Hibblejaybob's blog for talking about gaming, games reviews, game making, virtual racing, real racing, real driving, driving safety and whatever the hell else I fell like talking about on a given day!
Showing posts with label Simraceway Reviews. Show all posts
Showing posts with label Simraceway Reviews. Show all posts
Thursday, 14 November 2013
Test Drie Tuesday - McLaren MP4-28
Honestly, I had bought this as soon as it came out that it was the TDT car this week! I've been waiting for a modern F1 car for some time on Simraceway (affordably anyway), and I was not at all disappointed with my purchase!
Being an F1 car, there's not much to say about its performance other than it being completely fantastic. Stability, speed, braking are all superb, as you'd probably expect from the pinnacle of motorsport. It does take a while getting used to the sheer pace of the machine, but once you get to grips with it, the pace is fantastic. The only car that comes in comparison is the 1988 McLaren MP4/4 which we did a few weeks back. Despite being 25 years older, the MP4/4 is surprisingly on the pace of the MP4-28, but still the advances show, with the MP4-28 being faster on more of the tracks.
The mechanical perfection of the F1 car makes it very difficult to talk to about. You point it in a given directions and so long as you can keep it bolted down on braking or accelerating - thats where it goes. It all then boils down to just how aggressive you can be without losing control. I tried a 30 minute time trial at Silverstone. The fastest time was 1:32.0 which is roughly on par with pole at the 2013 F1 Silverstone GP. At that race, the 107% time was ~1:37.6 and I managed a time of 1:36 - so I would have made the grid but not well!
I've included the full track day on my youtube channel. That and the hotlap and crashes videos are below too:
Wednesday, 30 October 2013
Test Drive Tuesday - McLaren MP4/4
So apparently I forgot to post last weeks TDT until 10 minutes ago - woops! So this week, we continue the advancement through the years in Formula 1 development with the 1988 McLaren MP4/4. This car looks and feels much more the modern F1 cars we see today.
Between the aerodynamics and the faster engine, the car has blazed up to 9 seconds off the lap records of all the other cars I've tested in the Test Drive Tuesdays. Despite my constant protests that I am much better in front wheel drive cars than I am rear wheel, I do technically have more simulator experience in F1 cars over the years - nearly 10 of them in fact! Despite the trouble I usually get myself into with rear wheel drives, with Formula 1 cars, I can just make them work which is good for my happiness!
So the MP4/4... well, it is fundamentally better than the previous two F1 classics in very way. Advances in aerodynamics make the world of difference in corners and with the faster engine, you can get good traction out of the corners, as well as being able to maintain a higher cornering speed. All round, the car is great fun to drive and isn't massively hard unless you try to push really really hard.
I had alot of fun in this car but sadly, at $18 on 50% discount and $36 normally, it was just too expensive to justify buying. If it comes down in price or can be bought as part of a worthwhile bundle, I would recommend you take it for a spin!
Test Drive Tuesday - McLaren M26
After the Maserati 250F from last weeks TDT, 20 years of development in Formula 1 took place and the advancement in the car is visibly evident! In this edition, aerodynamics exist now, so the car is fitted with, albeit crude, front and rear wings to provide downforce as the car travels. The tyre width has greatly increased providing greater traction and stability on corners. In particular, the rear wheels are substantially larger than the front which provides increased grip on the rear wheels, which drive the car, thus providing better traction when accelerating. All these things together make for a car much better suited for taking on tracks with corners!
With a faster engine and a better suited body, the M26 performed much better than the Maserati 250F, and even a good couple of the supercars of weeks gone by! You can see how it compared overall on the Hotlaps page. The car handles very well and I didn't lose control all that often, however, it became quickly obvious from the off that my controller is broken: my upshift paddle keeps sticking, costing me *alot* of time on the track and I had to call it a night pretty early.
One interesting peculiarity I noticed about the Simraceway model is that, while the rear wing falls off if you so much as sneeze on it, the front wing and the wheels are impossible to remove from the car! I even tried a head on crash at around 120 miles and still, nothing comes off! So there are definitely a few things that need sorted with the model, but otherwise I enjoyed the car. For $5.37 (or $2.68 on offer), it's not massively expensive if you enjoy your classic F1 cars and is pretty fun once you get into it.
Hopefully I can my controller fixed before next week!
Thanks for reading!
