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The following tables compare general and technical information for a number of racing simulators. Please see the individual products' articles for further information. This article is not all-inclusive or necessarily up-to-date.

In each table, the simulators list follow the same order; the ordering is by sim engine and evolution:

Physics[ | ]

Tire simulation - part 1[ | ]

Tire model Based on data from tire manufacturers Dynamic wear Dynamic temperature Dynamic pressure Dynamic control Customization
Project CARS Own System 3 Yes Some, Pirelli, Avon Yes Yes Yes Yes
Assetto Corsa ? ? ? ? ? ? ?
rFactor 2 ? ? ? ? ? ? ?
NASCAR 2003 Milliken & Pacejka "Similarity" Model Goodyear Yes Yes Yes No No
Racer Pacejka Some No No No No Partial
GTR Pacejka-like Template:Yes2[citation needed] Yes Yes Yes No No
GT Legends Pacejka-like Michelin, Goodyear, Avon, Dunlop Tyres Yes Yes Yes No No
GTR 2 Pacejka-like Template:Yes2[citation needed] Yes Yes Yes No No
RACE Pacejka-like ? Yes Yes Yes No No
rFactor Pacejka-like Some Yes Yes Yes No No
netKar Namie (v0.9.9) Milliken & Pacejka "Similarity" Model 1 Template:Yes2[citation needed] Yes Yes ? No No
netKar Pro (v1.0) Pacejka 96 full model 2 Avon Yes Yes Yes No No
Live for Speed (S2) Own System 3 No Yes Yes Yes No No
Richard Burns Rally Own System 3 Michelin, Pirelli 4 No Yes ? No No
Driver's Republic (1st beta) Own System 3 No No ? ? No No
Virtual Grand Prix 2 Quasi-finite elements Avon Yes Yes Yes No No
X Motor Racing Own system 5 No Yes Yes Yes Yes Yes
F1 Challenge '99-'02 Pacejka-like Yes Yes Yes Yes No No
TORCS Pacejka No No No Yes No No
Grand Prix Legends Milliken & Pacejka "Similarity" Model No No Yes Yes No No
Grand Prix 4 Own System Bridgestone ? ? ? No No
Forza 2 Own System Toyo Tires Yes Yes Yes Yes Yes
iRacing.com Own System Goodyear Yes Yes Yes No No
Simul-X Vehicle Dynamics SDK Viscoelastic Tire (Own system) No Yes Yes Yes Yes Yes

Note 1: with several modifications.[citation needed][citation needed]

Note 3: Finite element carcass simulation coupled to finite difference contact patch simulation.[citation needed]

Note 4: There's one data file per manufacturer, but the files do not differ. Therefore at least one of them is not based on real data.[citation needed]

Note 5: 100% customizable tire model that allows define any tyre model (Pacejka, Own system or based on tyre manufactures)[citation needed]

Tire simulation - part 2[ | ]

Flat spots Dirt on tire affects grip Racing line affects grip Walls deformation
Project CARS Yes ? ? Yes
NASCAR 2003 No No Yes No
Racer No No No No
GTR No No Yes No
GT Legends No Yes Yes No
GTR 2 No Yes Yes No
RACE No No Yes No
rFactor No Yes No No
netKar Namie (v0.9.9) No Yes Yes No
netKar Pro (v1.0) Yes Yes Yes No
Live for Speed (S2) Yes 3 Yes 4 No Yes
Richard Burns Rally No Yes2 Yes1 Yes
Driver's Republic (1st beta) No No No Yes
Virtual Grand Prix 2 No Yes Yes Yes
X Motor Racing No5 Yes Yes Yes
F1 Challenge '99-'02 No No No No
TORCS No No No No
Grand Prix Legends No No No No
Grand Prix 4 ? No No No
iRacing.com No No No Yes
Simul-X Vehicle Dynamics SDK No Yes No Yes


Note 1: On non-tarmac stages, there's higher grip after previous cars have swept the racing line.

Note 2: On non-tarmac stages, soil accumulation on sliding tires increase their grip.

Note 3: 48 sampling points, arranged as 16 along the circumference by 3 across the width of the tire.[1]

Note 4: 16 sampling points along the circumference.

