Thank you very much guys BTW, I mapped your cars to Group C class in the Crew Chief, they'll be treated as single class after the next update.
-Revised clutch torque on shifter to avoid abuse on downshifts -Reduced engine life and increased damage when revving over 7000rpm This are most important improvements for me Finally more realistic shifting on servers Thank you guys!
but this season is incomplete where are the remaining cars? see link http://www.racingsportscars.com/photo/Le_Mans-1991-06-23.html
Aren't you an impertinent! one, We are well aware there are more cars, if you want to model and provide them, I will happily put them in-game for you
Of course it is easy to justify this, but the work done in half do not always please everyone, if it bothers you my opinion does not read it and goes beyond
Well, not sure what to say about that. I would begin with saying "thank you" for the half that DO exist and is amazingly well done. Then i would go on to ASK "will the rest come one day?". Anyway, we are all different. Some are half glass full guys and some are half glass empty guys.
Absolutely amazing work guys - top notch!! My god I love these cars - they are flipping mental. Thank you soo much.
Yes, check manual for updated information and setup recommendations on Sauber C11. Now, safe rpm is 7000 and engine life is halved at 7200 (previous version was 7300rpm and halved at 7500rpm). Also, high turbo positions harm the engine more than before and their consumption is proportionally higher compared to medium turbo positions. These restrictions and the increase in aerodynamic drag should balance its performance against the other cars. For those who still didn't try the mod or tried old versions: this version includes our best sound ever (fixed panning issue), best graphics ever, and also best physics. All cars include chassis flexibility and updated tyre models. You can find different tyre brands for 787 and 962. Only one brand for C11, but its medium and hard compounds will feel different in your hands because their materials properties are not the same. Best multiplayer experience ever with most balanced performance we achieved so far. Best offline experience after improved artificial drivers skill and aerodynamics options (see upgrades). Best racing in the rain with updated rain tyres physics and visual effects Try it and explore its possibilities!
Wow! Thats sounds very ambitious...but in the case of rF2 i think its true I'll try this out Honestly: the Sound of this cars simply rocks!! Cars like this (those) i miss in iRacing.....for example. No offense against iRacing (i love it too), but i am missing a little bit courage by iRacing...ok, they have a different "agenda". Like original, detailled datas and so on....but: a little bit more courage...so what?
you are not gonna find that kind of handling in Iracing rf2 handling is very natural and let driver push more without fear
They don't sell. Easy as that. It's not like iRacing don't has any historic cars. But look at them. KamelGT, Lotus79...dead Series where just one race a week gets official.
Interesting update when I get time I'll definitely give it a go. Sounds like the C11 will still be a very slightly stronger qualifier while the 962 and 787 will be stronger in racing. Its too bad few simracers really understand how to setup their cars, particularly suspension.
Thank you for the update, but I'm still getting unbalanced sound. The engine sounds are biased to the left, and tire sounds are coming out of the left channel only. This happens in all 3 cars. I'm running 5.1 sound. I don't have this problem with other cars, like those from S397 or other mods.
Not sure if I put this link up before, but here's a 12 minute clip of a 962 & C11 going at it at Monza in 2017.
Had a brief online race first time in rF2 with this mod today in matsusaka. Pretty cool. Alvaro was there, who is creator of the physics, so it was nice. I pretty much only drive C11, because I just couldn't ever force myself to pick other car. I expressed my dislike about steering and grip. I think something is strange about steering, it doesn't give any confidence for turn in. Less caster feels absolutely bad, more caster feels better, but you have to reduce FFB mult for it. Matsusaka is modeled very smooth, doesn't have bumps. In bumpy track ffb/steering is too rough. Steering doesn't have a feeling of progress, except in highspeed banked curves. I bet something is wrong with geometry. The fact that mod uses different sets of "FFB" makes no sense to me, first of all because you can't use upgrades online, or at least I don't know how, second - why not just make one good. Tire grip is interesting subject. On the one hand, cars does superb laptimes at matsusaka, and I suppose too quick because I don't expect to be as fast as pro drivers of 1991 season, and not even putting effort in that. On the other hand at least C11 feels like it has insane lack of grip on front end. I had zero worries about oversteer, or putting power down even with full boost anywhere on the track. I have not tried my best to shift grip balance from rear to front yet, still extreme options to use - remove all of rear downforce, stiffen up rear end as much as possible, and soften front as much as possible, or in other words completely ruin the car trying to remove understeer. The understeer is crazy at "anti-banked curve" as the name suggest it should have negative banking, so it makes sense to have worse grip there, but not that much worse. Such huge sensitivity for camber of the road shows that grip might be managed all about basic friction which is too low. I would guess that grip is very much about basic long/lat coeficient, and guess that the load sensitivity is way way way too forgiving, because of that basic lat/long grip is very low, otherwise car would be much too fast. And it already seems like it is too fast, but also Matsusaka could be too fast, or at least faster than in 1991. There are also other factors which could make the car faster than it should be. More load sensitivity and less sliding friction would have massive difference. Load sensitivity would require better throttle modulation at exits, and more effort in braking at lower speed when downforce is not too effective... Probably weird front grip amplifies weird steering feel.
Hello, mantasisg. Thanks for your opinion, but, dont you think that, when it is your "first time" using something, normally you are not in the best position to judge the object you are using for the first time and present to the world ellaborated speculation about the issues you think there are inside and also recommendations to solve the issues you think there are in the object you use for the first time in your life ? mate !!! Please check the attached image, which corresponds to session log you attended today: Your tyre wear is very small, almost half of the rest of contenders. I am afraid you are not making full use of your tires, you are not pushing them enough to their limits, hence you don't achieve enough cornering speeds. Very probably that is also the reason why your lap times were around 3 seconds slower than other contenders (given same amount of fuel). Please, try other steering wheel configurations, explore car setup possibilities, practise more.