GESC Racing: The perpetual all things virtual cars thread. (includes GT6,Forza 5,etc)

skazz

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To me, pCARS 2 looks graphically quite poor compared to ACC. You can really tell the age difference by how dense the surrounding scenery outside the track transforms the racing experience.

After the latest set of track racers came out (particularly ACC and Forza Motorsport 2023 on PC) with their significantly improved object density giving tracks a feel of actually bring used, going back to the "older generation" sims (AC, pCARS 1/2, Raceroom, Automobilista 2, etc..) they just feel so sterile and boring. Also HDR is awesome, so all those older track racers without HDR just lose out terribly (assuming your screen supports HDR400 or better).


Yes, I know that a pure race simmer cares more about physics and track laser scan accuracy than graphics or trackside, but to me ACC beats the pants off pCARS 1/2 there too. Although given the age of your wheel you probably won't feel much of a difference. A modern (ideally direct drive) wheel will definitely change the experience.
 
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Thanks; I'm still okay even with NASCAR Racing 2003, though :cool: pCars 2 feels better in that the FF is more tame. I may just need to mess around with settings in the others. I also tried F1 2012 and 2019 last night and the experience wasn't really what I wanted. FF is a mess with my wheel - I can't even get into the FF strength setting - it's greyed out. And I wanted to just jump into a track and car I picked and drive. I probably didn't do my due diligence on these games. They seem to be aimed much more at forcing me into a "career" mode when all I want to do is drive some.
 
I downloaded Assetto Corsa over the weekend. It's been in my library waiting for me to get a wheel. It is amazing how much better the FF experience was right out of the box compared to Forza Motorsport. I found a YouTube vid on FF settings for Forza that really helped a lot but AC only had a few things to adjust and was just almost perfect with little to no tweaking. I'm still trying to learn the interface. (it's easier to research when my wheel is not in the way of using my keyboard) Looking forward to trying out VR - I'll have to dust off my Quest 2.
 
Well, to me, the no brainer response, if you haven't picked it up from earlier in this thread, is the original Assetto Corsa. It's like $5 on sale, and $15 regular. Either is still a bargain. Critics will tell you it is dated. And it is. But it's still my favorite car-on-track driving feel game. And, like old NASCAR Racing Season 2003, it is the king of mods. There's a mod for anything and everything.
The only downside is getting up and running can take a while. So many mods to dial in the user experience how you want it. I reformatted my PC and reinstalled probably 4 weeks ago and run with 1, sometimes 2 weekly leagues. I still don't have half of the mods installed/working.
 
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NervousEnergy

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Ordered the AF Xtreme wheel base and will be selling the AFv2 base and rim set. Going price seems to be around $450 - $650 (it's a $1000 set new), but will sell to an Arsian for $250 plus shipping if anyone is interested. It's heavy so shipping might be a bit depending on where you are. Setup performs flawlessly - just wanted an upgrade to a faster, higher-torque base. Will also transfer the SimCommander license since I'll be getting a new one with the new base. Or DFW for local pickup.

At 12nm it's not a super strong base, but can certainly wrench your hands around. Easily destroys any belt or gear driven wheel base.

I'll post a (very) amateur racer's review of the Xtreme base once it arrives, hopefully early next week. Early results getting rave reviews even over the SC2 Pro for feel and responsiveness.
 

skazz

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I have owned every Horizon except 2 (no Xbox One) and for me each episode has been a good upgrade over the previous ones.

I think FH5 did so many things well, and when I go back to FH4 or FH3 (which are both still installed) then it’s easy to see exactly how the improvements have given a better game. Of course, playing them in parallel is also good too.

FH6 will include a comprehensive Tokyo zone and they have confirmed raised motorways so we can really expect a lot of new things. I also expect further tweaked driving and controller support building on the excellent base from FM2023.

All in all, I am really looking forward to it and fully expect it to improve on FH5 further without doing silly things. PG seem to be a safe pair of hands.
 

BigLan

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They usually do fall releases (October-ish), but maybe they'll surprise us with the pc/Xbox release in the spring and then hit the PS crowd in the fall (From what I've seen, 5 has done very well on PlayStation, even as it's a few years old.)

I have game pass, so I'm happy to pay the ultimate upgrade price to try and keep Turn10/Playground afloat.

Edit: Skazz, 5 vs 4 is different now than it was at launch where there weren't as many differences (and they were cranking out the 2-year upgrade cycle.) I guess one of the benefits of being a live service game is that the game gets better over time.
 

skazz

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The announcement said "Early 2026" for PC and Xbox, with later release on the PS5. So clearly the usual October release is being changed this time around. Whether due to GTA VI or some other reason we don't know for sure.