Note 5: True 3D Tire simulation.

Suspensions[ | ]

Wishbone component Strut bar component Axle component monoshock component Trailing arms Double wishbone multilink Front MacPherson strut Rear MacPherson strut (Chapman strut)
NASCAR 2003 Yes No Yes ? No Yes No No No
Racer No No No No Partial 1 Partial 1 Partial 1 Partial 1 Partial 1
GTR Yes ? ? ? ? ? ? ? ?
GT Legends Yes ? ? ? ? Yes ? ? ?
GTR 2 Yes Yes Yes Yes Yes Yes Yes ? ?
RACE ? ? ? ? ? ? ? ? ?
rFactor Yes ? Yes Yes Yes Yes Support for 4-link rear suspension No No
netKar Namie (v0.9.9) Yes No Yes ? No Yes No No No
netKar Pro (v1.0) Yes Yes Yes Yes ? Yes approximated as wishbone + dynamic toe Yes ?
Live for Speed (S2) Yes No No No Partial 2 Yes No Yes Yes
Richard Burns Rally Yes ? ? ? No ? No Yes No
Driver's Republic (1st beta) Yes 3 Yes 3 Yes 3 Yes 3 Yes 3 Yes 3 Yes 3 Yes 3 Yes 3
Virtual Grand Prix 2 (v1.06) Yes No Yes Yes Yes Yes approximated as wishbone + dynamic toe No No
X Motor Racing Yes Yes ? ? Yes Yes ? Yes Yes
F1 Challenge '99-'02 Yes Yes ? ? ? Yes ? ? ?
TORCS Yes Yes Yes ? No ? ? Yes Yes
Grand Prix Legends Yes Yes No ? No Yes No No No
Grand Prix 4 Yes ? ? ? ? ? ? ? ?
iRacing.com ? ? ? ? ? ? ? ? ?
Simul-X Vehicle Dynamics SDK Yes Yes Yes Yes No ? Yes Yes ?

Note 1: Instead of dynamically modeled suspension components, Racer uses parameters that define linear camber and toe change per unit of suspension deflection. This allows a rough approximation of the camber and toe effects that a dynamically modeled suspension has. Roll centers are static, and their placement is defined by a parameter.

Note 2: Suspension geometry in LFS can move only in X-Y plane, so trailing arm is approximated by moving the wheel up and down along the Y-axis.

Note 3: As of the beta version, suspension geometry in DR is completely customizable in the number, position and characteristics of any suspension rod, spring, damper and axis.


Drivetrain[ | ]

4wd layout Rwd layout Fwd layout Open diffs Locked diffs LSD (Clutches) 4 LSD (Viscous) LSD (EDL) LSD (TBD) Active diffs
NASCAR 2003 No Yes No No Detroit Locker No No No No No
Racer Partial 6 Yes Yes Yes No ? Yes ? ? No
GTR Partial 3 Yes Yes Yes Yes (clutch pack) ? ? ? No
GT Legends Partial 3 Yes Yes Yes Yes (clutch pack) ? ? ? No
GTR 2 Partial 3 Yes Yes Yes Yes (clutch pack) ? ? ? ?
RACE ? Yes Yes Yes ? ? ? ? ? ?
rFactor Yes Yes Yes Yes Yes Yes Yes ? ? No
netKar Namie (v0.9.9) No Yes Yes Yes No Salisbury No No Torsen No
netKar Pro (v1.0) Yes Yes Yes Yes ? Salisbury ? ? Torsen No
Live for Speed (S2) Yes Yes Yes Yes Yes (clutch pack) Yes No No No
Richard Burns Rally Yes Partial 1 Yes Partial 2 Partial 2 No ? ? ? Yes 5
Driver's Republic (1st beta) Yes 7 Yes 7 Yes 7 ? ? ? ? ? ? No
Virtual Grand Prix 2 (V1.06) No Yes No No Partial 2 Electronic Clutch No EDL No No
X Motor Racing Yes Yes Yes Yes Yes Yes Yes ? ? Yes
F1 Challenge '99-'02 Yes Yes Yes Yes Yes Yes ? ? ? ?
TORCS Yes Yes Yes Yes Yes No Yes No No No
Grand Prix Legends No Yes No No No Salisbury No No No No
Grand Prix 4 ? Yes ? ? ? ? ? ? ? ?
Forza 2 Yes Yes Yes ? ? ? ? ? ? ?

