v2.06 update - Further tweaks to dry & wet & puddle map, smoother transition, more fidelity. - Fixed mountain mist brightness. Fog & mist now blends more naturally with the scenery. Rain + mist:
Corti: Josh Brookes' impact was first received by the fairing dome and then by his helmet (according to his statements), I don't know what would have happened if the impact was direct against his visor at that speed... My personal experience: on a motorcycle, At 210 km/h I suddenly saw a bird with which our trajectories were going to coincide; I had time to turn my head to the right and received the impact on the left side of the helmet. The entire left part of the helmet and a small part of the visor, a part of the neck, the left shoulder and part of the back were impregnated with blood and feathers. I decided to go home and when I arrived my mother was watering the plants in the garden, she got scared when she saw me and I had to calm her down and ask her to give me a shower with the hose she was using. I have always wondered: what would happen, would the helmet visor withstand a direct impact? If it didn't break, would you have enough vision to stop safely? My brothers, nephews, some friends and I are really enjoying this recreation of the full track and the shorter sections; Some of us already tried this track in a motorcycle game on Playstation many years ago... so many thanks to everyone who has allowed this to be possible and we can continue enjoying our favorite simulator. I have a request, I don't know if it is possible, since in all the circuits I think I only see 3 time sectors and perhaps Rf2 does not allow more sectors, but I think this track uses more, at least that is what I have seen here: https://www.iomtt.com/tt-database/tt-records/perfect-lap-fastest-sectors, and in some TV broadcasts I have also seen that they use those sectors as a reference.
I have the answer to your question: Last year a young biker took a owl head on at night, he unfortunately died, and was probably going slower as it was on a normal road and roads in my area have poor maintenance.
Based on my high-school knowledge of physics, at those speeds, and even less, anything bigger than a small rock is like a projectile. While the speed is lower than a gun bullet, the mass is a lot higher, thus the damage would be almost the same or even more. Good you could avoid it. Take care.
Was he with a helmet or without it? Did the owl hit with its head???... what a disgrace, I'm sorry Two blocks from my house there is a field and a forest, and there is a playground right on the edge; Since I was little I have seen owls at night more than once crossing the park in low flight and I have seen them standing in the middle of the street. Some are huge, I think if I hit one of those at high speed I would fall off the bike, the seagulls are also big. The truth is that up to 160 km/h I have had stones, screws, nuts and something else fly off of me, both on the helmet and on different parts of the body; and I remember that at around 120-130 km/h a nut hit my left tibia and it was quite painful (I was wearing jeans). What scared me the most was one summer day, at dusk, when I was wearing a button-down shirt and with the speed the last 3 buttons had come undone; suddenly something hit my chest and stayed stuck there, half tangled with the hairs on my chest, I looked down as I reached a curve at a certain speed and then I saw that it wasn't a bird... I raised both arms in the air, I screamed like a hysterical until I reacted and thought: do something or I'll crash on the curve... luckily I'm here he he he In another context: is there somewhere where I can see the times other drivers are doing and with what vehicles. I suppose that the request to modify the sectors is not possible because the game does not allow it, or am I wrong? Could I modify it easily? Is there a way with Tinypedal to mark sectors?
Thanks for your feedback, glad to hear you and your friends enjoy this track. To answer your request about adding sectors: RF2 has a hardcoded 3-sector limit (no more and no less), which corresponds to 3 sector detection objects: xfinish, xsector1, xsector2. It's not possible to bypass this limit at the moment. For many years, modders had been asking game developer to expand the sector system to support more complex race types, such as multi-sectors (more than 3) and real rally stages. But those requests have never been realized by developer unfortunately (they had tried to implement it a few years ago, but it was ultimately abandoned due to unknown difficulties or reasons). Currently every "point to point" rally track in RF2 was made possible using various "workaround". See post below if you interested: - Alternative Point to Point timing sectors setup In fact, for Isle of Man, along with Targa florio and some other long tracks like Nordschleife3, me and other modders have implement almost every possible sector "workaround" found in RF2 to achieve things that were not possible or supported by the game. And for recent years, me and other old modders rarely asked game developer to implement more features or bug fixes, because we know: Developers have their plans and they have been working hard on LMU since last year. The game code base is very complex and new features are not easy to implement. Many feature requests just never got replies or anything ever. It is painful to have to implement dozens of workaround in a mod just to make some features that can replicate real life, and have been doing that for years, including countless hours spent on finding the "right workaround". And like I said in the other recent thread, there is a limit to what workaround can achieve. Unfortunately there is nothing more can be done by modder. Take care.
svictor, Thank you very much for the detailed explanation you have given, and my admiration for all the modders for their effort and dedication; I don't know many of the details behind the creation of circuits and vehicles but it is a shame the negligence of the game developers regarding some important details
With kind permission and assistance from Lee Bowden and Jim Pearson, I'm happy to share with you the original Isle of Man Mountain Course GPL pace notes by Lee & Jim that fully ported to RF2, and can be used in latest TinyPedal update (v2.20.0) which supports Pace Note playback. How to: 1. Download latest TinyPedal v2.20.0 from release page: https://github.com/s-victor/TinyPedal/releases 2. Follow instruction from project home page on how to setup and running TinyPedal, and run the APP at least once: https://github.com/s-victor/TinyPedal Note, you can disable all widgets if just want pace notes playback, but make sure not to disable Delta Module and Notes Module. 3. Download GPL Pace Notes sound set from Jim's Isle of Man website: http://jrpearson.homestead.com/37MileIOMMCRelease.html The file link in the website is called "BUILD 1.1 OPTIONS MANAGER" (green text), and file name is Options_Manager.7z 4. Extract all content of Options_Manager.7z, then find "Pace Notes Sounds" folder, those sound files are needed to play pace notes sound through TinyPedal. 5. Download the ported Isle of Man Pace Notes files for RF2 in the attachment below. Extract the two files (one for Mountain Course and another for Mountain Mist layout) and put inside TinyPedal\pacenotes folder. 6. Open TinyPedal, go to Pace Notes tab, click Open button below "Sound file path", and select "Pace Notes Sounds" folder that extracted earlier. Then set "Sound format" to mp3 and click Set to apply changes. Make sure to leave the first option "Manually Select Pace Notes File" unchecked. 7. Launch RF2 and load up Isle of Man, enjoy the pace notes that originally created for GPL by Lee Bowden and Jim Pearson.