And as @BigLan mentioned, modern FH games are always somewhat lacking at launch because they will have stripped the car list back down to <600 again. But after 2-3 years when all the post-launch goodies have been added (new game modes, expansions, hundreds of cars, DLC packs) then it's fair to compare. And right now while I do think that FH3 and FH4 did a few things better, I still regard FH5 as the most enjoyable and complete game of the series.
 

skazz

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Yeah traditionally the FH cover car has never been used by other games prior to FH release. This is a bit tricky, because CSR2 and Real Racing get so many hypercars added that there's barely anything left.

One potentially excellent choice for Japan would be the 2000hp Aspark Owl, but that's already in CSR2. As is that insane 3000hp new Chinese Byd electric hypercar (the U9).

My personal potential list for cover cars currently has 3 options, assuming FH6 wants to license a car which hasn't been in other games:
1. The McLaren W1 still hasn't appeared anywhere, and since Forza has had the P1 and Senna on covers over the years this is definitely a possibility.
2. The Lamborghini Fenomeno (the first special based on the Revuelto) is likewise possible since we've seen the Huracan and Centarino on previous covers. Also not in CSR2... yet...
3. Lexus is close to releasing the LFA successor, tentatively called the LFR. Although so far we've only seen a concept. Timelines might match well for this one. And it's Japanese.

What about you guys... Think any of these three will win?
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Klinn

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The announcement said "Early 2026" for PC and Xbox, with later release on the PS5. So clearly the usual October release is being changed this time around.
The announcement said "...we can’t wait to share more details on Forza Horizon 6 early next year. Stay tuned!"

So it sounds like we'll get info and teasers in early 2026, not the actual release of the game at that point. I prefer your version but sadly I don't think that's how it's going to unfold.
 
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Cranioclast

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If I remember right, the last few have been announced at E3 (or whatever happened in June before FH5) and then released in October or November. If we go by the gap from announcement to release, then it could be Q1 or Q2 2026.

I lean that way with the assumption that Fable will be out sometime in Q4 2026. Playground probably wouldn't try to release both that close to each other? Just guessing, really. And who am I kidding, Fable's not coming out next year.
 

TK_SVT

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Well, NASCAR 25 is out for XBSX and PS5, now. All my thoughts about holding out for the Steam release were shot when I had a few free minutes last night. So, my notes here reflect about 90 minutes or so of play on XBox Series X.

First off, it's easily the best NASCAR game in the past 2 decades. Now, that isn't as big a compliment as you'd think it is, because don't look now, but the last Papyrus NASCAR game is old enough to legally drink, even in the USA...

Overall, I'm not disappointed. I think it is a really strong base to work from.

The car physics strike a great balance between realism, fun, and manageable. It's definitely NOT the old Papyrus / iRacing physics. It is not has hardcore, either. But, outside a single odd glitch I got in the truck series, I thought it was really good. In some ways, it actually feels more advanced than the old school Papyrus. The cars have good weight to them. They don't low-speed skate like Papyrus was prone to, either. You don't get forced into accidentally wall-riding, either. You can get that little brush and spark on the wall or barrier without being stuck on it. It definitely knocks off a little speed when it happens, as it should. But you don't get glued there, anymore.

Setups have a simplified Loose vs Tight adjustment you can make. If you don't like that, you can dig into all the standard springs, dampers, wedge, tire pressures, etc. In the short amount of time I've played so far I didn't venture past the simplified Loose vs Tight adjustments. It looks like a pretty effective way to quickly tweak a car to your liking. The default setup for each track seemed to be a bit scatter-shot for my tastes, with some being a bit too tight, and others being looser than my preference. You really do need to mind your brake and throttle a lot more than previous NASCAR titles, and that affects how the cars react a lot, as it should. So maybe part of that scatter on setups is actually scatter in my driving style.

The AI drivers are best oval track AI I've seen since Papyrus. They're fast, clean, and predictable. They make smart decisions. They know when to hang back, when to work with you, and when to go and block. They're situationally aware and will even try to bail you out of your mistakes. They're almost courteous to a fault. So welcome over the Heat series.

I only spent about 10 minutes with the career mode (completed recruitment and ARCA Daytona) but it looked really promising, and a fairly big departure from the old NASCAR Heat management system that titles like the World of Outlaws games used, too.

It's not to say there aren't some things that need addressing, though. Hopefully those can come through in patches through the life of the game.