Note 1: No proper RWD support; the RWD cars available for testing are made by switching the front and the back end, therefore handbrake affecting to the front wheels[citation needed].

Note 2: This diff behaviour can be achieved through correct setup of the active differential mappings.

Note 3: No proper 4WD support. Cars can be set to 4WD, but power distribution is always 50%/50% (front/rear), and there are no means to adjust centre diff locking. This gives the 4WD cars a tendency to understeer.

Note 4: Limited Slip Differentials (LSD), are divided in four categories: Viscous Coupling (Syncro), Clutches, EDL and Torque Biasing Differential. The Clutches category include Passive Clutch, Progressive/Locking Clutch (Positraction or Salisbury type), Simple Hydraulic Clutch and Electronic Clutch.[2]

Note 5: Their settings cannot be changed while driving, unlike in real life WRC.

Note 6: Power distribution is customizable. Racer is hardcoded so that only one differential per car is allowed. Therefore in a 4WD car, all four wheels are driven, but only two of the wheels can have a "real" differential. Also, Racer does not implement a center differential for 4WD.

Note 7: Transmission layout, as of 1st beta version, is completely customizable in DR. Only one type of differential is provided, probably an open one, but not verifiable.

Road surfaces and covers that affect handling[ | ]

Asphalt concrete Concrete Tarmac Unpaved, dirt road Unpaved, gravel road Unpaved, ice Water (rain) Snow Hail Dirt (sand/soil) on non-dirt-roads Mud Tire rubber Oil (engine) Rubber marbles
NASCAR 2003 Yes Yes No Yes Yes No Partial10 No No Yes No No No No
Racer Yes Yes Partial5 Partial5 Partial5 Partial5 Partial5 Partial5 No Partial5 Partial5 No No No
GTR Yes Yes4 Yes4 ? ? ? Yes No No ? ? Yes ? Yes
GT Legends Yes Yes4 Yes4 ? ? ? No No No ? ? Yes ? ?
GTR 2 Yes Yes4 Yes4 ? ? ? Yes ? ? ? ? Yes ? Yes
RACE Yes Yes Yes ? ? ? Yes ? ? ? ? ? ? ?
rFactor Yes Yes4 Yes4 Partial7 Partial7 Partial7 No8 No No ? Yes4 ? No No
netKar Namie (v0.9.9) Yes Yes Yes No No No Partial1 No No No No No No No
netKar Pro (v1.0) Yes Yes Yes No No No Partial1 No No No No No No No
Live for Speed (S2) Yes Yes Yes Yes Yes Partial6 No No No No No No No No
Richard Burns Rally2 Yes Yes Yes Yes Yes Yes Yes Yes No Yes4 Yes No No No
Driver's Republic (1st beta) Yes Yes Yes Yes Yes No No No No Yes No No No No
Virtual Grand Prix 2 (V1.06) Yes Yes Yes Yes Yes No Yes No No No No Yes No ?
X Motor Racing Yes Yes Yes Yes Yes Yes Yes Yes No Yes Yes ? ? ?
F1 Challenge '99-'02 Yes Yes Yes Yes Yes No Yes No No No Yes No No No
TORCS Yes Yes Yes Yes Yes No No No No No No No No No
Grand Prix Legends Yes Yes Yes Partial3 ? Partial3 Partial3 Partial3 No Yes No No No No
Grand Prix 4 Yes Yes Yes No No No Yes No No No No No No ?
iRacing.com Yes Yes Yes No No No No No No Yes No No No No
Simul-X Vehicle Dynamics SDK Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No No No

Note 1: The physics of the interaction between tire and wet asphalt is fully implemented, but in version 1.0.1 is not used yet[citation needed].
Note 2: RBR initially has a total of 132 different surfaces (be it road surfaces or elements such as different types of rocks, water... even several types of bushes and poles!).

