I'm really sorry, I honestly don't get it

ndslpsp

Well-known member
Sorry, I bought rFactor 2 at a steep discount. It's not that I don't support Studio 397, but I've always taken it for granted that the new generation surpasses the old—that LMU would inevitably be better than its predecessor. What I didn't expect was that rF2 is also a 397 title, developed on the same engine. Why, after playing rF2 for a week and going back to LMU, oh my god, the handling felt so rigid and boring! I can't find another sim that gives me that addictive car feel that rF2 has. When it comes to simulating real cars, it's almost unbeatable. Yes, this is exactly the game 397 made themselves—ugly UI, terrible music, and confusing settings. If it weren't for a friend strongly recommending it, having already played LMU, I wouldn't have even bothered downloading it.

This is truly a magical game. With so many mods, it should be riddled with bugs, but that's not the case at all. The tire wear issue that was unsolvable in LMU is perfectly solved here (or rather, the problem never actually existed). My wear rate is almost the same as the AI's, and faster AI cars even wear slightly more than the slower ones. Man, the race pace is so tight, and everything fits the player so well.

I just don't understand why it turned into hopeless garbage in LMU. Was it changed on purpose? Using the same engine, didn't they know how to copy and paste? Why haven't they changed it back after all these years? Unfortunately, genuine wheel‑to‑wheel combat can only happen in rF2. At 100% aggression, they'll try every way to dive into any gap you leave, and they won't back off on the straights at all. That's simply impossible in LMU, where the AI always lines up in a long train behind you. Boring races.

I really don't understand why they put so much effort into getting the WEC license, yet players aren't buying it and are instead making their own liveries from scratch. Moreover, LMU's races simply can't reproduce the real WEC racing atmosphere, which is precisely the biggest selling point for LMU given its weak car list and track selection. It's a pity they're not willing to do it right. ~ Yes, right now for sim racers, LMU is like a beautifully packaged clown—utterly useless. ...Hmm, maybe deliberately ruining the originally solid single‑player experience is just one of the ways to force players into online games... I hope I'm wrong, really, because they did once have such a great game as rF2.
 
The aspects you mention are indeed bizarre. Although I think the added feel in FFB is due to the renowned excessive tyre slip in rf2. LMU was much closer to this on release, but while FFB was fantastic back then, there were oddities with the tyres. I remember rears losing grip in slow speed corners unexpectedly (didn’t make any sense).

LMU also focuses on top level prototypes/GT cars. The tyres and cars are stiff, and the route they’ve gone down with their FFB since June last year is steering rack feel. Which is why it feels terrible in my opinion. It certainly will in comparison to rf2 if you’re playing one directly after the other.

The AI aspects I very much agree with. It’s a big shame, we both know it’s been neglected and they really need to sort it asap. Even more so that you’ve found out they are indeed capable of it in rf2.
 
The aspects you mention are indeed bizarre. Although I think the added feel in FFB is due to the renowned excessive tyre slip in rf2. LMU was much closer to this on release, but while FFB was fantastic back then, there were oddities with the tyres. I remember rears losing grip in slow speed corners unexpectedly (didn’t make any sense).

LMU also focuses on top level prototypes/GT cars. The tyres and cars are stiff, and the route they’ve gone down with their FFB since June last year is steering rack feel. Which is why it feels terrible in my opinion. It certainly will in comparison to rf2 if you’re playing one directly after the other.

The AI aspects I very much agree with. It’s a big shame, we both know it’s been neglected and they really need to sort it asap. Even more so that you’ve found out they are indeed capable of it in rf2.
I checked the settings files of both games, and the parameter structures are almost identical. LMU cut out quite a few AI-related parameters, while rF2 allows modifying AI driver parameters. If they had fully recreated the WEC races and didn't want us to mess around, that would be completely understandable. Unfortunately, they set everything arbitrarily and blocked all features to prevent people from adjusting them… This is really overbearing and unreasonable. The licensed rights are just a gimmick to attract WEC fans, and then they push people into playing online games
 
Sorry, I bought rFactor 2 at a steep discount. It's not that I don't support Studio 397, but I've always taken it for granted that the new generation surpasses the old—that LMU would inevitably be better than its predecessor. What I didn't expect was that rF2 is also a 397 title, developed on the same engine. Why, after playing rF2 for a week and going back to LMU, oh my god, the handling felt so rigid and boring! I can't find another sim that gives me that addictive car feel that rF2 has. When it comes to simulating real cars, it's almost unbeatable. Yes, this is exactly the game 397 made themselves—ugly UI, terrible music, and confusing settings. If it weren't for a friend strongly recommending it, having already played LMU, I wouldn't have even bothered downloading it.

