Trust me, it's all about timing. Once you get your muscle memory for those corners it will be easier and I bet you will get at least 2:02. I'm endurance race fan as well. Taken part in many too. So just like you I mostly aim for longer performance rather than 1 lap wonders.
We need as a minimum a 2 hr race here ASAP. The ISI Gt cars will be just fine thank you. Maybe a 5 pm start and 10X time.
Ambiance changes can become canned looking when you start to see jumpy transition in shadows and sunrise / sunset. Same as Longford anything above 3-4x becomes too much and spoils the effects ....imo. Like you lose that great long lasting sunset and the hazy glow of sunrise I know I know is no other way to do it other then increasing race distance dramatically.
OT Spa has the best atmosphere in simracing history. Last race I even waved to the marshals after the race. Hahaha
Yeah I told Woo Rock Wallby for Longford. p Build60 Belgium I said ..... Pussycat on pitwall drinking from a saucer of milk. Big mongrel Alsatian barks and chases your car in pits and bites the tyres. lol p
The AI has some problems with those supposedly not problematic bumps. Just watch them bouncing around and crash... 4 cars retired in 3 laps. Unfortunately this also means I can't play against the AI. The Megane is not the only car with this kind of behavior... Also where is the light of the headlights? I don't see them on the back of the cars in front of me.
The Mégane AI is a (very old) known issue, nothing weird there, considering. It just needs to be updated. I have not seen that behavior with other cars.
OK so The Megane AI is wrong. Lets take a look. Here is the thing I was talking about with the Howston G4 in "The Chase". The Honda NSX has the same problem. Also the AC 427 (I didn't record that because it's pointless) The Skip Barber has some problems with the "Esses": The F3.5 struggles in "Forrest Elbow" (also in the "Esses" on clean track): These are all stock content, I won't talk about the mods. I will delete these videos from my channel after the creator of the track or somebody from ISI remarks these issues. DurgeDriven: obviously I'm a dickhead because I pointed out some issues with the track and you are the good guy because all you did say "thank you". I know this is how life works. And of course I almost forgot: every rF2 content is perfect. Slap each other on the back and move on.
First off I must say I really enjoy this rF2 version of Bathurst. Have driven many variations on the sims including iRacing and must admit this rF2 version is [very] grippy in comparison to the versions I have driven in other sims and even in comparison to other rF2 default tracks. Am I the only one that feels there is a bit too much grip in this rF2 version of Bathurst?
I've not got those mods installed but immediately something pops up...lack of rubber, the AI (like us) prefer a track with more rubber laid down from what I've noticed over the years so see what they're like then. Especially with the Howstons at the Chase, see if that makes a difference. Also I don't see much wrong with the F3.5 video, yes they crash and I know you're not gonna want to hear this but real humans crash (a lot!) at the Mountain too On that note what's your AI Mistakes set to in your JSON? that could be another issue. For the record I've raced the C64, Nissan GTR & URD mod around Bathurst with no AI issues whatsoever aside from the usual spin/crash as I expect there to be.
Well I'm not an ISI employee so it's not my job to test these things. Also the AI should work in any circumstances - green track or rubbered. And you (or anybody else) can try it for himself with the same or different settings to see if it's just me "bashing" rF2 or the AI has a slightly wrong fast path. But I've just tried the Honda NSX and the Howston G4 with the "saturated" preset and they do the same mistake in "The chase" so it's not the lack of rubber on the track which causes this. Also tried the F3.5 with "saturated" preset. The problem is not the fact they sometimes spin/crash in the "Elbow forrest" but the fact they do it in every _2nd/3rd_ lap so obviously sthing is wrong. I don't know how exactly this works in rF2 (I only know how rF1 AIW editor works) but if I were the creator of this track I would go tighter in "The chase" in the fastpath and I would go wider in the "Forrest elbow" in the fastpath so not a big deal to correct this problem, just a few laps around Bathurst in the AIW editor.