Formula 1 1988 released

Discussion in 'Vehicles' started by carrera.4, Aug 24, 2016.

  1. Guimengo

    Guimengo Guest

    [​IMG]
     
  2. Pauli Partanen

    Pauli Partanen Registered

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    These tracks are awesome! Thank you.

    but... This mod keeps crashing every 5 minutes. Dont know why and cant really play. Hopefully you have solution to that. Strangely i don't have problems at Jacarepague, but seems like every other track has it.

    Keep up the good work!

    EDIT! okey i take that back. Game crashed at Jacarepague too after two laps with AI
     
    Last edited by a moderator: Sep 14, 2016
  3. carrera.4

    carrera.4 Registered

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    Like i wrote few posts before ,there is a problem with moveable marshalls. But usually just at end of race.
    Fix is already done for next update. Can u report if it happens also on Montreal or Suzuka ,
    should not, bcs these 2 tracks dont have mov.marshalls.
     
  4. Pauli Partanen

    Pauli Partanen Registered

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    I had this problem with any session and does't seem to be linked to end of race. Haven't tried with Montreal or Suzuka, but I will try to remember test it tomorrow.
     
  5. bravotangosix

    bravotangosix Registered

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    Hello carrera.4 thanks for this great mod. Really looking forward to updates. Not sure if this has been asked but will your mod be coming to the Steam Workshop? Keep up the great work.
     
  6. carrera.4

    carrera.4 Registered

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    Yes, but i will wait till i have a better version of the mod (no bugs, better ai etc.)
    Cant say how much time it takes.
     
  7. trollray

    trollray Registered

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    Hi Carrera.

    This is awesome!
    Probably my favorite mod in rf1 and now on rf2.
    Thanks so much for your hard work and passion.

    Just one question, i liked the way that in rf1 the rear was so sensitive to downshifting method.
    Now, in rf2 version, i think it's a little bit too easy to downshift.
    Rear stay stable even without using some gas with heel toe technique.
    I remember having to learn this technique specially for your mod years before.
    I think it's realistic (but i can be wrong, i'm not a f1 pilot ;)) to have the rear tyres blocking when not enough gaz given on downshifting.
    Especially with so much powered engine.
    ;)
    But except that it's so great to have this mod back in rf2, great job ;)
     
  8. Pauli Partanen

    Pauli Partanen Registered

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    Hi!

    Tested with montreal Q and came crashed at 11th lap of qualification. Session was for 12 laps. Hopefully you can fix this.

    I dont have same issue with other tracks.

    Plugin I use:
    Trackmap
    Deltaplugin
    trackir
     
  9. carrera.4

    carrera.4 Registered

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    hmmm strange ,never had a crash like u. Cant find a fix when dosent
    happen on my pc.
    Just to be sure ,u use the 88 cars? When yes try to deactivate plugins
    for test.
    Dunno if other users have same problem. Ty for reply.
     
  10. Yotan

    Yotan Registered

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    Thank you very much.
    I am grad if you fix the bug, because we want to play those very nice tracks online.
     
  11. Pauli Partanen

    Pauli Partanen Registered

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    Yes or course I use 88 cars. I disabled all my plugin and was able to finish 15 lap race. Game crashed at last lap, but that was known bug already. So maybe problem was one of my plugins...
     
  12. DavidG

    DavidG Registered

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    This mod would be great if not for the extreme amount of head movement, which is bizarre to the point of being comical. I mean, this is my view under heavy breaking, which just can't be right?
     

    Attached Files:

  13. hexagramme

    hexagramme Registered

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    I agree, the default values are a bit extreme. Luckily it can be adjusted in the in-game menu.
     
  14. carrera.4

    carrera.4 Registered

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    very easy to fix, go to to controler settings and set headphyics to 14% (its my choice)

    View attachment 20861

    and after this the mod will be great, atleast i hope. lol :cool: , .
     
  15. traind

    traind Registered

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    Another fix would be to tighten up those belts! :)

    Sent from my SM-T813 using Tapatalk
     
  16. Seven Smiles

    Seven Smiles Registered

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    Or work on strengthening your neck muscles :p

    I just raised the seat a bit.
     
  17. DavidG

    DavidG Registered

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    I'll refer you to Marc Collins post#87

    "Please do not require changes to global settings like volume, head physics, controllers, or anything else just for one mod that then requires going back to "normal" settings for everything else. Just a general best practice that all modders should try to follow."

    I totally agree with Marc, this mod has a fault and the correct way to deal with it would be by fixing the mod, rather than telling people to make changes to global settings to work around it.
     
  18. carrera.4

    carrera.4 Registered

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    Maybe u should check first files in the mod before u talk about a fault.
    My mod use the original headphysic.ini from rfactor2. But most other mods
    use their own headphysic. Hmmm so i dunno who is wrong here.
    For next update i will include a new headphysic.ini with less forward
    movement.
     
    Last edited by a moderator: Oct 1, 2016
  19. Marc Collins

    Marc Collins Registered

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    The issue is not whether something is original or not, only the experience. Does it behave similarly to the ISI vehicles and can it be adjusted in the same way? My understanding is that people set their headphysics the way they prefer in the menu and ignore it going forward as all cars react the same way to it. You don't want people to have to reset their menu every time they switch to your car and then reset it again when they switch away, when they don't have to do that for any other car.

    However, I do find it interesting that I get very little response from my head physics menu control in general...perhaps because most cars are using a .ini that restricts the movements to much less severe than the "original" rF2 default. Is that the case? Does the ISI standard way of doing things prevent certain options or some part of the range of movement that some people might like?

    For example, I cannot get my rF2 head physics to reproduce the Reiza AMS default head physics behaviour...and I have never been able to figure out why. AMS has a certain presentation of head physics that most people like, but some hate. You can minimize, exaggerate or eliminate the effects with just one simple slider in AMS. Not so in rF2 and as I mentioned, I cannot get rF2 to mimic AMS no matter what I adjust (including PLAYER.JSON), so it may be that the ranges and actions are already limited in each car's .ini? Would love to understand this if you do and could explain.
     
  20. carrera.4

    carrera.4 Registered

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    Well, to be honest ,i dont have tested very much. What i can say in the headphysic.ini u can
    define the range of movement, that means when the mod-maker limit the movements in a mod-specific headphysic.ini
    u never can have the exagerated movement like in the original headphysic, even not if u set the slider to 100%.
     

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