This is truly a magical game. With so many mods, it should be riddled with bugs, but that's not the case at all. The tire wear issue that was unsolvable in LMU is perfectly solved here (or rather, the problem never actually existed). My wear rate is almost the same as the AI's, and faster AI cars even wear slightly more than the slower ones. Man, the race pace is so tight, and everything fits the player so well.

I just don't understand why it turned into hopeless garbage in LMU. Was it changed on purpose? Using the same engine, didn't they know how to copy and paste? Why haven't they changed it back after all these years? Unfortunately, genuine wheel‑to‑wheel combat can only happen in rF2. At 100% aggression, they'll try every way to dive into any gap you leave, and they won't back off on the straights at all. That's simply impossible in LMU, where the AI always lines up in a long train behind you. Boring races.

I really don't understand why they put so much effort into getting the WEC license, yet players aren't buying it and are instead making their own liveries from scratch. Moreover, LMU's races simply can't reproduce the real WEC racing atmosphere, which is precisely the biggest selling point for LMU given its weak car list and track selection. It's a pity they're not willing to do it right. ~ Yes, right now for sim racers, LMU is like a beautifully packaged clown—utterly useless. ...Hmm, maybe deliberately ruining the originally solid single‑player experience is just one of the ways to force players into online games... I hope I'm wrong, really, because they did once have such a great game as rF2.
I play rF2 a couple of years ago for short time, but if I remember correctly the mid-game saving is broken because it doesn't reload the car setup but the stock one, or not? There are also reports fo wrong tyres/fuel loads of AI after loading.
 
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I play rF2 a couple of years ago for short time, but if I remember correctly the mid-game saving is broken because it doesn't reload the car setup but the stock one, or not? There are also reports fo wrong tyres/fuel loads of AI after loading.
I bought it quite late, so the game doesn't have those bugs you mentioned—everything works fine.
 
I play rF2 a couple of years ago for short time, but if I remember correctly the mid-game saving is broken because it doesn't reload the car setup but the stock one, or not? There are also reports fo wrong tyres/fuel loads of AI after loading.
rFactor 2 also suffers from excessive AI tyre wear, with their tyre degradation rate roughly three times that of the player. Disabling tyre wear drastically boosts the AI's lap times. Additionally, the AI never start races with full fuel tanks; they are forced to make pit stops for refuelling even in short-distance races, and their fuel calculation only functions correctly when the race length is set to 100% of the full schedule.Besides, they change tyres every single pit stop, which is identical to the behaviour in Le Mans Ultimate."It seems this is an inherent issue with the game engine and hard to change.
 
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rFactor 2 also suffers from excessive AI tyre wear, with their tyre degradation rate roughly three times that of the player. Disabling tyre wear drastically boosts the AI's lap times. Additionally, the AI never start races with full fuel tanks; they are forced to make pit stops for refuelling even in short-distance races, and their fuel calculation only functions correctly when the race length is set to 100% of the full schedule.Besides, they change tyres every single pit stop, which is identical to the behaviour in Le Mans Ultimate."It seems this is an inherent issue with the game engine and hard to change.
Make sure you run full practice sessions so they can calibrate their fuel use. Also I think setting one of time or laps as the race length is better (can't remember which, and not totally sure that's current; but it was a few years ago).
 
Just reinstalled and unistalled. My Fanatec CSL DD is undetected every time I press esc, unplayable anymore on new hardware.
 
I, personally, do not find the FFB and physics in RF2 to be anything like the feeling you get in a real life racecar on track. Yes, all that slip can be fun for a game but, based on my experience, I find LMU to be a significantly better simulation of how the steering felt when I turned laps at Daytona and Mid-Ohio.
 
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