[REL] Flat6 Series rF2

Discussion in 'Vehicles' started by klo-che, Aug 16, 2015.

  1. MaD_King

    MaD_King Registered

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    Reminder for that point, don't miss to put gas on down-shift.
    Some real video of how to drive this car:



    Don't use previous versions setups.
     
  2. Javi288

    Javi288 Registered

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    I've been testing the car on some tracks and at LimeRock Park the AI doesn't work properly. The cars driven by the AI constantly lose control and spin, crashing into each other all the time.
     
  3. fab06

    fab06 Registered

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    Thx Mad :)
     
  4. Aceking

    Aceking Registered

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    LimeRock needs a new ai fast path designated just for this Flat-6 and since this is one of my favorite tracks & cars i will make one soon!
     
    Last edited: Jan 15, 2018
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  5. Christos Segkounas

    Christos Segkounas Registered

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    Better late than never.
    There's already interest in racing this mod after the update.
    Removal of auto blip is going to make it less popular with many sim racers but more special for those that will take on the challenge, I think it was the correct decision because it will differentiate this mod from the others.
     
  6. LokiD

    LokiD Registered

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    for me its the difference to driving the same sorta car in PC2, its not forgiving. It reminds me of a how a hardcore sim car should be.

    [​IMG]
     
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  7. Mauro

    Mauro Registered

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    * PHYSICS : Upgrade autoblip removed (the real car don't have autoblip).

    Great, that's the way for a simulation!
    Thank you guys!
     
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  8. Christos Segkounas

    Christos Segkounas Registered

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    My RF2 freezes if I go into the tuning menu and I have to shut it down and restart it.
    Does anyone else have this bug?
     
  9. Mauro

    Mauro Registered

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    Me too. Press enter than exit
     
  10. klo-che

    klo-che Registered

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    Hello, there seems To be an issue with the spinner (tunning menu) indeed, it Will be corrected in the next build.
     
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  11. Javi288

    Javi288 Registered

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    I have always had a doubt regarding this issue with rFactor2. I've tried other cars at LimeRock Park and the AI works well.

    Is this solved from the mod or from the track? That is, the line of the IA where it is defined? Is it related to the JSON file and the AI learning?

    Thanks and regards.
     
    Last edited: Jan 15, 2018
  12. Lgel

    Lgel Registered

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    Congrats, the car is much improved compared to the previous version (which I didn't race, was too forgiving to driver errors IMO).
    This one is challenging and fun to drive (didn't try on a wet track).

    Thanks and cheers.
     
    Last edited: Jan 15, 2018
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  13. Mydriaz

    Mydriaz Registered

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    Thanks a lot for this great update !
     
  14. philman

    philman Registered

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    Tested and approved. Bravo Enduracers.
     
  15. BlazingGlory53

    BlazingGlory53 Registered

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    Quick video I did:



    SO MUCH FUN!!!!
     
  16. Flatspotter

    Flatspotter Registered

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    I drive like the second guy: left foot brake, blip throttle with right foot, who needs a clutch?
     
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  17. Aceking

    Aceking Registered

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    The AI issues can be caused by either the car mod or the track's fast line (AIW) and possibly both, so with further testing you can determine the culprit causing the AI problems. If the cause of the problems are determined to be the track in question and it's not a major AIW issue then AI learning can sometimes resolve it. If the issue is determined to be in the car mod's AI settings then it can usually be resolved quite easily and with much less time involved compared to creating a new AIW.

    The AI fast line (aiw) will always be at it's best with the car mod used to create the fast line because of it's specific fast line and breaking points made with this car mod though similar car mods which use similar fast lines and breaking points can work decent too.

    Example:
    If the fast line was created with a high down-force open wheel car which has exceptional speed, and grip, then it's breaking points and fast-line can be quite different from other car mods such as this Flat 6 thus very likely increasing the amount of accidents plus slower lap times with the Flat 6 AI and similiar car mods.

    Note: I'am sure the Flat 6 AI settings were all setup correctly by the very talented Enduracers and so the problem your experiencing would more likely be in the track's fast line not being ideal for this Flat 6.
     
    Last edited: Jan 16, 2018
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  18. davehenrie

    davehenrie Registered

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    I saw this with GT3 cars around Turn 6(West Bend). The AI would drift to the track edge just before turning in and the outside tire would often drop into the grass causing a spin.
     
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  19. MarcG

    MarcG Registered

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    I raced the AI at Philip Island yesterday and they were fine, thanks Team for the mod update.
     
  20. MaD_King

    MaD_King Registered

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    In rF2 not, but in real, you "wear" the gearbox in doing it without using clutch.
     

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