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Top Sim Cars of All Time

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On the most recent episode of Inside Sim Racing we introduced a new piece on the Top Sim Cars of All Time. This will be a on going segment with different cars moving others up and down the list.

These are the categories we scored and what we took into account. We have included a blank version of the form that we use for scoring. If you would like to suggest a car, download the form, score the car yourself and email to us at [email protected]

The description of the categories and scores are as follows:

Physics: Often spoken on our show as where the rubber meets the road. The combination of all of the moving parts and how they translate into a realistic feeling car. In many cases Physics may also include speed sensation, and the overall realism of the sim.

Sounds: The in game sounds are judged mostly on engine sounds, braking and road noises, differential squeal, collisions and other heard aspects of the sim. Not only should the sounds be true to rel life, but also matched well with what is going on while driving. RPM, brake chatter and other timed events feeling timed properly in the sim.

Models: This is the most artistic part of the scoring. A good model will truely resemble its real life counterpart in every detail. Including overall scale, proper wheels, And various different car parts, wings, inlets, bumpers, axles, windshield and more.

Cockpit: Much like the models this is also mostly artistic. And also should be as close to real life as possible. Working dash, good lighting, proper visibility and depth perception should feel natural as well.

Fun Factor: This category is the most effected by personal preference. Maybe its the sounds, maybe its the feel, maybe its your love for that make and model. The things that cant be explained but effect our overall view is covered here. Some cars suck you in and make you want to drive more, other are more of a chore and you find yourself looking for something else to do. Fun Factor!!

Immersive: The combination of many other categories will effect how immersed into the car you become. Some cars beg you to drive them, and others are a chore. But when driving one of your personal favorite you find yourself really feeling like you are in the car driving, that is total immersion.

Force Feedback Realism: Force feedback is closely matched with physics of the sim itself. However certain mods or cars seem to do a better or worse job of transmitting road feel, tire feel, car weight , curbs and other effects into the wheel. In addition some mods come with Real Feel settings that might enhance the force feedback of the default sim.

Damage: If a car contacts another vehicle or object on the track it should take on damage. Damage should be both in the physical and visual variety. Physical damage should cause change in car Handling, aero balance, and even engine performance. Visual damage is a combination of bent parts, missing parts, body deformation, and even smoke or fire as a result of damage.

Skins: Many cars are created to supply auto enthusiasts with additional realism as well as more choices of the painjob that suits them. Skins or paintjobs that are identical to their real life counterparts are a plus. Complete carsets or multiple paintjobs also a plus.

Default Sets: The setups given with a mod should be a well balanced setup that should be a good starting point for learning the track, and finding out what changes the car may need. Supplied additional setups are a plus. Setups for known tracks even more of a plus.

blanksimcar.zip

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Great idea! :) Where can I find the empty form?

If you guys are looking for ideas as to which cars you should look at, I would like to nominate the Ford Escort which is part of the HistorX mod for rFactor. That's one of the best cars I've ever driven in a sim!

By the way I would suggest that when you compare different cars from the same sim you should use the same track.

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I nominate the GT2 porsche in the new endurance racers mod , it s one of the best cars i ve ever driven , i thought we d seen the best of rfactor , but this little car is amazing.

I wish our old SSCA Porsche had this feel Shaun.

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We attached the empty and filled out forms above :)

Great idea! :) Where can I find the empty form?

If you guys are looking for ideas as to which cars you should look at, I would like to nominate the Ford Escort which is part of the HistorX mod for rFactor. That's one of the best cars I've ever driven in a sim!

By the way I would suggest that when you compare different cars from the same sim you should use the same track.

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I nominate all of the cars from Grand Prix Legends. However due to the age of these cars they will have a difficult time competing with the car simulations of today. Perhaps you could have a "Hall of Fame" or some other separate category for them.

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Woohoo finally someone submitted. THank you thank you. We really want this to be driven by the community. We have some plans on how to make this bigger and better and the more that get involved the further it will go, That I promiss.

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I would like to nominate the iRacing COT. :) It's been road cars only being covered so far and the iRacing COT is the best stock car I've ever driven in a simulation. More power than you can handle and a myriad of complex setup possibilities with a very advanced tire model. It would be great to see this be the first oval car on the Top Sim Cars list.

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Hi Sandeep,

Im sure the COT will make it on the list someday. We did decide to bring our first oval car in for the next show. We went for the SK Modified !! Grab that spreadsheet and give us your scores !

Darin

I would like to nominate the iRacing COT. :) It's been road cars only being covered so far and the iRacing COT is the best stock car I've ever driven in a simulation. More power than you can handle and a myriad of complex setup possibilities with a very advanced tire model. It would be great to see this be the first oval car on the Top Sim Cars list.

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Hi Sandeep,

Im sure the COT will make it on the list someday. We did decide to bring our first oval car in for the next show. We went for the SK Modified !! Grab that spreadsheet and give us your scores !

