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IRacing Pricing



 
 
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  #61  
Old February 8th 08, 06:48 AM posted to rec.autos.simulators
Rod[_2_]
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Posts: 62
Default IRacing Pricing

On Wed, 23 Jan 2008 20:47:56 -0800 (PST),
wrote:

>
http://forum.rscnet.org/showthread.php?t=309713
>
>As little as $13 a month for a year subscription. That's with limited
>content, though. Additional cars will cost $15 and tracks will cost
>$15 to $25.
>
>Pat Dotson
>UltraForce Simulations LLC
>http://www.ultraforcesim.com


What's the initial outlay for the product?

I'll seemingly go against the grain to say that it's not a product
that I'm terribly excited about given the price structure. I don't
race that much online so I guess that's likely a factor.

Cheers,
Rod.
Ads
  #62  
Old February 8th 08, 11:23 AM posted to rec.autos.simulators
Backspace
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Posts: 46
Default IRacing Pricing

Jan Verschueren wrote:

> There was nothing wrong with GPL in itself. It's mods prove the basic engine
> was less flawed then NR2003's, actually. Obviously, at the time (we're
> talking a decade ago, remember), a lack of knowledge about the era coupled
> with a lack of familiarity with physics engines of this level of
> sophistication by the testers conspired to make the GPL'67 implementation
> laughable by today's standards in terms of realism. However, it's still
> pretty good. Eg.: if you run a very tall 1st gear in GP mode and have to get
> the car moving again a couple times, you will break the clutch eventually,
> so a lot of attention to detail went into it.
>
> However much you may mock it, GPL was a quantum leap at the time and set the
> benchmark for everything which followed.
>
> Jan.
> =---
>
>


Don't try to BS me. Ask Jackie Stewart what he thinks of GPL for the
real facts.
  #63  
Old February 8th 08, 05:02 PM posted to rec.autos.simulators
Byron Forbes
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Posts: 212
Default IRacing Pricing


"Backspace" > wrote in message
news:RYWqj.4507$Ly.1139@pd7urf1no...
> Jan Verschueren wrote:
>
>> There was nothing wrong with GPL in itself. It's mods prove the basic
>> engine was less flawed then NR2003's, actually. Obviously, at the time
>> (we're talking a decade ago, remember), a lack of knowledge about the era
>> coupled with a lack of familiarity with physics engines of this level of
>> sophistication by the testers conspired to make the GPL'67 implementation
>> laughable by today's standards in terms of realism. However, it's still
>> pretty good. Eg.: if you run a very tall 1st gear in GP mode and have to
>> get the car moving again a couple times, you will break the clutch
>> eventually, so a lot of attention to detail went into it.
>>
>> However much you may mock it, GPL was a quantum leap at the time and set
>> the benchmark for everything which followed.
>>
>> Jan.
>> =---

>
> Don't try to BS me. Ask Jackie Stewart what he thinks of GPL for the real
> facts.


They wear dresses you know! He's a stupid kilty *******! And he's
senile!


  #64  
Old February 11th 08, 07:28 PM posted to rec.autos.simulators
Jan Verschueren
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Posts: 48
Default IRacing Pricing

"Backspace" wrote...
>> <snip>

> Don't try to BS me. Ask Jackie Stewart what he thinks of GPL
> for the real facts.


I wouldn't dream of BS'ing you. Jackie Stewart indeed didn't like GPL '67
when he tried it. People who're used to driving real racecars are missing a
lot of sensory input the first time they drive a simulated one. It takes
time for the brain to learn to translate the cues from the game into the
sensations necessary to drive a car on the edge. I've talked about this at
lenght with several drivers and they reported adaptation times of two weeks
or more, using the sim for at least an hour every day.

You also need to view the implementation as seperate from the engine. GPL'67
is indeed far from perfect and a bit slippy (total grip is about ok, but the
slip angle curve is all wrong), but the GPLEA people managed to use the same
physics engine with some data from Dunlop someone dug up and came up with a
much more believable virtual tyre for the '65 and '66 mod.