Thursday, 17 October 2013
Test Drive Tuesday - Maserati 250F
So this weeks Test Drive Tuesday car was the first car since I started reviewing the TDT's that isn't a GT1/GTX supercar. Today we take a look a back to Formula 1 in 1957 with the Maserati 250F. The car was very interesting as I've never really delved much into classic cars - as I usually pipe: modern front wheel drives are my strong point. Despite its differences, the car had very similar characteristics to last weeks Koenigsegg Agera R, albeit for very different reasons. In the Koenigsegg, you had too much power, making it very easy to spin out. Whereas the Maserati is very much designed for speed in a straight line, hence the very narrow wheels, and as a result the rear end loses traction very easily on the exits of corners.
Of course, it is quite difficult to comprehend why these cars were designed this way, but if you take a look back to the 50's, you find that grand prix tracks were very different from how we see them today. Back then, the gearboxes couldn't handle alot of gear changes before burning out, so it was preferable to find a route that allowed cars to get to their top speed and stay there. This meant that cornering wasn't really much of a concern when designing the cars and hence this is how finished product turns out!
So as a result of the narrow wheels, exiting corners was a bit perilous but once you got used to how the car handled, boy did it flow together well! In fact, the oversteer characteristic meant that if you nailed the corner entry, then you had very little input other than regulating the throttle so you didn't spin out. It doesn't sound like too much, but in practice, what it meant for me is that I could really push the car right to its limits - something I was never able to do with any of the previous cars - which was exhilarating. It really is just great fun knowing that one millimetre more on the throttle, or one degree round on the steering, and you've gone from a beautiful lap to being fodder for the tyre walls!
The alien nature of the car (compared to the more modern ones we deal with regularly on this game) does take a lot of getting used to and is still fairly challenging even after several hours practising, but is seriously fun and provides a very welcome brake from what has become a bit of a supercar-grind. Its funny to think that driving supercars could become boring! By this point, the Maserati has gone up to $15, so its a bit pricey, but if it ever comes down in price on is part of a bundle, I'd heartily recommend getting it!
This review has got me thinking a bit, and I might do a bit of a re-purposing of the blog for a while - more will follow in a day or two!
Tuesday, 8 October 2013
Test Drive Tuesday(s) - Koenigsegg Agera R and Audi R18
So yeah, I kinda got wrapped up last week and wasn't able to do my weekly TDT, although I did race it and make a review video. Last week was the Audi R18 GTI prototype and this week was the ridiculous Koenigsegg Agera R. The reviews are below:
Audi R18 GTI
So, last week was the Audi R18 - a 24hr of Le Mans prototype contender. From a looks point of view, well, it had 16 headlights...... it was very strange and my sentiments are about the same for the driving style. The rev limiter is *very* low, and pretty much as soon as you got onto the power, you had to shift up again. To put it into context, the rev limiter is 5000 rpm - the rev limiter in my Mini is 7000! In practice, what it means you need to take a whole different approach to driving a track. Generally, one thing that is conserved between cars racing on the same track is that the gear you take on the corners is usually the same. Sure, the speed is different, and you can take a different line or have a different braking point, but the Evo and the Indycar both the first corner at Watkins Glen in 2nd gear! In the Audi, however, you don't (except in the first corner at Watkins, so perhaps that was a bad example :p)! Because you are shifting alot earlier, you end up upshifting in the middle of the corner, which can destabilise the car mid-turn. So you have to relearn all the gears on a track from scratch for this car. Another thing about the gearing is that because you are upshifting so early, it lures you into a false sense of security that you can just slam on the power because you are in a high gear and consequently you'll end up exhaust-forward if you're not careful coming out the corners.
Another point of contention for me was the brakes. While it's not easy to lock up, the car becomes very unstable on braking and can make setting yourself up for corners very tricky! Overall, once I got to grips with the car, I found the car to be very fast, and it topped the tables at Bristol, Martinsville and Watkins Glen, and came a close second at all but Daytona. Sadly, I don't think I enjoyed the car enough to really recommend it and I spent most of the laps living in fear of the brake and accelerators. Which ties me nicely into (and you'll see why in the video):
Koenigsegg Agera R
This car made me sad. Having seen Top Gear once upon a time, I knew the presenters were very keen on the Koenigseggisseggggnignigsegigisegggnigseggniggsegg......... erm Koenigsegg, and I know it's a seriously fast car. With 850 kW of horsepower and 1627 NM of torque, the Agera R doubles the stats of all of the Test Drive Tuesday cars to date. With a 7 speed semi-sequential gearbox, this car has a top speed of 273 mph, so you would be forgiven for thinking it would blow all the other cars away. But when I saw the stats, that amount of torque sent alarm bells off in my head, and indeed, it was all too good to be true. The car is in fact *so* powerful, you can barely lay down the power without spinning out. Even as high as 4th gear, it's all to easy to spin out in a straight line. This trait meant that sadly, it is actually the SLOWEST of all the TDT cars I've driven, except for Daytona.
