Thanks for stopping by Penultimate round on Wednesday. Vote for my next track https://www.strawpoll.me/42377683 I have used these tracks for my championship: Buenos Aires Historic Kyalami Legends Jarama Historic Zolder79 Dijon-Prenois Silverstone Legends Spielberg Monza (from 1986 Historic Edition track pack) Watkins Glen (did use 0.14dx version but it crashed when saving results so I lost it!) Rerunning with the closest layout (Boot NC Endurance). Most, if not all, are on Steam workshop.
Gave this mod (Wolf Car) a test drive the other day on Road Atlanta. Kind of took me back to the 80's as it drove a lot like a Ralt RT4 with 4 more cylinders. Drove nicely, but never saw the suspension move, seemed a little strange that way. Great mod, thanks.
old versions https://mega.nz/file/xVYlBKaY#a4immMrPXnr7ymbAqj7cIwJ21HusF2gkjCERZ8KdHGI 1,5GB, glitchy models, fun FFB
Hi, Little update. Tambay missing car is now corrected. Take me a time to find it because it was only a doubled comma in a veh file text.. lol Cheers
Great video of FW08 and driver also commented of clutch usage of this car: "Dog box, so clutch only on downshift."
Id say if something needs to be changed on the mod the wing and groundeffect aero need to be recalculated. as to my memory the mod relies bit too much to the wings of the car. so there is a faint effect of groundeffect but its not like that it kills you if you lift on a corner. But im fairly certain that if the physics were recalculated with the RF2 calculation tool it would give good results, i remember postipate nerfing the cars grip by taking it out of the diffuser as i was talking the mod with him. As atleast on interlagos the cars were 5-8 seconds faster what they really should be. So the diffuser (ie groundeffect) nerf causes the car to rely more on the wings what means the groundeffect itself is fairly weak. so the curve on downforce is not as steep as it would be with properly balanced diffuser and wing balance.
I'd use the fenders to simulate ground effects. The downforce was generated by the sidepods and the floor after all.
well to my understanding you can make the diffuser located at the middle of the car and function as groundeffect as it literally is the same thing. so you only have to position the diffuser to the middle of the car and change couple parameters
Hi, @Postipate send me a new update about physics. The cars have faster top speed and less braking power. Hope you like it. Thanks to him and happy driving Cheers
Very cool video. Digga really needs to make a quick correction of Oulton Park as pointed by SVictor, to correct the blue tint here: #18 Aside from that, the car on iRacing seems to glide over the track, while the car on rFactor seems to be fighting the bumpiness which Oulton Park has. Which is interesting, considering that rF2's version is not - as far as know - laser scanned and iRacing's is.
Well I have 1.5 year nonstop driving with iRacing Lotus in high level so I'm biased over that. Historic F1 community is big and very helpful there (fastest drivers make setups and driving videos for every track and share telemetry etc) so that's biggest reason why I'm there I like driving with both simulators. Just getting bored with bad rf2 ai and iRacings 4-5 online races in week with historic F1 is dream for me (also every week is live broadcast with great commentators). Driving in rF2 is just as great, but I'm sure iRacing staff is better making realistic simulator compared to my physics guessing! Edit. If we get online races like this rF2 I'm in! My best win
The simple fact that you car seems to be unsettled by Oulton's park surface on iRacing tells me that your work on rF2 is closer to the actual driving experience than iRacing's. And, as you have iR's telemetry, I am pretty sure that your work is, to the very least, close to iRacing's staff can produce with resources 10000000000x larger...