[REL] 1991 Group C v1.1 Released

Difficult task. IMO best solution would be, if you're able to bind shift delay to a specific controler setting. Let's say H-shifter to 0ms and Paddles to 200. But this would require core changes by Studio397 of course.
For now, as it's not necessary to clutch or match revs properly, i would give H-shifter also some delay. Let's say 100ms and 180 for paddles.
 
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Currently the cars have a delay on the clutch if you use the H shifter and you have the same delay if you use the pads, to change from one gear to another, all this to make it fair for everybody. In early versions, if you have used the H shifter, you could gain almost a second per lap, because it had zero delay while the pads had near 200ms delay.

The delay for the pads seems to be ok, and while the delay is the same for the H shifter, many people complains about they have problems changing gears.

I would like to know your opinion, considering that always should be some delay to make it close to real life, and keep a fair competition.

+1
 
Currently it have 200 for paddles and 180 for H-shifter. It could be something like 180 and 120. It will need testing to avoid gear change missing and keep a vintage sensation.
 
I personally think that current solution is the best possible. Perhaps we could add a "no delay" H-shifter upgrade, so people can change as fast as they want. Possibly championships can decide which upgrades they accept on their rules...
 
Thanks, I don't have a VR device, but I see people using it on youtube videos.
I've been using VR with these and they're a blast. Seem to be optimized very well. Shift lights could do with being more DX11 and less DX9 but what is there is perfectly functional. Other than a DX11 upgrade (maybe newer tyre model) I couldn't really think of anything else as I'm not a modder. Cockpits look good and are modeled a LOT better than most mods out there although they do seem to have a light source coming from behind your head no matter what way the car rotates on track.
If there's anything specific you need checked I'd be happy to help.
 
I've been using VR with these and they're a blast. Seem to be optimized very well. Shift lights could do with being more DX11 and less DX9 but what is there is perfectly functional. Other than a DX11 upgrade (maybe newer tyre model) I couldn't really think of anything else as I'm not a modder. Cockpits look good and are modeled a LOT better than most mods out there although they do seem to have a light source coming from behind your head no matter what way the car rotates on track.
If there's anything specific you need checked I'd be happy to help.

Thanks for your help. The idea is to update it.
 
Thanks for your help. The idea is to update it.
Man, if you update this mod, im gonna have to send you a beer via mail, i absolutely love the way this mod feels, just fixing the dashboards and the AI would be sufficient.

Do whatever you can mate, thanks!
 
I'm been working on updates since release of version 0.96 but there were so many many changes on rf2 that I had to discard several versions and start again each time.

I'm working on the physics, the graphic side is done by another person. I don't want to enter into details but there are many fixes and improvements. It already have ultrachassis, and CPM tyres.
 
I'm been working on updates since release of version 0.96 but there were so many many changes on rf2 that I had to discard several versions and start again each time.

I'm working on the physics, the graphic side is done by another person. I don't want to enter into details but there are many fixes and improvements. It already have ultrachassis, and CPM tyres.
52738070.jpg
 
Thanks to the latest tire physics parameters included in the last build (WetTerrainEffect= ) we can achieve more realistic effects for wet tires, depending on track surface wetness.
It's great to see how they keep cold and stable when the track is wet, and also exciting to see them burn and quickly degrade when the track dries, making almost impossible to drive them on a dry surface. They actually smoke while cornering, reaching more than 200º!
Also interesting the effect on handling, because they really feel like driving on chewing gum...

I want fire, pain, fear, destruction !!!




Check LCD screen for tire temperatures and wear
Go to 8:38 for fatal destruction of rain tires


Some data as reference:

-First run
Track wetness: 74% (start), 58% (end)
Tire wear indicators after 8 minutes on track: 92%-94%-92%-94%

-Second run
Track wetness: 2% (almost dry)
Tire wear indicators after 4 minutes on track : 60%-71%-56%-68%

Wet tire optimum temperature: around 58º
(Thermal degradation not included on wear indicators)
 
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