I am not so sure that will be the same with Fanatec... Will let you know. (I switched to Fanatec from a Logi precisely because of this problem that affects a lot more than just what we are discussing here.)
I don't know did you ..................... http://www.nogripracing.com/details.php?filenr=38726 ..................
Took me a while to connect the dots on this, but let's remember that the off-track/grass tire temps are totally whacked in rF2 so far. The temps act as if you are sliding across bare pavement. So this reinforces that the off-road grip is probably way off and not done yet. So don't spend much time on it because it will surely have to be re-done at some point in the future.
Two weeks after my initial estimate, I plan to have v0.91 released in the next 24h or so. Just so you know Not less than 8 hours though, because I'm going to sleep now If nothing breaks, probably Tuesday evening AusEST time (GMT+10).
RELEASE POST v0.91 Ok, here are some links to version 0.91. It's mostly a fix update, but there are a few tweaks and changes here and there too. Let me know if the online grid problem is still happening. It's one of the main things I was trying to fix. edit: Nope, online grid issue persists, primarily around the second row of the grid. Will redo AIW soon for another update. Otherwise, v0.91 should work as expected. LINKS: ~266mb gamefront: http://www.gamefront.com/files/23703340/Longford1967_v0.91_%5B2013-09-17%5D_woochoo.zip mega: https://mega.co.nz/#!SA4WjawA!LuXMNzLnjBY1_z_bJRVQIRLaZKIQzEvlMbfXrDb5A-c mega key, if required: LuXMNzLnjBY1_z_bJRVQIRLaZKIQzEvlMbfXrDb5A-c NOTES: This version is mainly a fix version for v0.90. - collisions with fence on Long Bridge causing flips/flying: hopefully fixed. - cars in online race sessions flip/fly/bounce on grid: hopefully fixed. - a levitating clump of grass just before King's Bridge: fixed. - grass popup on tannery straight: fixed. - less PA sound sources in pit area. - volume of flapping flag sound has been lowered. - reverb effect no longer heard around whole circuit. - added low detail vis group (removes a bunch of stuff on low detail setting). - road surface is less bumpy. - grass rolling resistance increased. other things: - grid is now 2-2-2-2 alignment, rather than 3-2-3-2, to ease congestion. - racegroove/rubber line is now mapped continuously. - colour tone of willow trees (and some other trees) has been adjusted. - corner markers (tyres) are rounder. - corner markers (tyres) have separate HAT meshes (lower profile). - have fiddled with HRD profile due to b300 lighting changes. - road mirage effect enabled. - mip bias for trees and bushes adjusted. - waving flags, implying a fairly strong wind (might be adjusted in the future). - loading screen updated with new image and version number. - readme and change log updated to v0.91 ===================================================== =======Known Issues & Non-Implemented Features======= ===The AI - Sometimes they'll hop onto the dirt banks on the inside of a few corners. - Some cars may collide/crash in the first corner of a race (more likely in rainy conditions), in the Viaduct section, along King's Bridge, and on approach to Tannery Corner. - F1 and some other cars may collide with tyre markers (not so catastrophic with new HAT profile - v0.91). ===Animations - Some of the animations have small glitches and sometimes the marshal's headphone's are floating (not yet a fix priority). ===Wet Road Reflections - For me, road reflections are not working in rF2 Build 300. I've not changed any settings. Hopefully they will return in the next rF2 build. I can't say for sure if they will be working for other users. - Fences and terrain are not currently in the reflection list due to the nature of the reflection system. ===Water/River - Have not yet added newer style of water animation/reflection. ===General Efficiency / Optimisation - Due to starting this project as a beginner, and also using a few GPL-era models, there are more draw-calls going on than there needs to be. The newer models I've made are generally assigned only a single material and make less cpu load despite higher polycounts, and they look better. It is planned that the older models will be updated or replaced. ===Continued Development - The main target of development will be updates/remakes of a number of buildings/structures. - 3D trees for track-side trees are planned. - new tent models are planned. - new house models are planned. Cheers
thanks guys bad news is the online grid issue is still there. it looks like pos4 slides over towards pos3. I will need to look into that more closely. otherwise it should all still be ok.
Off-road is about the same--it's clearly not working if you made such a big adjustment. More importantly, the rest is looking and driving awesomely!!!
Thanks Marc, yeah, maybe we have to wait for them to get their actual off-road cars/dirt physics going. Haha, it's funny 'cause it's true I don't know if it's the same on other servers but I get a slight feeling that people are fairly relaxed at Longford. I can offer a couple of potential explanations: - It's often historic F3, so people have less expectation of going crazy-fast with tonnes of grip. - There is plenty of straight road for people to get their frustration out and have a think about how they're not going to mess up the next corner. - There are trees, power poles, walls, fences waiting for someone to mess up (unless they can get through the gate and into the paddock...). - The Tasman Series had a reputation as being a bit of a holiday for the European drivers (and the rest were mostly Aussies...). - Finally, it's all in my head. It's just as crazy as everywhere else, but because I normally spend all my time looking for bugs/glitches etc it's nice to spend some time actually driving and enjoying it, with real people But seriously, to truly simulate an online race at Longford you need to have the cars flipping about on the grid. It might be a day or two before I can properly get to making a fix for this one (most likely consisting of making a new AIW), but that will probably be the extent of the next update, just so it doesn't take another four weeks for an attempted fix release.
The key should be in the link and get you to the magic button directly (after ticking the agreement box). I guess that's not working for you? try: LuXMNzLnjBY1_z_bJRVQIRLaZKIQzEvlMbfXrDb5A-c It's in the url, but if it's not working, well, i don't know why.