There's not enough front end grip in rF2 during steady state cornering imo. This inscentivises the driver to drive the car in a countersteering/oversteery style, (not fully sideways), but doing little techniques to get the car to not understeer. If you do drive the car strictly in a conventional way, trying to be carefull with the inputs like a good gentlman driver, feeding in steering smoothly and precisely like Jackie Stewart told you. The car feels GREAT and all is well in the world. But then, you've had a bad day at work, you drink a bottle of whisky, and subsequently manhadle the car around the track with agression turned to 11... and you're 3 seconds faster! And you're like, tell me what the right way to drive is! Is the sim wrong or right, help me!
Yes, I've been mostly starting out on a green track, and also not lowering tire pressure too low, and then driving the car as best as I can like I would if it were a real race car, i.e trying to avoid loss of traction and building up to the limit but not over it. But it is just a shame that this is a kind of self-imposed limit, when really I know I that I can smash the throttle early, hold on for dear life and it'll probably be faster. I like there to be consquences when I make errors in games, not just arbitrary limits that I impose upon myself. Either rF2 drivers have found a new way to drive fast that works IRL (not totally discounting that idea, it could be the case), or rF2 physics/tire model needs more work to make a driver more accountable when going over the limit, and bring the driving more in line with what we see in real life (again, this could just be because real life drivers don't have balls of steel through every corner like us sim racers do , and THAT is why the driving style is different). Either way, I'm not saying one or the other is right, but the main point for me is that more engagment with the community from the Devs regarding the physics model/tyres/general car handling would be welcome. Anyway, physics can be a touchy subject to discuss too much, I shall leave it at that!
Several years ago it was EASY to flat spot tires. Users were complaining almost immediately. Often high end wheel users were afraid their wheel would shake apart.
Track looks like from rf2. But sky and sun are fantastic and most realistic I've ever seen and they look like Photoshop. I don't believe it looks that good in game (until I see the video )
Is from rFactor1,i dont have to prove anything,it was a pack of sky textures,nothing hard to make,in this litle things rFactor 1 is way superior to rFactor2.
I believe you and I am glad to be wrong here because this looks fantastic and adds to immersion, at least from this side track perspective. Does it look that good from cockpit too? I wish rf2 could have sky like that.
Yes,actualy looks good,if devs do not encryped some basics stufs like all the effects files,sky etc i bet whe already have a good sky by this time,im working on a more real smoke effect from tires,but sadly only work in devmod.
A beginners setup guide or easy introduction to the game is great of course. And shiny tracks are also nice, especially when it doesn't need a graphics card which we maybe can afford but can't buy atm.. Still I believe a roadmap should reflect short, mid and longterm plans. You received a lot of feedback on especially UI problems and numorous requests for the UI. Feedback on problems with shadows/lighting. Feedback on VR, detailing of driver model and on-board visuals. Feedback and requests about the HUD system. I can continue... Somehow people are satisfied with a picture of wet tarmac. I'd personally like to see a roadmap that reflects the questions of your community, Accompanied with some answers and maybe some estimations.. I have large mirrors btw.
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