What gives you the impression physics in iRacing are rudimentary? You only have to watch a replay of car attitude on track to see how far ahead the physics are compared to AC or RF2.
Also whilst NTMV7 has a couple of issues on the whole is a huge step forward, and if you read DK’s essays on it it’s apparent they are going way deeper than any other Devs have attempted.
I would not say that rF2 or ACC are far ahead in terms of FFB quality. iRacing FFB is actually pretty good but you must not confuse it with signal quality.
There has iRacing in fact something to catch up.
But when it comes to feedback there are not much better sims out there.
The only area I feel Iracing really lacks is understeer effect, other that it is really good. When I run F3 at Road Atlanta in iRacing the bumps and kerbing feel phenominal. I often see people saying iRacings FFB is terrible and its usually the people running the mx5 cup expecting it to feel like a high downforce Indycar. The FFB in the cars all feel very unique and diffrent compared to some of the other popular sims on the market. One other thing I noticed was how vastly diffrent the FFB is depending on the cars setup, when running the pro mazda I found two diffrent setups changed the cars feel drastically.
Some of the other great combos I have tried are the Audi TCR at the old lime rock, the wheel hop when getting sideways feels really good. F3 at bumpy Summit Point is a great combo. The 2011 Dallara Indy car at any bumpy roadcourse feels incredible, epecially when you dial in the slew rate to dampen some of the harsh jolts.
I can actually feel a lot wrt different surfaces in iRacing. Maybe my hands are just a bit more sensitive, even though they are 53 years young
And like Simon says, let’s not even get into physics models.
Wrt ffb though, I prefer what iRacing is doing far over the canned effects of most other ‘sims’. Those effects only exist to spice up the feel of non-dd wheels.
A lot of what you feel there is artificial stuff that doesn’t belong. People often mistake it for how it should be…
What settings are you running for Oval? I have a basic street stock setting but I run some of the archived xfinity cars in a iRacing league and could use a decent profile.
After a lot of testing and switching between profiles these are my settings for Street Stock and the Charlotte Oval.
In the turns there is a nice firm force when you start to over steer.
Planning to try higher classes in the next weeks, looking forward to those settings also.
Basically the reason why many consider iRacing the best feedback is because it is the most “true”. iRacings FFB is derived ENTIRELY from the modeling of the vehicle, The Track, and tires . They don’t add in effects just so it can “feel” like there is a curb or for that matter anything else… So when they laser scan a track (if that curb is just painted it remains just painted, if it is a speed bump (sleeping policeman) then it will be a big bump… What many titles do is they use add in effects to simulate curbing so you can feel the limits of the road even if on the real track the grass is the limit. Then in Regard to the cars because it is all about the model in iRacing each car comes out with it’s own unique feel and characteristics that aren’t created by saying well we want it to feel this way just because. it feels that way because of how it was constructed (this leads to a more predictable feedback model where small changes can affect the way the car handles and how you feel the car as well. Yes the Most controversial and most ambitious part of iRacing is the tire model in that they are attempting to be a tire manufacturer with the NTM model… If they get it fully right it will probably be second to none and I can see real world application of the simulation… As they are trying to model a tire construction from the ground up with real time dynamics. This is also where a lot of the feel of the sim comes from as well because tires are a huge part of handling.
I spent a lot of time tweaking oval settings this week, I’ve found running much lower inertia has helped with not over correcting oversteer. This is where I am right now, frustratingly still just under a tenth off the best times I’ve seen at Darlington by the Peak guys :
Well try this, its Max Benecke settings for simucube 2 ultimate. Im only change Static force reduction to 30% plus slew rate - off. After it you set auto FFB in iRacing. And its pretty good, so many details and light wheel.
Idk. Im ask Max yesterday on his stream, did he change somthing in software ? He says what he set in summer, he still use without any changes. Also in PRT discrord im find same sattings from other people, whom use nearly same settings in software.
Just a general comment: Not sure why people get so hung up on what ‘fast’ guys are using.
FFB is a pretty personal thing, just looking at those Max is using, I know it will be pretty crappy for what I am looking for in ffb. Those settings will allow a fair bit of ffb garbage from iRacing to pass through, incorrectly identified as useful ffb.
But, each to their own, it’s an extremely subjective topic. Max is running those in an effort to minimise latency, as he needs every aid to support him at the top of the table for us more recreational drivers, that would like to have the ultimate in immersion, there are settings to achieve those goals too, and Max’s ain’t it
Some people look for immersion and some want to be the fastest. I think its good to know what the fast guys are using and try their settings. If what you are saying is true, I will probably not like those settings. But I cant wait to try them and see if controlling the Porsche cup will be any easier
Anyway its nice to have as many options available as possible so one can find their own preference.