I feel as though this game is being knocked for features that actually make it more realistic. For instance, not being able to drift the Evo X, especially with one hand is a good thing. If you were able to do that, then something would seriously be wrong with the way they modeled the car. The Evo X has all sorts of advanced technology that's built to keep the car in-line with yaw sensors, throttle control, and an S-AWD system. Meaning, the car will understeer when pushed hard and won't get out of line. So what you were experiencing is the game being proper and true to life.
That's what makes the Evo X the Evo X, the amount of grip the car generates, how it constantly hugs the road is what makes this car special. Depending on who you ask.. To some that level of tameness has ruined its once famed-legacy.
But, this is probably why they chose the Evo X as the car that's available to everyone. It's a great choice for beginners.
If you want to drift, then I suggest checking out the RX-7, you can drift that to your hearts content and it's a lot of fun to drive.
Now, in comparison to iRacing it boils down to preference. First, I find it really odd that people are upset over there being micro-transactions in a free to play game. As if they entered with the expectations of getting a full "retail" game 100% for free? It doesn't work that way. Personally, I've only spent $5 on the game and I think I've purchased about 7 cars with that amount of money.
In comparison to iracing 7 cars would cost me upwards of $50. Not to mention you're also buying tracks and paying a monthly fee, both of which you don't have to worry about on SRW. So the amount of value present is pretty immense IMO. Not to mention you can win money in races.
The key area where iRacing has lost me though, as good as their physics are I feel that they water down the difficulty in order to appeal to a slightly wider audience. When a staff member commented that the NTM for the V8S wasn't ready because it's "currently too difficult to drive" sort of leads me to believe that accessibility is indeed a concern of theirs. When I'm paying that much money for a sim, I don't want to hear about something being too difficult to release. All I want to hear is whether or not it's realistic, if it's simulated properly then release it regardless of how difficult it is.
Aside from that, all of the cars on iRacing are fairly easy to control and drive. I feel that in comparison to every other comparable sim iRacing is probably the least difficult. That's against SRW, NetKar, RBR, rFactor, etc. There are much more challenging sims out there. However, I do still enjoy iRacing and there's a lot of things they do very well and even better than everyone else.
Moving on to sound, I think SRW has nailed it. The engine sfx is probably the best I've heard in any sim to date. The Viper sounds exactly like the real thing and turning up the bass while driving it is really awesome.
Car selection, again this will come down to preference, but even in beta stage I think SRW has the best collection of cars that are available stock. So discounting mods.. Personally, I want to drive cars I can connect with, RX-7, 1M, MX-5, etc. Everyday road cars that I'm passionate about and can relate to. Having a game that only focuses on open wheels and prototypes seems more fantasy than reality from my perspective. As much as iRacing touts their selves as a training tool, IMO, they should add more cars that their user base can actually take something away from, versus "training" in cars they'll never have a chance to drive. So, as far as I'm concerned you need both, and all of the every day cars that iRacing features are on the low end.
Physics wise SRW is also excellent. Yes, they use the rF engine, but that's not to say that this game is merely a carbon copy of rF with additional cars. Look at it this way. How many developers use the Unreal engine to develop shooters? How many of those shooters play remotely anything like Unreal Tournament?
For those that don't think their physics are up to par, I encourage you to give the MX-5 a spin and compare it to the MX-5 featured in iRacing.
For the sake of not drawing this post out any longer
I'll just wrap up in saying that SRW has a lot of potential and is currently my favorite sim. Whether you like the game or not, it's definitely a positive that there's so many options out there for us to even debate.
That's what makes the Evo X the Evo X, the amount of grip the car generates, how it constantly hugs the road is what makes this car special. Depending on who you ask.. To some that level of tameness has ruined its once famed-legacy.
But, this is probably why they chose the Evo X as the car that's available to everyone. It's a great choice for beginners.
If you want to drift, then I suggest checking out the RX-7, you can drift that to your hearts content and it's a lot of fun to drive.
Now, in comparison to iRacing it boils down to preference. First, I find it really odd that people are upset over there being micro-transactions in a free to play game. As if they entered with the expectations of getting a full "retail" game 100% for free? It doesn't work that way. Personally, I've only spent $5 on the game and I think I've purchased about 7 cars with that amount of money.
In comparison to iracing 7 cars would cost me upwards of $50. Not to mention you're also buying tracks and paying a monthly fee, both of which you don't have to worry about on SRW. So the amount of value present is pretty immense IMO. Not to mention you can win money in races.
The key area where iRacing has lost me though, as good as their physics are I feel that they water down the difficulty in order to appeal to a slightly wider audience. When a staff member commented that the NTM for the V8S wasn't ready because it's "currently too difficult to drive" sort of leads me to believe that accessibility is indeed a concern of theirs. When I'm paying that much money for a sim, I don't want to hear about something being too difficult to release. All I want to hear is whether or not it's realistic, if it's simulated properly then release it regardless of how difficult it is.
Aside from that, all of the cars on iRacing are fairly easy to control and drive. I feel that in comparison to every other comparable sim iRacing is probably the least difficult. That's against SRW, NetKar, RBR, rFactor, etc. There are much more challenging sims out there. However, I do still enjoy iRacing and there's a lot of things they do very well and even better than everyone else.
Moving on to sound, I think SRW has nailed it. The engine sfx is probably the best I've heard in any sim to date. The Viper sounds exactly like the real thing and turning up the bass while driving it is really awesome.
Car selection, again this will come down to preference, but even in beta stage I think SRW has the best collection of cars that are available stock. So discounting mods.. Personally, I want to drive cars I can connect with, RX-7, 1M, MX-5, etc. Everyday road cars that I'm passionate about and can relate to. Having a game that only focuses on open wheels and prototypes seems more fantasy than reality from my perspective. As much as iRacing touts their selves as a training tool, IMO, they should add more cars that their user base can actually take something away from, versus "training" in cars they'll never have a chance to drive. So, as far as I'm concerned you need both, and all of the every day cars that iRacing features are on the low end.
Physics wise SRW is also excellent. Yes, they use the rF engine, but that's not to say that this game is merely a carbon copy of rF with additional cars. Look at it this way. How many developers use the Unreal engine to develop shooters? How many of those shooters play remotely anything like Unreal Tournament?
For those that don't think their physics are up to par, I encourage you to give the MX-5 a spin and compare it to the MX-5 featured in iRacing.
For the sake of not drawing this post out any longer
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