Darin

Ten four, sending my scores for the SK Mod to y'all now then. :)

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the best sim car in my opinion is the Porsche Carrera Cup 2007 by GSMF: team-gsmf.com. i have been driving this mod with a couple of friends for almost a year now and it never seizes to amaze me!

the coolest thing about this car is how it changes it's characteristics with your driving style. when you first drive it you get the feeling that it has infinite grip, is very light and able to go really fast. just like you would expect it from a full blown race car. after a while you learn how to push it, use lift-off oversteer and 4 wheel drifting and the sense of speed you get even on wider tracks like laguna seca is amazing! it's a constant fight against drifting and rising tire temperatures. also on cadwell park this car is just incredible to drive, but it really shines on the nordschleife!

now Force Feedback Realism is a difficult thing with rfactor, the stock settings are not very good. to get the most out of the porsche i recommend to use the following settings. it makes a huge difference!

replace the "[ Force Feedback ]"-section in your Controller.ini:

[ Force Feedback ]

FFB Device Type="1" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.

FFB Effects Level="4" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.

FFB Gain="1.00000" // Strength of Force Feedback effects. Range 0.0 to 1.0.

FFB Ignore Controllers="0" // Do not use FFB on: 1=controller1, 2=controller2, 4=controller3 (or add values to ignore multiple controllers)

FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.

FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.

FFB steer vibe freq mult="0.20000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.

FFB steer vibe zero magnitude="0.03500" // Magnitude of steering vibration at 0mph (reference point).

FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).

FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.

FFB steer force prediction="0.00100" // Time into the future that force is predicted, to help counteract wheel latency (0.0 to disable)

FFB steer force max change="100.00000" // Maximum change per second based on current difference between calculated and applied force, to help avoid jerky behavior (values under 15 or so should reduce jerkiness, 100 disables)

FFB steer force neutral range="0.04500" // Max distance from center "neutral force" location where forces are reduced to help avoid oscillation (0.0 to disable)

FFB steer force neutral function="1.00000" // Function to apply near neutral force location, in order to tune out FFB "deadzone" but keeping oscillations in check: 0.0=original, 1.0=new

FFB steer force exponent="0.80000" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity.

FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).

FFB steer force output max="1.80000" // Maximum force output of steering force, recommendation 0.8 to 2.0

FFB steer force grip function="0.85500" // Range 0.0 to 1.0 (previous hardcoded value was 1.0) - lower values will make steering force decrease LATER as front tire grip is lost - try 0.3

FFB steer force grip weight="0.90000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9. How much weight is given to tire grip when calculating steering force.

FFB steer force grip factor="0.60000" // Range 0.0 to 1.0, recommended: 0.2 to 0.6. How much of a factor the front wheel grip is on the steering weight.

FFB steer front grip fract="0.06000" // Range 0.0 to 1.0 (previous hardcoded value was 0.0), additional effect of front grip loss on steering force

FFB steer update threshold="0.00000" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more frequently = lower frame rate.

FFB steer friction coefficient="0.17500" // Coefficient to use for steering friction. Range: -1.0 to 1.0

FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0

FFB steer damper coefficient="0.17500" // Coefficient to use for steering damper. Range: -1.0 to 1.0

FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0

FFB throttle vibe freq mult="0.17000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50

FFB throttle vibe zero magnitude="0.04000" // Magnitude of engine vibration at 0rpm (reference point).

FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude).

FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.

FFB throttle vibe update thresh="0.08000" // Amount of change required to update throttle vibe (0.0 - 1.0)

FFB brake vibe freq mult="0.90000" // Scales actual brake rotational frequency to force feedback vibration frequency.

FFB brake vibe zero magnitude="0.10000" // Magnitude of brake vibration at 0mph (reference point).

FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero magnitude).

FFB brake vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.

FFB brake vibe update thresh="0.05000" // Amount of change required to update brake vibe (0.0 to 1.0)

FFB rumble strip magnitude="0.75000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.

FFB rumble strip freq mult="1.00000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev.

FFB rumble strip wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.

FFB rumble strip pull factor="-0.15000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.

FFB rumble strip update thresh="0.07500" // Amount of change required to update rumble strip effect (0.0 - 1.0)

FFB jolt magnitude="1.00000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
use LeoFFB (at stock config) and Realfeel with the following entries in the "RealFeelPlugin.ini":
[PMSCS2007]

MaxForceAtSteeringRack=-1850.000000

SteeringDamper=11500.000000

FFBMixerRealFeelPercent=30.000000

SmoothingLevel=0

[PCCG2007]

MaxForceAtSteeringRack=-1850.000000

SteeringDamper=11500.000000

FFBMixerRealFeelPercent=30.000000

SmoothingLevel=0

[PCCA2007]

MaxForceAtSteeringRack=-1850.000000

SteeringDamper=11500.000000

FFBMixerRealFeelPercent=30.000000

SmoothingLevel=0

[PCCAU2007]

MaxForceAtSteeringRack=-1850.000000

SteeringDamper=11500.000000

FFBMixerRealFeelPercent=30.000000

SmoothingLevel=0

Logitech steering wheel setup:

Overall Effects Strength 107% (all other Forces 0%)

Steering Lock 575°

Steering Lock InGame: 23.5°

LeoFFB.ini:

you can make the FFB a little firmer around the wheels center position by changing line 4 from "2.5" to "2.3"

[edit]

oh, im not gonna give you guys a rating because obviously i love this car and my rating would be 98% or something. the only downside i see is the visual damage, which is not very realistic. but all rfactor mods have mediocre visual damage, so i think GSMF is not to blame about this.

but let me know what you think about it! :)

[edit2]

-updated some numbers for stronger FFB

-changed steering ratio to 12:1

-reduced rumble strip pull factor to "-0.15000"

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ISR: I love the concept of rating different cars on a scale that is about the fairest to all! That should give older cars a chance against the newest ones. Having said that, I would like to suggest these cars as potential subjects for upcoming segments:

BlueBlazer had a great idea about GPL cars, but I would like to narrow the choices down to either the Brabham BT24 or Gurney's Eagle. Both were/are a blast to drive, and can be set up to be very competitive. If the only catagory was sound though, the Ferrari would win hands down!

The World of Outlaw Sprint Car from the sim/game WoO 2002 was another car that was fun to drive. It came pretty close to allowing the driver to actually race it as it should: a controlled drift through each turn. There wasn't much of a difference between cars, as they all seemed to drive the same, but it was very fun using the throttle and wheel to control the pitch/angle of the car while racing other sprinters. I do realise that this sim was closer to a game than a true sim.

The Ferrari from Geoff Crammond's GP4 is another car to consider for your list. Climbing the curbs at Monza or Spa and hearing the tires chirp and skip as they strain to regain traction made this car very realistic. You could actually get an audio "feel" to how close to the edge of adhesion your tires were as you drove the car (IMHO a lot better than Papyrus/Sierra's NASCAR sims at that time). It was a shame MicroProse went away shortly after releasing this title, because I would have liked to see what could have been done as far as updates/enhancements (or maybe a GP5?).

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This is quickly becoming one of my favorite segments on the show. We are starting to get more and more people sending in their scores and agreeing or disagreeing with us about cars.

I Love it.

This is one of the things that sim racing is all about.

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I do not know if you will ever take console cars into consideration, but if you do, I would like to nominate the Honda CRX from the Forza series of games.

I am unaware if it is included in Forza 3 this time around, but in the first 2, that car was a little gem. You could eventually set it up for competition in almost all the series and almost all the classes as well.

I am typically a muscle car/exotic car kind of guy, but this car just blew me away with its versatility and customizable options within Forza.

I have had many an online race using this car in all classes from D to A (never tried it with an S rating online) and multiple times I would have guys asking me or messaging me after the race what I did to make the car so "good". I could race in D class and easily defeat people using a few simple addons such as suspension upgrades, weight reduction, and adjusting tire pressure. And I had even raced with it in A and B class races against Audis, WRX's, Mustangs, etc... and at least given them a run for their money, if not out-right beating them.

So, if you ever do decided to take console cars into consideration, this is my nomination for the first "contender".

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Funny you ask.. This show we include the Porsche 911 Turbo from Forza 3.

The CRX is in F3 :-)

I built the crap our of an 00 Integra the other night to try and beat Shaun at drag racing against a new mopar.. I lost....

Darin

I do not know if you will ever take console cars into consideration, but if you do, I would like to nominate the Honda CRX from the Forza series of games.

I am unaware if it is included in Forza 3 this time around, but in the first 2, that car was a little gem. You could eventually set it up for competition in almost all the series and almost all the classes as well.

I am typically a muscle car/exotic car kind of guy, but this car just blew me away with its versatility and customizable options within Forza.

I have had many an online race using this car in all classes from D to A (never tried it with an S rating online) and multiple times I would have guys asking me or messaging me after the race what I did to make the car so "good". I could race in D class and easily defeat people using a few simple addons such as suspension upgrades, weight reduction, and adjusting tire pressure. And I had even raced with it in A and B class races against Audis, WRX's, Mustangs, etc... and at least given them a run for their money, if not out-right beating them.

So, if you ever do decided to take console cars into consideration, this is my nomination for the first "contender".

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3 of my favs are:

1965 Abarth 1000TC from GT Legends (developer SimBin/Blimey) - overall score 84

1965 AC Cobra also from GT Legends - overall score 84

87 WTCC BMW M3 e30 from Race 07 (developer SimBin) - overall score 83.4

I emailed my scoring document to you guys.

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The one i agree most on the board so far is the Richard Burns Rally, Subaru Impreza STI. My friend has that game and its great for rally fans like me.

Good job guys, hope to see more great cars on there soon.

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You guys should really check out the FM3 version of a Nextel Cup Car, they (I think) are the best Forza simulated cars made, and are vastly superior to any dedicated sim-Cup car to date. Surprising really because of the limited tuning parameters available in the game. But don't let that bother you, the car is so right to begin with it hardly matters.

VVV GTDon

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