Note 3: There are 3rd party tracks featuring non-conventional surface types, such as snow, dirt (Blackwood for GPL), rain (Nurburgring in rain), and probably more. Also, there is a track surface type (surface type 8) that was supposedly going to be used as water, however it wasn't finished and doesn't work properly. It usually results in the car sinking into it, then being launched.

Note 4: In every surface type, there are parameters such as SoilThickness and SoilDensity in RBR and WetGrip/DryGrip in ISI-based sims that can be adjusted.

Note 5: Racer surface types have several parameters that can be customized on a per track basis. Specifically, these are grip, rolling resistance and viscosity.

Note 6: Ice is only used for internal testing, not present in the official tracks yet.

Note 7: rFactor engine can be adapted to model any kind of surface editing a terrain data file, but at the moment there is no specific support to model the interaction of different tire models with different surfaces.

Note 8:The event version of rFactor, that taken to demonstrations with BMW and Intel supports full wet weather, wet lines and rain drop particles. ISI have stated that this feature will reach the public version of rFactor at some point.

Note 9: A 3rd party track (Watkins Glen Wet) has modified grip values to resemble wet-weather racing.

All ISI based simulators can be modified to support any surface.

Aerodynamics[ | ]

Downforce simulation Wings Undertray Ground Effect Car pitch affects downforce Car yaw affects downforce Slipstream Flexible wings Aerodynamics damage Aerodynamics dependent engine performance Wind affects Handling
NASCAR 2003 Yes Partial ? Yes Yes Yes Yes No Yes Yes Yes
Racer Yes Yes No No No No No No No No No
GTR Yes Yes Yes Yes Yes Yes Yes No Yes ? No
GT Legends Yes Yes Yes Yes Yes Yes Yes No Yes ? No
GTR 2 Yes Yes Yes Yes Yes Yes Yes ? Yes ? ?
RACE ? ? ? ? ? ? ? ? ? ? ?
rFactor Yes Yes Yes Yes Yes Yes Yes No Yes ? ?
netKar Namie (v0.9.9) Yes Yes ? ? Yes Yes ? No No No No
netKar Pro (v1.0) Yes Yes ? ? Yes Yes Yes No ? No No
Live for Speed (S2) Yes Yes Partial1 Yes3 Partial1 Partial1 Yes No No No Yes
Richard Burns Rally Yes Yes No No Yes Yes No No No No ?
Driver's Republic (1st beta) Yes Yes No No Yes Yes No No No No ?
Virtual Grand Prix 2 (V1.06) Yes Yes Yes Yes Yes Yes Yes No Partial (really basic) No ?
X Motor Racing Yes ? ? ? Yes Yes ? ? ? ? ?
F1 Challenge '99-'02 Yes Yes Yes ? Yes Yes Yes No Yes No No
TORCS Yes Yes No No Yes Yes Yes No No Yes No
Grand Prix Legends Yes2 Yes2 No No No No Yes No No No No
Grand Prix 4 Yes Yes Yes ? Yes Yes Yes No Yes ? No
iRacing.com Yes Yes ? Yes Yes Yes Yes No Yes Yes Yes

Note 1: The undertray angle is not adjustable and the undertray angle does not vary with the pitch of the car. The ground clearance of the car does not affect undertray downforce.

Note 2: The physics engine that Grand Prix Legends shipped with did not model downforce. Downforce was added to the model with the release of the 1969 mod for GPL. For its 1966 Mod, this was changed to 'upforce' since the wingless F1 cars of 1966 tended to generate lift at higher speeds.

Note 3: The XFG, XRT, FXO, FZ50 have GTR countreparts that rely on ground effects for added grip.

