Been a while, had to disappear due to personal life reasons, but I'm back and finished off the new update! 1.76 is now live on Steam Workshop! *New realistic suspension model (based on 1998) *New realistic GoodYear tyres *Better handling and countersteer *Visor Mod (no tear off because I couldn't get it to work and kept crashing the game so I gave up)
@SL1DE - great work on damage sensitivity and lost parts, huge thanks man! I am also impressed how much those cars jump on tarmac when grip is lost, very immersive. And, Gear 1/2 are just crazy
Just wow, these cars drive sooooo good. When I think about the effort you must have put into this, just blows my mind. Thanks for your hard work and dedication!
Hi @SL1DE , Is there an approximate mapping between Good Year D, C, B, A and Soft, Medium, Hard etc? Crew Chief operates in terms of Soft/Medium etc and I am thinking of adding mechanism to map custom tire names to those predefined types. Also, any setup hints to make those cars less tail happy? Really enjoying your work combined with 1988 tracks, awesome stuff
I thought I'd share couple of things that make this series even more enjoyable: * In player.json, set "Self in Rearview" to "*". This makes mirrors reflect the car and driver, just as IRL. * F1 2013 series by Frenky & Co (https://forum.studio-397.com/index....-6-dx-11-compatible-visors-rain-update.44610/) contains Mercedes safety car. Not exactly era accurate, but beats Corvette or Clio for F1 immersion. Google on how to change SC in rF2. * To my surprise, Spa from F1 1988 track pack by Carrera4 renders just fine in DX11 even with Post Processing on. Those cars + tracks really bring memories of F1 that was paddle shifted, yet bigger engines, wide and less electronics (rF2 does not even simulate modern electrronics properly).
I've only had it work properly once, and that's at Ipswich. Other tracks the cars will just slam on the brakes for no reason and refuse to catch up.
ah yes, that I see all the time, they do not keep close chain, but doesn't bother me too much - AI is just a training dummy after all. In the past it was worse though, they would race under SC, sometimes.
Sure it's not track related? I wouldn't have the slightest clue on how to fix the AI behaviour under stafety car within the mod itself. rFactor is weird when it comes to things like that.
@SL1DE could you clarify which compound softest/hardest? I am under impression D is softest, A is hardest right? Cheers!
Afaik I know it's a bit more track related but caused by an update s397 did some time ago, not trying to start a flame war but I think they accidentally caused it with the oval sc updates.
D is softest and A is hardest. And by default I think the AI use either D or C. Yeah, rFactor's always been weird when it comes to safety car. It's one of the most important issues they need to focus on fixing.