Released April 2022 Release Candidate Update

Cheers mate! Ok so RF2 does not take into account any driver weight on even player car whilst driving, thats interesting as I seem to remember some discussion on this regaurding the radicals lateral weight and tire load many moons ago.

There is no dynamic driver weight. Sure, a car may not have 50:50 lateral balance with the driver sitting in it, and that may vary between left- and right-hand drive.

I knew the A.I. use simplified physics, but I wonder how ACC gets away with running all cars on same physics, a;though iot does present a much biiger load on CPU than most sims.

Evidently ACC physics presents less load than rF2 physics if that's the case. They're different games so there's no relationship there.
 
AFAIK, you won't hear the bottoming scrape sound until the that car gets the full sound treatment similar to the TEST/Oreca 07.
Sorry mate i made a mistake, it was actually the TEST Oreca i was driving, not the Ligier. Thats why I was surprised not to hear it. Curb sounds are great though!
 
Sorry mate i made a mistake, it was actually the TEST Oreca i was driving, not the Ligier. Thats why I was surprised not to hear it. Curb sounds are great though!
The bottom scraping noises are certainly there. Make sure you have your sound set to 256 channnels and drive the Release Candidate TEST Oreca at Le Mans. When you reach about 310+kph you should start to hear the bottom drag when using the stock setup.
(I inserted the RC TEST a couple of days later.)
 
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I play on a regular screen , but since the small update a few days ago things went south. I was always at 116 fps without deviation, but now it is anywhere from 40 to 110, all over the place.
I have a 29 ultrawide and the same thing happens. I've done a lot of hardware upgrades because of RF2 and my best experience was with the old UI
 
I have a 29 ultrawide and the same thing happens. I've done a lot of hardware upgrades because of RF2 and my best experience was with the old UI
the Formula pro reduces the framerate for 25fps for me....and the porsche cup car is more CPU demanding for obscure reasons.
 
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There is no dynamic driver weight. Sure, a car may not have 50:50 lateral balance with the driver sitting in it, and that may vary between left- and right-hand drive.



Evidently ACC physics presents less load than rF2 physics if that's the case. They're different games so there's no relationship there.
ACC utilizes multiple CPU cores, so perhaps it splits the workload, while rf2 uses only one for physics.
 

BTCC confirmed!
Congrats Marcel & S397!
Oh! Wow! Yay!
I'm a man of a few words, those were the three... Ang on there's some more ere somewhere........ AWSOME!!! FECKING GREAT! BT'MUTHFUDGING'CC! YES! OMFG! YEa....... Sorry I'll stop now........................ ... .. . . . Awsome!
 
ACC utilizes multiple CPU cores, so perhaps it splits the workload, while rf2 uses only one for physics.

In terms of player physics CPU load, that's not really relevant. I was talking hypothetically about multiple AI using player physics. You couldn't get 60AI running player physics (rF2) on a CPU, I believe, even with perfect multithreading.
 
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