Even at Daytona, the fastest track in the game, you cant get close to the top speed of the car, with ~250mph being about the fastest I ever got. In fact, it was only AFTER I closed the game to write this did I discover it has a 7th gear. There is no possible way I could have used it on any track I visited though as it was just too fast. One oddity I did notice was that gears one and three were fairly standard, but gear two is a very very short gear, which took a little bit of getting used to!
Ultimately, this car could definitely go much much faster of these courses, but without traction control on, I'm not the one to do it and the best I could manage is very much sub-par for this car. As you can tell from the vidoe, I ended up getting very very.... I can't even say frustrated - just angry with this car! It wasn't a particularly enjoyable day, and I'm no hurry to purchase it!
Audi R18 GTI
So, last week was the Audi R18 - a 24hr of Le Mans prototype contender. From a looks point of view, well, it had 16 headlights...... it was very strange and my sentiments are about the same for the driving style. The rev limiter is *very* low, and pretty much as soon as you got onto the power, you had to shift up again. To put it into context, the rev limiter is 5000 rpm - the rev limiter in my Mini is 7000! In practice, what it means you need to take a whole different approach to driving a track. Generally, one thing that is conserved between cars racing on the same track is that the gear you take on the corners is usually the same. Sure, the speed is different, and you can take a different line or have a different braking point, but the Evo and the Indycar both the first corner at Watkins Glen in 2nd gear! In the Audi, however, you don't (except in the first corner at Watkins, so perhaps that was a bad example :p)! Because you are shifting alot earlier, you end up upshifting in the middle of the corner, which can destabilise the car mid-turn. So you have to relearn all the gears on a track from scratch for this car. Another thing about the gearing is that because you are upshifting so early, it lures you into a false sense of security that you can just slam on the power because you are in a high gear and consequently you'll end up exhaust-forward if you're not careful coming out the corners.
Another point of contention for me was the brakes. While it's not easy to lock up, the car becomes very unstable on braking and can make setting yourself up for corners very tricky! Overall, once I got to grips with the car, I found the car to be very fast, and it topped the tables at Bristol, Martinsville and Watkins Glen, and came a close second at all but Daytona. Sadly, I don't think I enjoyed the car enough to really recommend it and I spent most of the laps living in fear of the brake and accelerators. Which ties me nicely into (and you'll see why in the video):
Koenigsegg Agera R
This car made me sad. Having seen Top Gear once upon a time, I knew the presenters were very keen on the Koenigseggisseggggnignigsegigisegggnigseggniggsegg......... erm Koenigsegg, and I know it's a seriously fast car. With 850 kW of horsepower and 1627 NM of torque, the Agera R doubles the stats of all of the Test Drive Tuesday cars to date. With a 7 speed semi-sequential gearbox, this car has a top speed of 273 mph, so you would be forgiven for thinking it would blow all the other cars away. But when I saw the stats, that amount of torque sent alarm bells off in my head, and indeed, it was all too good to be true. The car is in fact *so* powerful, you can barely lay down the power without spinning out. Even as high as 4th gear, it's all to easy to spin out in a straight line. This trait meant that sadly, it is actually the SLOWEST of all the TDT cars I've driven, except for Daytona.
Even at Daytona, the fastest track in the game, you cant get close to the top speed of the car, with ~250mph being about the fastest I ever got. In fact, it was only AFTER I closed the game to write this did I discover it has a 7th gear. There is no possible way I could have used it on any track I visited though as it was just too fast. One oddity I did notice was that gears one and three were fairly standard, but gear two is a very very short gear, which took a little bit of getting used to!
Ultimately, this car could definitely go much much faster of these courses, but without traction control on, I'm not the one to do it and the best I could manage is very much sub-par for this car. As you can tell from the vidoe, I ended up getting very very.... I can't even say frustrated - just angry with this car! It wasn't a particularly enjoyable day, and I'm no hurry to purchase it!
