Recent content by Korva7

  1. K

    A real realistic Rally simulation new game / By MG + rF2 physics engine

    A real realistic Rally simulation would be great. Maybe far in to the future we will have one. Meanwhile a real realistic asphalt rally car and track for rf2 would be good substitute.
  2. K

    A new moderator ?

    This is very unnecessary post.
  3. K

    Formula Vee

    It for sure would be nice if we, simulator customers, had more objective ways to judge the realism of the physics of these sims. These subjective experiences of realism can be influenced by a lot of different things. Also more objective ways to measure the realism would create an insentive for...
  4. K

    Burnout physics/Exploits

    Static real road didn't seem to remove the problem either. Asphalt melting not being simulated sounds like a possible reason. What about the molten rubber from the tire? It getting between the tyre and road would also reduce grip in this kind of slow speed situation, i think.
  5. K

    Burnout physics/Exploits

    I think differential setups plays into that. More locking under power -> understeer, unless the rear tires are slipping.
  6. K

    Burnout physics/Exploits

    Interesting indeed. Is there any other explanation than that the grip doesn't drop off like it should with high temperatures or high slip speeds? Does this happen with warm front tires also?
  7. K

    FFB - center feel of classic cars

    Are you using "FFB minimum torque"? That "clank" or step as the ffb comes in, might be caused by that. I don't use it with my dd. Wide no resistance area in the middle might be there because of the slow steering in older cars. You can manually change that steering wheel range to smaller angle if...
  8. K

    “ are rfactor2 physics broken” video

    I think most of these sims comes close enough to real life in that most of the driving skill gained is transferable into real life driving. It's just that the virtual car's behavior is not going to be exactly the same as with the real life version of the same car. It's like going from driving a...
  9. K

    “ are rfactor2 physics broken” video

    This is something I have been suspecting also. I think this bias on making cars to be on forgiving side and giving maximum grip at high slip angles is not a good combination with the pursue of being a platform for these E-sports competitions. The difference to real car behavior will be/is pretty...
  10. K

    FFB, Steering Rack & Power Steering vs ACC (Nils Naujoks comment)

    Not sure what effect steering rack simulation would have. Maybe non-linear steering? Modders should know if there is a parameter for that. I think power steering would have numbing effect on ffb and it's possible to numb out the steering with filttering. Imo it's better to not have that effect...
  11. K

    The Unrealistically Difficult Real Cars Handling Thread... or just incorrect real life physics

    This is why i don't do racing in real life. Racing sims has surpassed real life in physics realism a long time ago.
  12. K

    My understanding of what the slip curves essentially describe.

    There i was talking about a piece of tread rather than the whole tire.
  13. K

    60 vs 144Hz

    Switching between 165 hz and 60 hz is noticeable to me even when just moving mouse on desktop. Lower frame rate feels more coarse and higher fps feels fluid and nice in comparison. Maybe it wouldn't be so noticeable if i couldn't switch between them quickly with push of a button. Thought, the...
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