FM7 vs. PCars 2 vs. GT:Sport

bf3
So basically you come here and write dumb "im buying this or that" and thats it? Need lotsa IQ for that i guess.
Maybe you shouldnt talk about people you dont know personally and they strong/weak points?
Nah,my reading comprehension is probably better than yours,thats why i find it such "posts" kinda lame.
But hey - each to they own
I'm not sure I can spell it out any clearer for you to understand. You carry on.
 
For those concerned with PC2 via controller

Okay, first of all. I want to thank you for sharing us this video to ease down our concerns of how PC2 plays on a pad. 👍

Second of all. I'm still not convinced. Did he toggle with the settings before entering in-game? Did he fine tune the car or was it stock/at default? Why didn't he at least show the pad's settings first? So many questions to be answered.

And also, I'm one of the people who plays on a pad, but with triggers rather than right stick.

Plus I agree with Johnny. The car didn't react to those curbs at all, as if they were not a threat to it. Even the curbs in Forza can be deadly to some cars with low height and stiff suspension...
 
Okay, first of all. I want to thank you for sharing us this video to ease down our concerns of how PC2 plays on a pad. 👍

Second of all. I'm still not convinced. Did he toggle with the settings before entering in-game? Did he fine tune the car or was it stock/at default? Why didn't he at least show the pad's settings first? So many questions to be answered.

And also, I'm one of the people who plays on a pad, but with triggers rather than right stick.

Plus I agree with Johnny. The car didn't react to those curbs at all, as if they were not a threat to it. Even the curbs in Forza can be deadly to some cars with low height and stiff suspension...
I'm don't know if settings were adjusted. Though, I don't use the right stick for throttle and braking, maybe this player has adjusted it.

I posted a real life video of F1 cars going over those curbs. The cars went over them with ease. Might be Forza using artistic licence to add excitement. I can't recall GRID AS having a rough ride over those curbs either.

To add, the F1 game also sees the cars going over the curbs easily.
 
Okay, first of all. I want to thank you for sharing us this video to ease down our concerns of how PC2 plays on a pad. 👍

Second of all. I'm still not convinced. Did he toggle with the settings before entering in-game? Did he fine tune the car or was it stock/at default? Why didn't he at least show the pad's settings first? So many questions to be answered.

And also, I'm one of the people who plays on a pad, but with triggers rather than right stick.

Plus I agree with Johnny. The car didn't react to those curbs at all, as if they were not a threat to it. Even the curbs in Forza can be deadly to some cars with low height and stiff suspension...
The default settings for the pad are very good and a slight tweak to only two sliders, speed sensitivity & steering sensitivity, get it feeling absolutely bang on.
 
The default settings for the pad are very good and a slight tweak to only two sliders, speed sensitivity & steering sensitivity, get it feeling absolutely bang on.
I think TokoTurismo needs to "see" confirmation of that. Do you need permission to show this?
 
I'm don't know if settings were adjusted. Though, I don't use the right stick for throttle and braking, maybe this player has adjusted it.
No worries bud, I was just curious to know and all. Cheers. :)
I posted a real life video of F1 cars going over those curbs. The cars went over them with ease. Might be Forza using artistic licence to add excitement. I can't recall GRID AS having a rough ride over those curbs either.

To add, the F1 game also sees the cars going over the curbs easily.

Ahh. So I guess it pretty much depends on which type of curbs a vehicle travels on, such as some curbs on track being more bumpier or curvier than others? Hmm.
The default settings for the pad are very good and a slight tweak to only two sliders, speed sensitivity & steering sensitivity, get it feeling absolutely bang on.
Although that sounds promising (👍), I'm still somewhat concerned. Mind you, I'm not insinuating you or @05XR8 as liers, because the video he provided also looked promising as well, but I still remain slightly worried. I reeeally want to try the RX events in pCARS 2, but the pad issue is currently the only thing holding me back from getting the game after PC1.

However, I'll keep an eye out for you and @05XR8's impressions on the controls at release as I trust the both of you, and others I know best. :)
 
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Although that sounds promising (👍), I'm still somewhat concerned. Mind you, I'm not insinuating you or @05XR8 as liers, because the video he provided also looked promising as well, but I still remain slightly worried. I reeeally want to try the RX events in pCARS 2, but the pad issue is currently the only thing holding me back from getting the game after PC1.

