Car specific multiplier in swap race

Discussion in 'Bug Reports' started by Yannis, Sep 16, 2023.

  1. Yannis

    Yannis Registered

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    Hi,
    I try to resolve a problem with the Car specific multiplier.

    I have a Simucube 2 Pro with Overall Strength at 100 %
    In rFactor 2, i use the Car specific multplier according to the car (between 35 and 70%)

    Since some month (4 or 5 ?), when I do endurance races with driver change, my car specific multiplier return at 100 % in game
    Before enter the race, i verify the Car specific multplier (35 %)
    I enter in the server in Spectate mode
    I click on Passenger and choose my car
    When i take control of the car in the pit, the car specific multiplier return automaticaly to 100 %

    This happens on official game content (Le Mans or Sebring / GTE or LMP2)
    I haven't test all content
    I don't know if this is from my game or the server

    Any ideas to solve my problem will be welcome

    Thanks
     
  2. Lazza

    Lazza Registered

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    The vehicle specific multiplier is set per skin (car number / paint job). You could drive 15 of the available Ferrari GTE cars and set the Mult for all of them, for example, but if you take control of one of the other ones during a race (or someone's custom skin) it will default to 100%.

    Since late last year the in-game FFB Strength can be adjusted, and combines with the Mult. So instead of setting Mult to 35%, you can set the FFB Strength to 35% (or -35%, depending on your hardware) and leave the Mult on 100%. Then you'll have no issues. I would take this approach personally, even if it means sometimes adjusting the strength to suit different cars.
     
    Juan Cofiño and davehenrie like this.
  3. Yannis

    Yannis Registered

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    Thank you Lazza for all these details.
    I understand better the use of the 2 parameters :)
    I tested yesterday and everything works fine now
     
    Juan Cofiño and davehenrie like this.

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