Chassis[ | ]

3 axis Moment of inertia
(pitch, yaw, roll)
Anti-roll bars Chassis flex Axle flex Engine torque transmitted onto chassis
NASCAR 2003 ? Yes No ? Yes
Racer Yes1 Yes No No Yes
GTR Yes Yes No No Yes
GT Legends Yes Yes No No Yes
GTR 2 Yes Yes No No Yes
RACE Yes Yes No No Yes
rFactor Yes Yes No No Yes
netKar Namie (v0.9.9) ? Yes No No Yes
netKar Pro (v1.0) ? Yes Yes No Yes
Live for Speed (S2) Yes2 Yes No No Yes
Richard Burns Rally Yes Yes No No Yes
Driver's Republic (1st beta) ? Yes No No Yes
Virtual Grand Prix 2 ? Yes No No Yes
X Motor Racing Yes Yes ? ? Yes
F1 Challenge '99-'02 Yes Yes No No Yes
TORCS Yes Yes No No Yes
Grand Prix Legends ? Yes No ? Yes
Grand Prix 4 ? Yes No No Yes
iRacing.com Yes Yes No No Yes

Note 1: see Car.ini fields reference [1]

Note 2: Uses a 3x3 inertia matrix (thus allowing for combined pitch and roll to have different inertia to separate pitching then rolling) that is dynamically generated from a group of masses distributed around the vehicle body; thus adding passengers and fuel usage, automatically effect the inertia matrix in a realistic manner.

Damage[ | ]

Visual car body damage Suspension damage Steering alignment damage Engine damage Gearbox damage Clutch slip/ temperature Aerodynamics damage Brake wear and fade Normal wear and tear Driver injuries
NASCAR 2003 Yes Yes Yes Yes Yes Yes Yes No Yes No
Racer No No No No No ? No No No No
GTR Partial 4 Yes Yes Yes Yes ? Yes Yes ? No
GT Legends Yes Yes Yes Yes No ? Yes Yes ? No
GTR 2 Yes Yes Yes Yes No Yes Yes Yes Yes ?
RACE Yes Yes Yes Yes No ? Yes Yes ? ?
rFactor Yes Yes Yes Yes Yes ? Yes Yes Yes No
netKar Namie (v0.9.9) No Yes Yes Yes ? ? No No ? No
netKar Pro (v1.0) Partial3 Yes Yes Yes Yes ? Yes ? ? No
Live for Speed (S2) Yes Yes Yes Partial6 No Yes No No No No
Richard Burns Rally Yes Yes 5 Yes Yes Yes Yes Yes Yes Yes Yes
Driver's Republic (1st beta) No No No No No ? No No No No
Virtual Grand Prix 2 Partial 2 Yes Yes Yes Yes ? Yes No Yes No
X Motor Racing Yes Yes Yes Yes No ? No No No No
F1 Challenge '99-'02 Yes Yes Yes Yes Yes Yes Yes Yes Yes No
TORCS No No No Yes No ? Yes No No No
Grand Prix Legends No Yes Yes Yes No ? No No ? No
Grand Prix 4 Yes Yes Yes Yes Yes Yes Yes Yes ? No
iRacing.com Yes Yes Yes Yes No No Yes No No No

Note 2: Only wings and suspensions.
Note 3: Front wing.
Note 4: Simple graphical representation, only large body panels fall off.
Note 5: Includes damage vulnerability based on suspension stiffness with stiffer settings on uneven/bumpy surface causing damage more easily.
Note 6: Engine damage does not result from impacts - only from over-revving the engine.

The CTDP 2005 Mod for F1 Challenge '99-'02 did add Gearbox damage and failures into the game.

Force Feedback[ | ]

Avoids predefined effects Flat spots
NASCAR 2003 No No
Racer Yes No
GTR No No
GT Legends No No
GTR 2 No No
RACE No No
rFactor Yes1 Yes
netKar Namie (v0.9.9) Yes No
netKar Pro (v1.0) Yes Yes2
Live for Speed (S2) Yes Yes
Richard Burns Rally Yes No
Driver's Republic (1st beta) Yes No
Virtual Grand Prix 2 ? No
X Motor Racing Yes No
F1 Challenge '99-'02 Yes No
TORCS ? ?
Grand Prix Legends Yes No
Grand Prix 4 ? ?
iRacing.com Yes No

Note 1: Optional implementation from 3rd party also available - Real Feel plugin.
Note 2: Disabled in netKar Pro version 1.02.