However, I'll keep an eye out for you and @05XR8's impressions on the controls at release as I trust the both of you, and others I know best. :)

Just spent the past couple of hours hot lapping the track with a variety of cars starting with the 98T and I can promise you that it feels great with a pad. Running a speed sensitivity of 25 and a steering sensitivity of 70 with a steering deadzone of 4 and it just works. If they can translate that to the console versions then you really have got nothing to worry about.
 
Just spent the past couple of hours hot lapping the track with a variety of cars starting with the 98T and I can promise you that it feels great with a pad. Running a speed sensitivity of 25 and a steering sensitivity of 70 with a steering deadzone of 4 and it just works. If they can translate that to the console versions then you really have got nothing to worry about.
Interesting! I'll take your word for it and say I'll be crossing both my fingers for your settings to come over to the console version as well. :)👍 And you said you tried this on a Xbox One pad correct? Even better since I mostly play on Xbox! :D
 
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Those curbs are quite low. Race cars just drive right over those no problem.
I watched the first 10 minutes and I didn't see anyone rolling over the sausage curbing.
upload_2017-7-4_21-12-26.png


I also noted that the sausage curb in the final corner is missing. Hopefully it's added before release.
 
Driving over those sausage curbs without upsetting a car that low and stiff is a little disconcerting.

Always found it odd how people made fun of Forzas "auto-spins" from hitting curbs hard; it's like people don't understand that breaking traction by hitting a curb can cause spins.
 
I watched the first 10 minutes and I didn't see anyone rolling over the sausage curbing.
View attachment 658500

I also noted that the sausage curb in the final corner is missing. Hopefully it's added before release.
Hitting inside curbs, I can see that happening. The saw tooth curbs on the outside, hasn't upset the cars due to how minute they are.

I think that also be a driver being greedy(like real life), if they are that far over. No doubt suspension set up also comes into it. However, I don't know if PzR Slim is able to run at Red Bull Ring to try those inner curbs.

In regards to cars spinning after hitting the curbs. Its extremeltly rare in something like V8 Supercars. I've seen it happen to GT3 cars though.
 
In regards to cars spinning after hitting the curbs. Its extremeltly rare in something like V8 Supercars. I've seen it happen to GT3 cars though.


It should be noted that we are talking about professional drivers that are extremely talented in the least and have insane amounts of hours behind a wheel; it would be much easier for a novice to go into a spin after hitting a curb than a professional driver. Sometimes people are driving over the curb and into the grass and spinning while blaming the curb too.

There is also a bunch of other factors like compound, suspension stiffness, ride height, track conditions, type of curbs(as you mentioned) and the assists being used on the cars. I've spun a few times when hitting certain curbs too hard or veering into the grass in Forza but it's pretty rare and that's with all the assists off.

In Forza you have a physics engine that has to be able to simulate anything from a semi-truck, supercar, off-road sport truck, trophy truck and Honda civic. Add that to people randomly upgrading and tuning, it's kind of a recipe for disaster... lol.

People playing video games don't baby their cars either, they drive them to the limit 100% of the time, same goes for PCars and every other racing game.
 
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However, I don't know if PzR Slim is able to run at Red Bull Ring to try those inner curbs.
Just tried this in both the 98T and Formula A. Started by driving very slowly over it. The sausage kerb has a significant impact on the car. It affects the suspension in a marked way. Driving at racing speed it is possible to launch the car off the sausage kerb if you hit it with the undertray and if you hit it with your inside tyre it almost always results in a spin on corner exit if you maintain constant throttle and make no correction. This was more pronounced in the Formula A probably due to it having stiffer suspension than the 98T. One note about the video that was posted that started this discussion. The car in that video is being driven very easily not anywhere near racing speed and it wouldn't appear that there is much throttle input through some of the corners which I think helps tremendously in not unsettling the car over the sausage kerb.
 
This discussion reminds me of how they tried to stop bombers from being shot down in WWII. Bombers kept coming back filled with holes in certain parts of the plane, the military determined that the reason they were being shot down is that these points being shot were causing the bombers to be shot down and the ones that returned were just lucky. So they covered these spots in armor and absolutely nothing changed, the same amount of bombers were being shot down. So they hired a mathematician to figure it out, he determined that the reason the armor didn't help is because the planes that weren't returning were getting shot in the spots that weren't shot at on the returning planes.

It reminds me because it's easy to look at this and say that it's rare to spin on a curb because it rarely happens but the reality is that it rarely happens because professional drivers know how to properly drive onto curbs at speed. If a sim racer never allowed a car to spin in such a way it would be unrealistic.
 