1) Controls. The actual handling and control on the standard XBox controller is pretty decent. I ended up using a slight bit of stability assist, but I'm not REALLY sure I needed even that. What I HATE about the controls is they are absolutely dead-stick like we are rewinding it back to 1995 or something. No vibration. No vibration triggers. No feedback at all. That is really inexcusable. I tried two different controllers and two sets of batteries just to make sure it wasn't on my end. Not only is the vibration nice for immersion, but I'm so used to all the information coming from the controller between the general vibration suspension loading and the trigger vibration for traction and braking. The car feels so numb without it. The overall physics seems pretty good. But I can't help but wonder how much better would it FEEL with that information coming through clearer? Hopefully this is just a controller bug. I heard there were major FFB problems they tried addressing in the launch day update. Maybe something accidentally killed vibration? It is BADLY NEEDED.

2) Performance. I was playing on XBSX, so that should be the most powerful of the consoles. There were definitely times it was dropping well off 60 fps, though. To the point it was distracting at times, even. I get why. 40 cars is a big field, and the tracks are big. And unlike a lot of previous games, it doesn't hide anything. Full draw distance, and all cars visible. And it's the right choice for all of those. But I can't imagine how badly this would play on the Series S. Hopefully there are some optimizations to be found that don't affect the vital information needed for driving. (ie, Please continue NOT hiding the brake markers in the distance or the wreck that starts 30 cars ahead of you at Daytona. Unlike almost every other NASCAR game, ever!)

3) Pitting. This needs more refinement. I'm not really sure how I feel about the game pausing itself to allow you to set pit strategy changes. But that is just a stylistic gripe. If you're going to go full pause to let me choose tire and fuel strategies, why not also allow setup changes? I might want to loosen or tighten the car a bit?

4) Black Flags. No where does it say the pit entry speed limit. And the timing line isn't clear, either. My own anecdote, I got black flagged for pit speed at Watkins Glen. Then got black flagged again for pit speed while trying to clear the black flag for pit speed. And I still don't know what the speed limit is, or where the timing line is there. I'm sure I could research and find out. But it's an odd choice of a place to be hyper-realistic when the rest of the game is fairly relaxed. I'm tempted to just turn off black flags for now. (There is the option.)

5) Track cuts at road courses. WTF?? Why would you stop me dead on the track like we're suddenly in a full arcade game?? What is up with that? Just black flag or assess a time penalty on me if you didn't like my line through the bus stop when I missed my braking point! This seems really backward, particularly when compared to the pit speed limit hyper realism situation.

6) Fuel loads/wear times. This could be clearer. Give me a consumption graphic. (And let me increase size of information graphics I do have, so I can see them from my sofa, while we're at it.) I was at 4x wear. But it feels like wear and fuel are even faster than 4x. I wouldn't have expected needing two stops in a 20 lap race at Texas? Like computing back to 1x, a full tank of fuel would last less than 30 laps? What are we doing with all of it? :unsure:

Still, it's an enjoyable game. And hopefully a number of these will be addressed to improve things going forward.
 

zAmboni

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I plunked down for AC Rally. For $21 why not? Watched videos from Broadbent and Jardier and they were gushing over it so far. Both of them wanted to say it, but couldn't say it since it isn't complete...but they wanted to say it was as good as or better than RBR. It definitely looks amazing, I will have to give it a spin tomorrow.
 

Cranioclast

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I'm finding AC Rally unplayable with a controller. But that's probably just me not being familiar with controller settings on PCs and spoiled by Forza's controls. I've been playing around with curves, deadzones and whatnot, trying both Xbox and 8BitDo gamepads, but I no matter what I do, steering is waaay too sensitive.

It looks nice when I smash into trees, though.
 

zAmboni

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I saw that several people were having problems with controllers. One of them was saying that there seemed to be a speed sensitivity thing going on, but that may be the opposite problem that you are having (lack of steering authority at speed). Sounds like controllers are a WIP.

I was having some problems just trying to start a stage. I would just sit there with throttle full and would not get a countdown. Someone suggested that the game was thinking a controller/keyboard was active and it was confusing things with the start. I'm pretty sure that is what is going on with me, but also sounds like it is a bug since I don't even have a controller plugged in.

As for the game, it took me a bit to get a hang of things, but driving seems to feel pretty good. Thing is that I don't know what good physics feels like or good FFB feels like to actually give an informed opinion. I watched a few replays of stages and at the beginning, I was so bad on my lines....late everywhere. Did get better as I went on....this was with dry optimal grip on gravel. I also looked SLOW. I am afraid to try a rainy muddy track.
 