Wednesday, 25 September 2013
Hotlaps Table
There! I've finally come up with a decent way of keeping the lap times updated for the cars I test on the Test Drive Tuesday. I've created a page to table up the lap times, you can get there from the tab at the top of the page - check it out! The videos of the hotlaps are available on my Youtube channel http://www.youtube.com/user/hibblejaybob.
Wednesday, 18 September 2013
Test Drive Tuesday - Pagani Zonda R
Car: Pagani Zonda R
Cost: $18
So,the Zonda R. Off the line, it's alot harder to drive than the 787 last week: the 787 can take some serious pedal without loosing control, but you have to be very gingerly on the controls with the Zonda. While the 787 is slightly faster, the Zonda is a beast of a car and you can find yourself out of control very easily accelerating or braking. I also find the car quite heavy in corners so all things considered, it really pays to be slow and in control.
Once you stop trying to thrash the car around the track (as I did with the 787!) the Zonda really comes into its own and you can get the full power down on the road. It took me a good while to get used to car, and as the racing videos show, I still get caught out from time to time, but otherwise the car is pretty good drive. Unfortunately, this will (again) completely miss the Test Drive Tuesday offer, so the Zonda is available for $18 on the Simraceway website which, as much fun and illustrious as this car is, I'd still try to get it for a cheaper price - either in a bundle or on another offer.
Again, due to aforementioned technical difficulties, I've not been able to do the lap comparisons for this car. I'll do another post when I've rectified that! Until then, here's a few races at Silverstone in the Zonda:
PS - no idea what happened to the video quality on this one will try to get it sorted
Friday, 6 September 2013
Simraceway Review
Website: https://www.simraceway.com/
*Currently in Beta*
Category: Motor Racing
Cost: Free (has micro-transactions)
My Rating: 85%
Simraceway is an up and coming online racing platform that's currently in an open beta stage. It's available for free with all the tacks and 3 cars by default, with many other cars currently available for purchase and more under development.
Cars
The development team at Simraceway have the luxury of having their own track and racing instruction school at the Infineon Raceway in Sonoma, California, complete with a team of experienced racing drivers. This allows the team to really get most realistic driving experience for the cars they develop - of which they have made some videos of the process: http://youtu.be/A2LrA_4zaaU. I have done test drives of a good dozen of the cars they offer, from VW Jettas to Maserati supercars, go-karts to IndyCar and while I don't claim to be a racing guru, my opinion of the physics is that they are very well done: Even low powered cars can catch you out if you make a complete mess of a corners (I always drive will all the driving aids turned off). High powered cars can be almost undrivable if you don't know how to deal with them, but far from that acting against the game, it really shows off the difficulties of driving and racing these cars as you would face if you tried it for real. It also means when you do eventually master driving a car and put out a great flying lap, you get a great sense of satisfaction from the challenge!
The cars are visually well modelled both internally and externally. Damage (with the exception of major individual components such as wheels and wings) is not modelled visually, which is a bit disappointing but the game is still in beta. The physics modelling of damage is also very well done, and while fairly simple low powered cars can take a few bashes before any noticeable impact, but gently glance a wall in a supercar and expect to suffer for your crime!
Overall, the cars look great and handle realistically ("well" is a very subjective term).
Tracks
Simraceway has decent lineup of tracks, which they release for free when they are developed. Being an American-based company, most of the tracks available are based there and features a mix of road courses such a Sonoma and the Circuit of the Americas and oval tracks such as Daytona and Indianapolis. There are a few famous tracks outside America, including Silverstone and Zandvoort, with more surely to be added. One feature I did like was that all the variations of circuits are neatly grouped in one menu per track, unlike other racing sims. The tracks themselves all seem well modelled with tracks, kerbs, gravel traps and features all appear to be correctly placed, though I haven't visited any of them in person!
While I do have a strong computer setup, I'm still very very impressed with optimisation of the game as a whole. With full graphics settings, 59-AI cars racing on a track AND fraps recording the screen, the game remained at a comfortable 50-60 FPS. Things only got a bit hairy when large crashes involving many cars brought the FPS down to about 15 FPS, but those are exceptional circumstances. This allows the tracks and backgrounds to be modelled in great detail, and they are!
