Discussion in 'General Discussion' started by 88mphTim, May 23, 2012.
Wrong turn mate. Ian Bell is the other way.
the grip is ok, at least at F3.5
Wrong turn mate. rF2 and pCARS are going from different sides but in terms of physics the will meet at one point. b85 vs b217 is close
No. You would create 1 vmod which references the cars and tracks (components),
Ivy Bridge top-end i5
Previous update I had everything on full bar shadows high and env and track reflections off and 2xAA and was getting 40-50fps on a full stock grid.
Now I get a solid 60fps with just env reflections off and shadows high and 8xAA.
I did have to do a clean install as I was getting horrible artifacts and HDR was 1000x too bright. Since then though all looks good.
Overall looks good and a quick spin in the F Renault shows it to handle quite a lot better than before. Gonna be a good night
I disagree. pCARS is intending to simulate what professional drivers experience when driving a car, while rF2 is intending to simulate what you or I would experience when driving a car.
It's really quite different, though this thread probably isn't the best place to discuss this.
OMG can we please stick to rF2
Comments like the above ^ are really testing my Zen patience
HAAHAHHAAHAHAHAAHAHAAHAA, pcars is nothing like rf2, rf2 is a genuine simulator, pcars is a genuine arcade gamey game with horrid FFB, physics and ordinary steering precision.
Tim, the changes that caused this to break were an update to a car mod (the Meganes, v1.0 to 1.1). Can you run Searspoint now? Or the Masaratis? Unless this system is changed there will be horrible knock on incompatibilities, but imagine it with 100s of tracks and 100s of cars. It makes *my* head hurt!
mirrors in 60s cars no longer work! whats up???
greatly improved by ISI, fps, shaders, HDR (although I'm not convinced), physics and of course the Formula!, however, still so far from irancing, which would be the minimum that should offer, in terms of graphics.
Anyway, i'm happy with this build.
for me 50fps at start... after 2/3 laps i get 65/70fps
To me the grip levels with the ISI Formula (2011) Masters is way off.
I think when the track has no rubber and its dry and warm the grip should be 60% more than it is now for that car
When the track is rubberd in I think the grip should be about 5% more than it is now.
I would also really like to see a pre set rubber option for when you run a race server. Not to remove the idea of a changing and dynamic track but to simply get the track to a basic level of grip so you can start racing properly sooner.
How do you know that it shouldn't be 65% and 3%? Or 45 and 10?
I'm just curious.
Can I ask if you (ISI) are planning to release new car shaders documentation?
+1, good question
There was a software update released, graphical changes, and we modified how mods are handled. As we said all along, we will try for backwards compatibility, but is is not guaranteed DURING TESTING.
In F-Masters the Ump meter is in end by ~ 7000 . ( sorry 4 my Unbelivibel bad English )
Thanks, can't wait!
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