Thinking on a new wheel during black Friday prices. Suggestions? Win 11. Been using my red Logitech MOMO, which still (sort of) works, but requires turning off memory protection so its driver will run, and no current games recognize it, so it's a bit of a pain to get set up.

Probably leaning most to the Logi G920 ($200 at Amazon) and probably add on the $54 shifter.

Anything else in the price range? I don't mind spending a bit more if it will help quality and enjoyment wise proportionally well for the extra money. (E.g., G923?)
 
Never researched it enough to hear about the Logi shifter being that bad. Guess I'm used to the paddles from the red MOMO so it shouldn't be an issue to just stay with paddles... :cool:

Next - haven't really heard of the Moza, but it looks interesting and not out of range price wise. It looks a lot like the Logi RS50 at first glance (the drive box in particular, and the pedals to an extent).

Looking through the games the R3 supports brought me back to Live for Speed - which I have not played for many years now, but recall it being pretty fun. Is anyone still doing LFS, or have the other games talked about here eclipsed it?

Thanks for that input - will keep me busy a bit looking at it - and the price does not seem too bad.
 

Klinn

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Next - haven't really heard of the Moza, but it looks interesting and not out of range price wise. It looks a lot like the Logi RS50 at first glance (the drive box in particular, and the pedals to an extent).
I just bought a Moza R5 bundle yesterday thanks to a Black Wednesday sale. I'm really only playing Forza Horizon these days, no Assetto Corsa at the moment, but I managed to wear out a new Logitech 923 in only a year's worth of FH5. The drive mechanism developed slop and looseness and is apparently a common occurrence.

Recommendations around the net argued that the Moza R3 was under-powered and you needed at least the R5 to get enough torque, so I went with that one. Frankly, one of the first things I did was to reduce the force feedback strength to 50%, so I suspect the R3 would have been fine for me. Perhaps my opinion might change if I fired up a "proper" racing sim instead of FH5.

Set up was more finicky than something like the Logitech, both physically and software. You're assembling some bits and pieces, not just pulling it out of the box and plugging it in, and the installation guide is rather terse. But take your time and it works out OK. Downloading and immediately having to update their Pit House control app is odd, why not just post the updated version in the first place? The so-called one-step configuration for FH5 was rather clumsy, with their official web guide telling you to ignore certain pop up warnings from Pit House if they appear. Support for other sims might provide a cleaner configuration process.

But hey, it does work with FH5 and it is far better feeling than my old worn Logitech. Today's task is to fine tune the settings in the game to suit my preferences. Onward!
 

NervousEnergy

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Recommendations around the net argued that the Moza R3 was under-powered and you needed at least the R5 to get enough torque, so I went with that one. Frankly, one of the first things I did was to reduce the force feedback strength to 50%, so I suspect the R3 would have been fine for me. Perhaps my opinion might change if I fired up a "proper" racing sim instead of FH5.
Continuous FFB strength isn't the point or forte of high-torque DD wheels, it's the peaks and the headroom for fidelity it gives you. Hardly anyone runs wheels at max continuous torque - that would be exhausting. But the information you're getting through the wheel is much greater with higher power, as the effects are far more discerning.

I went from a 13nm wheel to a 29 nm wheel. The 13 nm (AFv2) I ran at 90% global strength, and the 29 (AFX) I run at around 50%. The wheel feel is night and day - the AFX feels vastly different between different cars and road surfaces, whereas the AFv2 mostly muddled them all together into a singular feel. I'm a very casual sim racer, and it was, as noted, night and day for me when going to the stronger wheel. If you race a lot it'll probably be even more dramatic. This is all in iRacing, and I understand ACC can be tuned to have even better FFB. I've bought AC Rally, but won't fire it up until VR support is in.
 
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FWIW, about half the league I typically run with uses paddles and no clutch pedal. It works fine, and most games have a way to configure it such that it doesn't cost you any performance. I actually ran this way for a few weeks last month because I was having a false-neutral issue with my shifter. If you buy a setup that has an upgrade path to add a clutch pedal and shifter later, that would be the way to go IMO.

That said, in Assetto Corsa, without a clutch pedal, you are going to have a lot more difficulty launching some cars as they will hook instantly and bog the engine pretty hard. Reminds me of when I used to autox Subarus in the early 2000s... you had to slip the clutch out from about 4k in order to get a good launch or else the engine would just fall on its face.
 
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