Single-player
As a multi-player platform, single-player comes in the form of "practice", where you can either take a car around your track by yourself, or race against the AI. The AI races are all very mechanical: all the cars look identical and all follow near-perfect vector lines, which takes alot of the fun out of single player racing, albeit, single player isn't a full feature of Simraceway.
Multi-player
Multi-player is the main staple of gameplay in Simraceway and comes in two forms: Quick Races and Events. In quick-races, its a straight up race against other people on a track. Sometimes its all in the same car and recently, users can select from a set of cars. So, the experience boils down to the people you play with, which is usually bad - "rammers" are very infuriating and can put to waste what is usually 90% of a great race. Of course, in racing, accidents happen all the time, but rammers intentionally hit into your car hard and there is no punishment for regular offenders. This can sometimes reduce your time on the game to waiting until the people you know are rammers to leave or go into a race so that you can form another one of your own, which is very detrimental to the experience.
In these races, qualifying is done away with and instead, users starting positions are determined by their Skillquant. The Skillquant is a well balanced score and is worked out by several factors including how many places you've gained/lost during races, how often you followed the racing line and how often you lost control of the car. I think its a very good idea as it means having a minor bump or a bad start doesn't mean the end of your race-winning career, and gives a good reflection on users actual racing ability.
Events are races against the clock, where you go to a track by yourself and try to get the best time. What I really like about events is the ghosts, if you enable them. When you start, you get the ghost of the slowest recorded time and when you set a time, the ghost then becomes that of the person above you in the timing sheets, and so on until you are at the top. It can be very comical to be worried about having the ghost in front of you, only to see it spin off into a wall and you know you're getting a better time! That feature makes the Event experience quite pleasurable in my experience.
Other Features
Other than the default cars, you are required to buy to other cars which can be done with real money, or "credits". Credits are worth 0.1 cents per credit, but as you race online in either events or quick races, you gain 5 credits for every lap you complete, which is nice as regular users can then "win" the cars they want, rather than having to spend money.
There is another major feature, which I will discuss in my next post.
Issues
One of the major problems I have with this game as it is, as I've already discussed, is rammers, and I hope that Simraceway can come up with some way of dealing with them that prevents them from racing in that manner and discourages others from doing the same.
Given the diversity and optimisation of the game as a whole, even in the beta stage it is now, I feel it would not take a significant amount of work to add a full featured single player mode, be it customisable careers or just individual races with imperfect-AI driven cars. While at the moment, the safety car is not functioning on all tracks, when it was working, it provided a very good racing experience with full flags and I really enjoyed the fact you could opt in to formation laps for standing or rolling starts. Realistically, if they just fixed the safety car and made some AI profiles with different liverys then they could turn the game from a good online racing platform to the one of the most diverse modern racing gamings on the market today, and (perhaps as someone with a fairly slow internet), I do feel the game is lacking for it.
Nevertheless, given the platform is completely free, if you're into racing its very much worth a look. Despite my few criticisms it has now become my racing sim of choice, and I have recently introduced my friend to it too: he's now hooked!
Want to see more? Check out my Simraceway videos on my Youtube channel: https://www.youtube.com/user/hibblejaybob
Thanks for reading!
*Currently in Beta*
Category: Motor Racing
Cost: Free (has micro-transactions)
My Rating: 85%
Simraceway is an up and coming online racing platform that's currently in an open beta stage. It's available for free with all the tacks and 3 cars by default, with many other cars currently available for purchase and more under development.
Cars
The development team at Simraceway have the luxury of having their own track and racing instruction school at the Infineon Raceway in Sonoma, California, complete with a team of experienced racing drivers. This allows the team to really get most realistic driving experience for the cars they develop - of which they have made some videos of the process: http://youtu.be/A2LrA_4zaaU. I have done test drives of a good dozen of the cars they offer, from VW Jettas to Maserati supercars, go-karts to IndyCar and while I don't claim to be a racing guru, my opinion of the physics is that they are very well done: Even low powered cars can catch you out if you make a complete mess of a corners (I always drive will all the driving aids turned off). High powered cars can be almost undrivable if you don't know how to deal with them, but far from that acting against the game, it really shows off the difficulties of driving and racing these cars as you would face if you tried it for real. It also means when you do eventually master driving a car and put out a great flying lap, you get a great sense of satisfaction from the challenge!
The cars are visually well modelled both internally and externally. Damage (with the exception of major individual components such as wheels and wings) is not modelled visually, which is a bit disappointing but the game is still in beta. The physics modelling of damage is also very well done, and while fairly simple low powered cars can take a few bashes before any noticeable impact, but gently glance a wall in a supercar and expect to suffer for your crime!
