Recent content by ucfquattroguy

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    Released Brabham BT44B and March 761 Now Available!

    These cars + Sebring = Oh my. So much fun.
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    Latest Roadmap Update - July 2018

    I can't qualify my improvements exactly, but being able to run 25AI in a race is a huge step for my system (i5-750). Only a few tiny moments of CPU out of sync at the start, but nothing that disrupted the driving or racing.
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    rFactor 2 and DLC Steam Summer Sale!!!

    I guess I've got no excuse now. Even though my current PC is pretty stressed by more than a dozen AI...the GT3 pack is real tempting now. ;-p
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    Latest Build Update rFactor 2 - 1.1110 Now Available!

    Now that I've had some time to do more than just load up some AI with my car idling in the garage for basic performance, I was able to figure out why *any* car felt so sluggish in rF2 compared to AMS (or anything else for that matter)...INPUT LAG! Despite decent frames and still having physics...
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    Latest Build Update rFactor 2 - 1.1110 Now Available!

    My system is low enough on the "totem pole" to not have seen any noticeable difference either way. But, something I found interesting that definitely drove the point home about being CPU-intense: 25 AI with Endurance Series mod at Silverstone and I could still squeeze out 80-100FPS (depending...
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    Latest Build Update rFactor 2 - 1.1110 Now Available!

    Not always. If you have a "correct" FOV, depending on monitor size and placement, the actual in-car dash may not be completely visible. I've grown quite fond of the HUD in AMS, just as a comparison. Useful, but not a distraction. I know we try to be as "BECAUSE SIMULATOR" as possible, but...
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    [REL] Endurance Series rF2

    FFB in the GTE cars does seem lighter than before. I didn't have the time to put in some serious test time, but on old builds, I needed FFB Mult of .94 to prevent clipping with my G27. Ran the same and steering felt numb. But like I said, I didn't have a chance to dial it in.
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    Latest Build Update rFactor 2 - 1.1110 Now Available!

    I haven't actually driven yet, but loading up a field of 25 AI w/updated ER mod and CPUusage is definitely not any worse when I sit in the car in the garage. We'll how well it holds when I can actually test some dicing around some traffic. Just on a paltry i5-750 w/GTX560. Graphics aren't...
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    Rear damping only on rebound?!

    Sounds like it, at least in that author's philosophy. Then again, looking at the spring rates being used at the time, you wouldn't really need much compression damping.
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    Sanity check - Racing against AI in RF2

    IMHO that's one of the drawbacks to a sim that's mostly dependent upon 3rd party modders for content. Offline seems to be an afterthought in a lot of cases.
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    Game slowdown in DX11

    Drop your graphics settings a bunch. Opponent detail seems to be a big one in my experience. I had the same issue (good FPS, but physics would drop out of real-time).
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    Honda Civic BTCC v1.99

    Has anyone here driven a high-powered FWD car with LSD and sticky tires? What you feel in the TC Civic is fairly accurate once you consider the sticky tires and no power steering to lessen the effect. As for most road cars, there are often compromises to suspension geometry to lessen any torque...
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    SOLVED How can one create a saturated realroad preset?

    Anytime I would run a session at a track, I would always save the RR status. Load that status next time out then save again after that session. I would just name it "base" or something like that...as though I was building a constant base layer of rubber.
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    [REL] Flat6 Series rF2

    That's quite an overhaul, guys! All of your efforts for rF1 and rF2 releases are most certainly appreciated! Now...to figure out how to get DX11 build to run "adequately" on my system to be able to have a race with a small amount of AI. ;-p *ducks*
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    i5-750/GTX560/4Ghz DDR3 RAM

    i5-750/GTX560/4Ghz DDR3 RAM
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