Artificial Intelligence[ | ]

AI Player blocking Dynamic strategy Track learning Faster as tires warm AI mistakes
NASCAR 2003 Yes Partial Partial1 No Yes Partial2
Racer Yes No No No No No
GTR Yes No No No ? Yes
GT Legends Yes ? ? No ? Yes
GTR 2 Yes Yes Yes Yes Yes Yes
RACE Yes ? ? ? ? Yes
rFactor Yes No No Yes Yes Partial3
netKar Namie (v0.9.9) No ? ? ? ? ?
netKar Pro (v1.0) No No (Does not apply) No (Does not apply) No (Does not apply) No (Does not apply) No (Does not apply)
Live for Speed (S2) Yes Yes No Yes Yes Yes
Richard Burns Rally Yes No (Does not apply) No (Does not apply) No (Does not apply) No (Does not apply) Yes
Driver's Republic (1st beta) No No (Does not apply) No (Does not apply) No (Does not apply) No (Does not apply) No (Does not apply)
Virtual Grand Prix 2 Yes ? No ? ? ?
X Motor Racing Yes ? Yes ? ? Yes
F1 Challenge '99-'02 Yes Partial Yes Partial Yes Yes
TORCS Yes Yes Partial Yes No Yes
Grand Prix Legends Yes Partial Partial1 No ? Yes
Grand Prix 4 Yes Yes Yes No Yes Yes
iRacing.com No No (Does not apply) No (Does not apply) No (Does not apply) No (Does not apply) No (Does not apply)

Note 1: Of a rather rudimentary sort.

Note 2: Not as shipped-most AI wrecks due to bad LP lines or errors in the .ini file, but some modding has been done in this area.

Note 3: AI Mistakes are only considered partial in rFactor because they are not convincing to anyone. As of V1.087 beta there is a *.PLR variable called "AI Mistakes".

Multiplayer[ | ]

Connection quality[ | ]

Max offline human drivers Max online peers Max online human drivers Max online spectators Dynamic throttling 1 Avoids join lag 2 New peers' cars loaded directly
NASCAR 2003 1 42 42 ? Yes Yes No
Racer 1 24 24 ? ? No No
GTR 1 ? ? ? Yes Yes5 ?
GT Legends 1 36 277 ? ? ? ?
GTR 2 1 27 27 ? ? ? Yes
RACE 1 ? ? ? ? ? ?
rFactor 1 64 ? ? Yes[citation needed] Yes Yes4
netKar Namie (v0.9.9) 1 ? ? 0 ? ? ?
netKar Pro (v1.0.1) 1 15 15 15 ? No Yes
Live for Speed (S2) 1 488 32 48 Partial9 Yes Yes
Richard Burns Rally 46 unlimited3 unlimited3 ? No Yes ?
Driver's Republic (1st beta) 1 unlimited unlimited 0 ? ? ?
Virtual Grand Prix 2 (V1.06) ? 20 ? ? No Yes Inapplicable
X Motor Racing 1 32 32 ? ? Yes ?
F1 Challenge '99-'02 1 22 22 0 No No No
TORCS 4 0 0 0 No No No
Grand Prix Legends 1 20 20 ? ? Yes ?
Grand Prix 4 1 8 8 0 No No ?
iRacing.com 1 64 64 50 No Yes Yes

Note 1: More data packets are send to peers who are closer on track, network conditions permitting.
Note 2: "Yes" is good. Here, "significant" means any outright freeze of the program or a decrease or stutter of frame/s significant enough to impact the driving experience negatively (e.g. causing a crash or loss of control).
Note 3: Third-party plug-in needed.
Note 4: Must be enabled in .PLR settings.
Note 5: Only when cars of new joined players are loaded into garage. It is settable in multiplayer settings or .PLR file
Note 6: Hotseat mode.
Note 7: "Every time there are more than 27 racers on the track, the excess players are unable to race properly due to all kinds of strange errors."
Note 8: The dedicated host program takes up one of the peer slots.
Note 9: LFS implements a pseudo dynamic-throttling, as the physics engine updates cars within a certain radius of the player (or spectated) car more frequently than a car that is outside this radius.