Overall, the cars look great and handle realistically ("well" is a very subjective term).
Tracks
Simraceway has decent lineup of tracks, which they release for free when they are developed. Being an American-based company, most of the tracks available are based there and features a mix of road courses such a Sonoma and the Circuit of the Americas and oval tracks such as Daytona and Indianapolis. There are a few famous tracks outside America, including Silverstone and Zandvoort, with more surely to be added. One feature I did like was that all the variations of circuits are neatly grouped in one menu per track, unlike other racing sims. The tracks themselves all seem well modelled with tracks, kerbs, gravel traps and features all appear to be correctly placed, though I haven't visited any of them in person!
While I do have a strong computer setup, I'm still very very impressed with optimisation of the game as a whole. With full graphics settings, 59-AI cars racing on a track AND fraps recording the screen, the game remained at a comfortable 50-60 FPS. Things only got a bit hairy when large crashes involving many cars brought the FPS down to about 15 FPS, but those are exceptional circumstances. This allows the tracks and backgrounds to be modelled in great detail, and they are!
Single-player
As a multi-player platform, single-player comes in the form of "practice", where you can either take a car around your track by yourself, or race against the AI. The AI races are all very mechanical: all the cars look identical and all follow near-perfect vector lines, which takes alot of the fun out of single player racing, albeit, single player isn't a full feature of Simraceway.
Multi-player
Multi-player is the main staple of gameplay in Simraceway and comes in two forms: Quick Races and Events. In quick-races, its a straight up race against other people on a track. Sometimes its all in the same car and recently, users can select from a set of cars. So, the experience boils down to the people you play with, which is usually bad - "rammers" are very infuriating and can put to waste what is usually 90% of a great race. Of course, in racing, accidents happen all the time, but rammers intentionally hit into your car hard and there is no punishment for regular offenders. This can sometimes reduce your time on the game to waiting until the people you know are rammers to leave or go into a race so that you can form another one of your own, which is very detrimental to the experience.
In these races, qualifying is done away with and instead, users starting positions are determined by their Skillquant. The Skillquant is a well balanced score and is worked out by several factors including how many places you've gained/lost during races, how often you followed the racing line and how often you lost control of the car. I think its a very good idea as it means having a minor bump or a bad start doesn't mean the end of your race-winning career, and gives a good reflection on users actual racing ability.
Events are races against the clock, where you go to a track by yourself and try to get the best time. What I really like about events is the ghosts, if you enable them. When you start, you get the ghost of the slowest recorded time and when you set a time, the ghost then becomes that of the person above you in the timing sheets, and so on until you are at the top. It can be very comical to be worried about having the ghost in front of you, only to see it spin off into a wall and you know you're getting a better time! That feature makes the Event experience quite pleasurable in my experience.
Other Features
Other than the default cars, you are required to buy to other cars which can be done with real money, or "credits". Credits are worth 0.1 cents per credit, but as you race online in either events or quick races, you gain 5 credits for every lap you complete, which is nice as regular users can then "win" the cars they want, rather than having to spend money.
There is another major feature, which I will discuss in my next post.
Issues
One of the major problems I have with this game as it is, as I've already discussed, is rammers, and I hope that Simraceway can come up with some way of dealing with them that prevents them from racing in that manner and discourages others from doing the same.
Given the diversity and optimisation of the game as a whole, even in the beta stage it is now, I feel it would not take a significant amount of work to add a full featured single player mode, be it customisable careers or just individual races with imperfect-AI driven cars. While at the moment, the safety car is not functioning on all tracks, when it was working, it provided a very good racing experience with full flags and I really enjoyed the fact you could opt in to formation laps for standing or rolling starts. Realistically, if they just fixed the safety car and made some AI profiles with different liverys then they could turn the game from a good online racing platform to the one of the most diverse modern racing gamings on the market today, and (perhaps as someone with a fairly slow internet), I do feel the game is lacking for it.
Nevertheless, given the platform is completely free, if you're into racing its very much worth a look. Despite my few criticisms it has now become my racing sim of choice, and I have recently introduced my friend to it too: he's now hooked!
Want to see more? Check out my Simraceway videos on my Youtube channel: https://www.youtube.com/user/hibblejaybob
Thanks for reading!
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