Indy car and IMS Now Available

Discussion in 'News & Notifications' started by 88mphTim, May 24, 2014.

  1. Guimengo

    Guimengo Guest

  2. Empty Box

    Empty Box Registered

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    Talk about a track inaccuracy if that is the 2014 layout - there is a fence on the inside of the wall. That plus the lack of random stalling on the DW12.... such arcade-edness.

    I never noticed the plaque on the base of the scoring tower, wonder if you can read it in rF2.
     
    Last edited by a moderator: May 28, 2014
  3. Guimengo

    Guimengo Guest

    I don't recall which Indy road version that was, I went through all of them :p. That plaque perhaps can be read... once we get that 64-bit exe and the sharper textures don't crash the game :D.
     
  4. Eric Rowland

    Eric Rowland Registered

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    I second the motion...great fun and will only get better. Thank you ISI.
     
  5. Coanda

    Coanda Registered

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    I love the track modelling. After looking at real on-board footage, IMO the one visual aspect that lets it down a little is the infield grass & textures used. It seems to be carpet flat, with very little depth or anomalies.
     
    Last edited by a moderator: May 28, 2014
  6. Guimengo

    Guimengo Guest

    This is minor but I figured I'd mention, the texture on the doors seem to be all mirrored so when the door is facing a certain way the writing is reversed.

    View attachment 12937
     
  7. Empty Box

    Empty Box Registered

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    If the text is on the inside of the window it would be backwards, it's to be read from the outside I'd assume.
     
  8. William David Marsh

    William David Marsh Registered

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    I was able to get close to it, and it's pretty cool:

    https://www.dropbox.com/s/pbwxxed53a4ciso/rFactor2 2014-05-27 21-53-41-71.jpg
     
  9. Coanda

    Coanda Registered

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    A small glitch. Running 28deg front wing however on my pit request it says 17deg.
     
  10. Adrianstealth

    Adrianstealth Registered

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    hiya EB

    re.the stalling, do they -the real world drivers (&you) use a clutch with the DW12, if so I'm assuming it's on the wheel ????

    ( I have lower paddles for clutch on my custom wheel but don't use them at the mo )
     
    Last edited by a moderator: May 28, 2014
  11. Rich Goodwin

    Rich Goodwin Registered

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    Yes.

     
  12. Adrianstealth

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    thanks -nice vid

    they use the clutch just for launching ? eg not for every gear

    also the throttle mapping on the fly is good, be nice to setup a knob on my wheel which links to the accelerator sensitivity
    ( if this would give something similar even if in a very basic form )

    stalling is an important feature agreed

    gosh I hope the update is good for this sim-car it has such potential
     
    Last edited by a moderator: May 28, 2014
  13. Rich Goodwin

    Rich Goodwin Registered

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    Basically a very similar system to how F1 cars get off the grid, too.


    From Tims communication on these forums I have no doubt they intend to update it and know exactly what they need to tackle :D
     
  14. Thomas Wiesel

    Thomas Wiesel Registered

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    Great work ISI!
    Just trying the new DW12 with a single player race in Mid Ohio. Can anybody tell me how to setup the race without having the Indy 500 versions of the car in the grid?
    I selected the road car and all of the CPU cars are driving with the Oval version. (front and rear wings different)
     
  15. dradecki

    dradecki Registered

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    I think that's a missing setting in one of the track files. It might be set to default and the value needs to be RC configuration.
     
  16. Thomas Wiesel

    Thomas Wiesel Registered

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    Yes, it looks like.... I tried other "RC" tracks and the cars where configured right. I don't have a clue about modding tracks etc., so I'll check if I could adress it to the Virtual_LM Team. Thanks :)
     
  17. Adrianstealth

    Adrianstealth Registered

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    Re.Indianapolis track quality

    of course we like nice visuals & details (providing decent fps still possible), but surrounding items don't really get noticed once your moving around the track at speed.

    the most important thing of all is ( to me ) track surface / small cambers / bumps etc that are felt & have to be considered whilst driving the sim car

    an example is longbeach in Iracing, a great track with lots of irregularities in the track surface
    (common to road courses I believe) lots of bumps / cambers etc :

    [​IMG]

    no textures or objects ( except laser pixels ) on the other side of the road barriers at all
    extreme example I know, people had to pay for this (including me) yet it's amongst my top 5 favourite tracks in Iracing
    (mainly due to extremely good amount of "character " in the road surface

    p.s Indianapolis judging by the laser scanned version (older config I know) has little character so not having a dig at the ISI version, but I'm certainly not that bothered about grass or doors textures as I don't have to drive a sim car on them
    overall the visuals look of high quality to me & I also run on min track detail
    (for fps advantage)

    I think Indianapolis in rfactor 2 is a great track ......all those configurations too yummy!
     
    Last edited by a moderator: May 29, 2014
  18. Ruben Miranda

    Ruben Miranda Registered

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    I could not agree more.
    +1

    Ruben
     
  19. Empty Box

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    Fuel tank quantity is listed at 14.3 gallons in sim, according to various sources it's 18.5 or 19 gallons.
     
  20. bwana

    bwana Registered

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    tank capacity is probably relevant for usage and statergy but just wondering about fuel weights effects on physics for car 'feel' simulation? Are both taken into account with moding?

    Quite frequently lately my Q set with lower fuel quantity onboard hasnt been quicker than mid race fuel amounts , biggest gains have been from vent,wing and tyre changes not fuel.
     

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