Lots of correction and balance action there with the inert and soft car with power doing hard to master long fast corners without getting outter balance, the force to recovery the movement direction by steering repeatedly correcting the slip angle, and some nice sideways action in the race showing wide slip angle scenarios recovered and mastered by the driver, while the car seems oversteering mechanical and seems instable under braking, but it looks good and the track is nice too. What is CPM ?
Contact Patch = New Tire Model. And yeah, it's a "hard" car to drive. But I hope those who enjoyed GPL for it's challenge, or anything since, will appreciate it.
Interesting. I'm personally a fan of challenging cars but I'm curious if there are any plans to also release a 289 variant? The lower power should make it a slightly saner option for those who are not. Also another good base engine for several potential mods.... [emoji6]
Yeah buddy Watched the whole race. Way to hang in there And yeah from what I see the physics and required driving technique are spot on. Thinking this will be my new ride at least until other historics get updated...
Thats good. But something I do not understand all this years with rF2, why cars do not have light indicator for headlights in cockpit somewhere? Is this something very hard to do? You turn lights on - blue light lights up.
It would be nice for ISI cars to have this indicators with next round of updates. I assume they will do it for every car to add new tire model.
Yes, but I had to do it in a weird way. We have two hlglo objects now, and I attached both lights to one, and made the other the on/off indicator.
Might be a good time to implement moving (toggle) switches on steering wheels, dashboards, or button boxes, in cars
Also for clarity when people like to drive without any hud on screen, but who don't own a buttonbox or complete cockpit, just so you can know what is going on. I would definitely would not use this for all switches but the switches which can be controlled while in the car (and we can use more... 2015 f1 car perhaps?). For example toggle switches and rotary (multi position) switches are something I'd go for only at this point as they are visually changing when they are set differently. Maybe use 1 keyframe per switch position would be a nice way of going about, so you'd only need one *gmt. per switch instead of multiple which you turn on and off, hmmm.
+1 It's a small detail, in the grand scheme of things, but certainly a nice thing to have. What would really be ace, is if ISI could implement this in a similar fashion, to how Netkar Pro and DCS World flight sim do it, where the switches, buttons etc, inside the cockpit are all interactive. Although I hope ISI is placing more priority on getting the other cars equipped with the newerer tyre model and transmission model first, oh yeah and some enhanced weather effects/weather system.