Just spent the past couple of hours hot lapping the track with a variety of cars starting with the 98T and I can promise you that it feels great with a pad. Running a speed sensitivity of 25 and a steering sensitivity of 70 with a steering deadzone of 4 and it just works. If they can translate that to the console versions then you really have got nothing to worry about.
Let's hope nothing goes wrong there. Would be a real shame to see such a promising game ruined by poor controls again. But from what I've seen and read so far, SMS learned the lesson. Fingers still crossed.
 
To me, the E & D class classic coupes had the most realistic physics in the game(the Fiat Dino and Holden Monaro are my picks). I tuned the suspensions, a LA tarmac rally classics. The car's body roll, dive and squat, curb hopping felt natural & more responsive. More real.

As a side, all Porsches felt good straight out the box.

Anyway, that video above, shows how different the Clio behaves. There's the characteristic oversteer of the real car, but it's controlled. In PC1 that car would be gone, even under heavy braking. A+
 
Genuinely have no idea how people drive using the right stick for accelerate and brake.
Before the days of analogue triggers* I used to do it in every racing game, most notably Gran Turismo 4.

It's not hard once you get over the initial learning curve, and you can simply remap the gear shifts to L1/R1 so that you're always in control.


* Yes, L2/R2 were analogue buttons on PlayStation 2 but even so they didn't have enough travel in them to be used effectively for racing games. Xbox 360 changed everything in that regard.
 
Before the days of analogue triggers* I used to do it in every racing game, most notably Gran Turismo 4.

It's not hard once you get over the initial learning curve, and you can simply remap the gear shifts to L1/R1 so that you're always in control.


* Yes, L2/R2 were analogue buttons on PlayStation 2 but even so they didn't have enough travel in them to be used effectively for racing games. Xbox 360 changed everything in that regard.
Respect to you man! I've tried to use it the past but just don't seem able to do it.
 
Genuinely have no idea how people drive using the right stick for accelerate and brake. I know plenty of people do it but I just can't do it!
With a DualShock controller you don't have much choice. Once I switched to Xbox it was hard to go back.

Respect to you man! I've tried to use it the past but just don't seem able to do it.
I feel the same way about anyone who can play car games from third person chase view.
 
I feel the same way about anyone who can play car games from third person chase view.
It's how I used to play when I first started gaming but as soon as I got a wheel it was cockpit view or nothing. I'm terrible in chase view now!
 
I feel the same way about anyone who can play car games from third person chase view.
I started doing that when I couldn't bear Forza's cockpit view anymore. After a while, I got used to it, even if I still prefer to use the onboard camera in every other racing game (AC, DiRT, Driveclub etc.)
 
I feel the same way about anyone who can play car games from third person chase view.
When it comes to Forza, I'm also one of those :sly:



I tend to use Bumper Cam wherever I can, but I use Chase Far in Forza to be more aware of nearby cars online.
 
This discussion reminds me of how they tried to stop bombers from being shot down in WWII. Bombers kept coming back filled with holes in certain parts of the plane, the military determined that the reason they were being shot down is that these points being shot were causing the bombers to be shot down and the ones that returned were just lucky. So they covered these spots in armor and absolutely nothing changed, the same amount of bombers were being shot down. So they hired a mathematician to figure it out, he determined that the reason the armor didn't help is because the planes that weren't returning were getting shot in the spots that weren't shot at on the returning planes.

It reminds me because it's easy to look at this and say that it's rare to spin on a curb because it rarely happens but the reality is that it rarely happens because professional drivers know how to properly drive onto curbs at speed. If a sim racer never allowed a car to spin in such a way it would be unrealistic.
I'm not talking about the regular curbs I'm talking about the sausage kerbs.
https://www.jamesallenonf1.com/2016...ts-of-new-kerbs-after-four-suspension-breaks/
The controversial new approach to enforcing track limits with kerbs at the Red Bull Ring, Austria, led to further suspension breakages in qualifying for Daniil Kvyat and Sergio Perez, to add to those of Max Verstappen and Nico Rosberg earlier in the weekend.
There is more reaction to the sausage kerbs in this video but not enough to prevent the car from rolling right over them at will. Car control with the controller looks better though.

iRacing Sausage Kerbs:
 
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Another controller vid. Vid description says 'Default setup, driving aids off'



Genuinely have no idea how people drive using the right stick for accelerate and brake. I know plenty of people do it but I just can't do it! Hopefully @Johnnypenso is a bit more convinced by how the car reacts to the kerbs in this one.

This video sort of has me convinced by how he moves the left stick right/left, the car doesn't shot to either direction like a sling shot (if that makes sense).

:)
 
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