Configurability options[ | ]

Configurable sessions (e.g. practice, quali, warmup, race) Track can be changed w/o stopping server or disconnecting peers Allowed cars can be changed w/o stopping server or disconnecting peers Automatic download of personal car textures (aka skins) System keeps track of contact or crash ratio Results consider multi-class racing (e.g. 3rd overall, 1st in class) Statistics can be accessed online Setup changing Driver Changes
NASCAR 2003 Yes Yes No No Yes No Partial1 Yes Partial2
Racer No No No No No No No No No
GTR Yes Yes ? No ? ? ? ? ?
GT Legends Yes Yes ? No ? ? ? Yes No
GTR 2 Yes Yes Yes No ? Yes Yes Yes Yes
RACE ? ? ? ? ? ? ? ? ?
rFactor Yes Yes No No Yes3 Yes Yes Yes Yes
netKar Namie (v0.9.9) Yes No No No No No Yes No No
netKar Pro (v1.0.1) Yes ? ? No Yes ? Yes No No
Live for Speed (S2) Yes Yes Yes Yes Partial5 Partial4 Yes Yes Yes
Richard Burns Rally Yes ? ? No No No Yes ? No
Driver's Republic (1st beta) Yes No No Yes (P2P) No No No No No
Virtual Grand Prix 2 (V1.06) Yes No No No No No No ? ?
X Motor Racing Yes Yes Yes ? ? ? ? ? ?
F1 Challenge '99-'02 Yes Yes No No No No No Yes No
TORCS Yes N/A N/A Yes No No Partial Yes No
Grand Prix Legends Yes Yes No No No No Partial1 Yes No
Grand Prix 4 Yes ? No No No No No Yes No
iRacing.com Yes No No Yes Yes Yes Yes Yes No

Note 1: Possible by server uploading results to a third-party website.
Note 2: Possible by killing the program then the next driver connecting with the same name.
Note 3: Results (XML) log contacts and incidents and these stats can be viewed, for example, when uploading XML results file for viewing with rFactor Report (one example).
Note 4: Ability for multi-class results possible using Insim programs, but only the overall results are transmitted to the online database.
Note 5: Ability for Crash Ratio via Insim programs.

Sound[ | ]

Synthesized vehicle engine sound system1 Recorded vehicle engine sound system1 Echo 3D
NASCAR 2003 No Yes Yes Yes No
Racer No Yes Yes Yes No
GTR No Yes No Yes No
GT Legends No Yes Yes Yes No
GTR 2 No Yes Yes Yes No
RACE No Yes No No No
rFactor No Yes Yes Yes Partial4
netKar Namie (v0.9.9) No Yes ? No No
netKar Pro (v1.0) Yes2 Yes2 ? No No
Live for Speed (S2) Yes Yes3 Yes No No
Richard Burns Rally Yes No Yes Yes No
Driver's Republic (1st beta) No Yes ? No No
Virtual Grand Prix 2 (V1.06) No Yes Basic delay filter No No
X Motor Racing No Yes No Yes No
F1 Challenge '99-'02 No Yes Yes No No
TORCS No Yes No Yes No
Grand Prix Legends No Yes No No No
Grand Prix 4 Yes Yes Yes Yes No
iRacing.com No Yes Yes Yes No

Note 1: "Recorded" if long microphone-recorded sound samples (>=0.3 secs) were used for the vehicle engine main sound; "Synthesized" otherwise.
Note 2: The user can choose any of the two systems.
Note 3: Sample based sounds available using 3rd party Car Sound Remixer utility/plugin.
Note 4: Using third party modification.

