm expecting rF2 to set a new standard for me here).
Weather: Another plus for rf2, looking forward to experiencing the implementation.
Track wear: Supposed to be one of the best around for this.
UI: an unattractive mess - not looking forward to digging through this to figure it out.
Content: seems to offer a good combination of cars and tracks.
Not a write-off yet with plenty to look forward to. I'm willing to spend more time with this in the hope of finding the "sweet-spot" in this game. Hopefully, with some considered car/track recommendations to fast track this.
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