  #65  
Old February 16th 08, 04:15 PM posted to rec.autos.simulators
GaryR
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Posts: 90
Default IRacing Pricing

Hey Tim, how about scoring me a couple iRacing.com decals for my black
911 race car (in white)..
8-)

GP

>On Fri, 25 Jan 2008 10:35:35 -0800 (PST), Tim Wheatley > wrote:
>On Jan 23, 10:47 pm, wrote:
>> http://forum.rscnet.org/showthread.php?t=309713
>>
>> As little as $13 a month for a year subscription. That's with limited
>> content, though. Additional cars will cost $15 and tracks will cost
>> $15 to $25.
>>
>> Pat Dotson
>> UltraForce Simulations LLChttp://www.ultraforcesim.com

>
>Hi Pat,
>
>That 'limited content' will include everything you need to be able to
>race your first seasons though.
>
>Tim Wheatley


  #66  
Old February 20th 08, 12:13 AM posted to rec.autos.simulators
Gil
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Posts: 25
Default IRacing Pricing

I raced NR2003 for 2-1/2 years - at least 2 nights a week, maybe 2
hours per session. If iRacing can rebuild the community, and allow me
to do the type of racing I enjoy, then the monthly fee isn't a big
issue. I will miss the Sierra Nascar community, and God knows, the
price was right (I paid $4.99 for the game and recently sold it for
$85.00).

I will do the $20 thing one time and see what happens. If there is
that kind of money in racing sims over the long haul, then there will
be competitors soon enough.

  #67  
Old February 22nd 08, 02:54 PM posted to rec.autos.simulators
[email protected]
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Posts: 12
Default IRacing Pricing

I just ordered the new Arca Sim...will iRacing be issuing $55
rebates for people who decide they don't like the Arca Sim and want to
become iRacing subscribers ?





Just kidding Steve P
  #68  
Old February 25th 08, 10:03 AM posted to rec.autos.simulators
Backspace
external usenet poster
 
Posts: 46
Default IRacing Pricing

Jan Verschueren wrote:

>
> I wouldn't dream of BS'ing you. Jackie Stewart indeed didn't like GPL '67
> when he tried it. People who're used to driving real racecars are missing a
> lot of sensory input the first time they drive a simulated one. It takes
> time for the brain to learn to translate the cues from the game into the
> sensations necessary to drive a car on the edge. I've talked about this at
> lenght with several drivers and they reported adaptation times of two weeks
> or more, using the sim for at least an hour every day.
>
> You also need to view the implementation as seperate from the engine. GPL'67
> is indeed far from perfect and a bit slippy (total grip is about ok, but the
> slip angle curve is all wrong), but the GPLEA people managed to use the same
> physics engine with some data from Dunlop someone dug up and came up with a
> much more believable virtual tyre for the '65 and '66 mod.
>
>


I tried the '79 mod and it still felt like driving on ice. Doesn't
matter as the game was a complete mess on my widescreen monitor and
8800GT. Time to move on to better games like GTR2, LFS, rfactor and let
GPL rest in peace.
  #69  
Old February 25th 08, 10:06 AM posted to rec.autos.simulators
Backspace
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Posts: 46
Default IRacing Pricing

Uwe Schürkamp wrote:

> His dislike may have been influenced by the fact that he tried it using
> a gamepad and not a decent set of wheel and pedals as I seem to recall,
> so all kinds of driving aids would have influenced the experience.
>
> Cheers, uwe


Or maybe he disliked it because it really is completely unrealistic.
rFactor has some of the same cars as used in GPL and they don't drive
the same as GPL at all. You telling me GPL is more realisitc than
rFactor? I highly doubt that.
  #70  
Old February 25th 08, 10:08 AM posted to rec.autos.simulators
Backspace
external usenet poster
 
Posts: 46
Default IRacing Pricing

Byron Forbes wrote:

> They wear dresses you know! He's a stupid kilty *******! And he's
> senile!


This coming from an Aussie git where they actually think Vegemite is
better than Marmite? ********!
 




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