Build 85 Discussion Mk II

rF2monacoAI.gif

lol
Thats why they call "deadly years"
 
Have you driven a car before? A real one? It doesn't have to be a race car just a car. If you have you would have noticed, unless you are completely numb from your forehead down, that you get feedback from the car through your entire body. Pressing the brake you are getting feedback from the pedal, you can feel the weight transfer. So on and so on. Anyways I'm done explaining this very simple concept or explaining anything to morons like yourself around here.


Realistic FFB would be crap FFB. Plain and simple. Take care Loser.

Despite the offenses to Maxim (one of the users i most respect for their opinions) and its been said by Cdnracer (one of the biggest fanboys around here wich i have no respect for their opinions in almost everything) in this particular case he is right. Absolutely realistic FFB would make a crappy experience in PC sims wich don´t have motion simulators.
 
Hard to tell that your driving a RWD race car ie: there is very little difference between the tire grip levels from say the F3 to the 370Z.
The 370Z is a GT4 car, which are essentially track day cars and really low spec compared to just about any other racing series. Taking that into account and the grippy slick tyres they're not supposed to be unruly beasts like higher end racing cars.

So yeah, pretty low level, low spec racers. And that's what I like about them. =)

EDIT: From Donkervoort's site "The FIA created the new GT4 Super Sports class for street legal car with a minimum weight of 750 kg (Donkervoort had to add weight), in order for car sports as such to promote the necessity to reduce the weight of autos for the benefit of reducing CO2." So yeah, apart from the tyres the 370Z is probably road legal...
 
It does say "Improved lighting math". But you're right, not every little change is listed. What's not 'under the hood' or obvious to see straight away tends to be left out. That way the changelog doesn't become an endless list :) . It's quite a long list already, if you consider it doesn't include ANY of the art changes. Imagine if every texture change would be listed ... we'd need a few forum pages then :) !
And that's how I like it and how it should be!
I have to giggle when I see list of changes on every new build of pCars. Those people literally mention every single line in every damn file, to make it look they work harder than others. I cant imagine releasing a mod for example, and telling people that I changed BodyFore aero force from 270 to 275 - who cares about such details?
 
Impressive improvements in this update.

Updating process seems to be troublesome though. Downloading packages, manually placing them to a folder, then clicking around in the mod manager, invisible dependencies between mods.. With this amount of content it was managable but i guess already difficult to some users.

What would be great is automatic updates also for mods, some sort of browser for fetching new content, with dependency management. Sort of like an app store on mobile.

This wouldn't require centralization, repositories could be distributed. Eg simple xml + content on a http server could be ok.

I see the update panel has changed - but couldn't try yet how it works. Maybe adresses the same issues.
 
in think the devs must implement two things:
1. steering torque filter ingame setting
2. tire force setting

the forces from the suspension are too hard and the forces from tires are too weak
 
in think the devs must implement two things:
1. steering torque filter ingame setting
2. tire force setting

the forces from the suspension are too hard and the forces from tires are too weak
Hmm I think you are onto something! Gives sense. The rattling on grass has more to do with suspension,too strong, whereas cornering force in formulas doesnt make the wheel much heavier (unlike realfeel for rf1 where you can nicely set the range of forces).. ?
 
in think the devs must implement two things:
1. steering torque filter ingame setting
2. tire force setting

the forces from the suspension are too hard and the forces from tires are too weak


You can't really isolate the two, it comes mostly from suspension design. For some vehicles you may be able to reduce your caster angle a bit and increase the FFB Mult instead, but there are potential compromises in that. Still if it helps you get a better feel, reducing caster by a degree may be helpful, and to compensate for the overall weakened FFB strength as a result, increasing the multiplier to get it back to where you are happy.. Essentially you should get more 'tyre feel'.
 
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