Graphics[ | ]

part 1[ | ]

Newest graphics API used Normal mapping Specular mapping Displacement mapping Dynamic lighting (changes with daytime while on track) Dynamic environment reflections Soft shadows Visual tire deformations Visual tire wear Visual dirt on tire Visual 3D suspension travel Full-scene_anti-aliasing High Dynamic Range Imaging FSAA and HDR together
NASCAR 2003 DirectX 8.1 & OpenGL No Yes No No No No Yes No No Yes No No No
Racer OpenGL Yes No No Partial Yes Yes No No No Partial No Yes No
GTR DirectX 8.1 Yes No No No No ? No No No Yes No No No
GT Legends DirectX 9 Yes Yes No Yes No ? No No No Yes No No No
GTR 2 DirectX 9 Yes Yes ? Yes ? Yes No No No Yes No No No
RACE DirectX 9 Yes Yes ? Yes ? ? No No No Yes No No No
rFactor DirectX 9 Yes Yes No2 Yes No2 Yes No No No Yes No No No
netKar Namie (v0.9.9) ? ? ? No ? ? ? No No No ? No No No
netKar Pro (v1.0.1) DirectX 9 Yes Yes No No Yes ? ? Yes Yes Yes No No No
Live for Speed (S2 Z) DirectX 9[3] No No No No No Yes Yes No No Yes1 Yes No No
Richard Burns Rally DirectX 9 Yes Yes No No Yes Partial No No No Yes No No No
Driver's Republic (1st beta) ? ? ? ? ? ? ? ? ? ? ? No No No
Virtual Grand Prix 2 (V1.06) OpenGL No Yes No No Yes Partial No No No Yes No No No
X Motor Racing DirectX 9 Yes Yes Yes No Yes Yes Yes Yes No Yes Yes Yes Yes
F1 Challenge '99-'02 DirectX 8.1 Yes No No No No Yes No No No Yes No No No
TORCS OpenGL Yes Yes No No No Yes No No No Yes No No No
Grand Prix Legends DirectX 7 & OpenGL(beta only) No Yes3 No No No ? No No No Yes Yes4 No No
Grand Prix 4 DirectX 8.1 Yes ? ? No Yes Yes No No No Yes No No No
iRacing.com DirectX 9 Yes Yes No No No Yes No No No Yes Yes No No

Note 1: Suspension travel is only visible in open wheeler cars (LX4, LX6, MRT, FOX, FO8, BF1). Real-time two-dimensional overlay schematic available for all cars.
Note 2: Available with HDR plugin originally for use with GTA San Andreas.
Note 3: Specular highlighting available
Note 4: FSAA available with third-party rasterisers, or can be forced at driver-level.

part 2[ | ]

Note 1: Rain is available for some tracks as a third-party add-on. It does not affect physics, although the use of different surfaces gives the impression of uneven grip.
Note 2: A configuration file hack allows players to change the driving view to the rollbar (top) view.
Note 3: Several Community Created tracks have a "wet" track layout where "rooster tails" are implemented. An animated helmet modification shows raindrops fall onto the helmet visor.
Note 4: Available as 3rd-Party add-on for some mods. Then only attached to steering wheel
Note 5: Configuration settings (.ini files) for certain tracks may be edited to decrease the grip of the racing surface and therefore create the impression of racing in the rain; however, there is no way to make rain physically appear.

Rain Animated 3D Box crew Movable Driver Arms View changeable to Topview
NASCAR 2003 No5 No Yes, from outside view only Yes
Racer Yes No No Yes
GTR Yes No No Yes
GT Legends No Yes Yes Yes
GTR 2 Yes Yes Yes Yes
RACE Yes No Yes ?
rFactor Partial3 Nomotor racing Partial4 Yes
netKar Namie (v0.9.9) No No Yes Yes
netKar Pro (v1.3.0) Yes No Yes Yes
Live for Speed (S2 Z) No No Yes Yes
Richard Burns Rally Yes Yes No Yes
Driver's Republic (1st beta) No No No Yes
Virtual Grand Prix 2 (V1.06) Yes No No ?
X Motor Racing ? ? No Yes
F1 Challenge '99-'02 Yes Yes Yes Yes
TORCS No No No Yes
Grand Prix Legends Partial1 No Yes Partial2
Grand Prix 4 Yes Yes Yes Yes
iRacing.com No No Yes No
GT5 Yes Yes ? ?

References[ | ]

  1. LFS website, News item of Jun. 25th, 2005, 20:00
  2. Differentials (Open, LSD and so on)
  3. LFS - Patch 6F on www.lfs.net

External links[ | ]


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