Hello We prepare for the 2014 season on the league F1CL. Currently, we are testing different mods existing F1, Marussia, Formula 2012 and ISI F1RFT2013. The situation is the same for all these mods: bugs collisions are numerous. They seemed to us that in the summer 2013 there were not as many bugs. At the moment we wonder if we will not return to rFactor 1, it would be a shame given the feeling that the game provides. Do you think that this concern will be resolved at the next update? Thank you for all the work Cordially, Nicolas Fraisse.
Try these suggestions from Matt Sentell : http://www.racedepartment.com/forum/threads/fsr-winter-series-2014.80754/page-4#post-1626255
Thanks for the answer I tried "New Prediction Algorithm" with value "0" but only on the server... I'm going to test with clients. A suggestion by the ISI Staff? Cordially, Nicolas Fraisse.
I'm not sure it would have any effect to change it on the server. Unfortunately each client has to make the change, although you can have a mix of new and old among the clients and it's okay. When are you seeing the biggest problems? Is it right at the start or throughout the race?
I forwarded the information to the pilots of my league We will test Sunday night . The biggest problem is at the start and on the first corners. It's a big problem.
Hello, I tested with 18 IA and 3 clients. "New Prediction Algorithm = 0", "Net Connection Type="4"" "Upstream Rated KBPS="256"" "Downstream Rated KBPS="256"" . At the start of the race, there are still some problems, but much less than before... I changed the settings as follows: "New Prediction Algorithm = 0", "Net Connection Type="6"" "Upstream Rated KBPS="1024"" "Downstream Rated KBPS="1024"" . At the start of the race, there is no problem, it seems resolved This means that Bugs come from essentially the type of connection? If you have a small bandwidth, we must put "Net Connection Type" on 2,3 or 4 ? Tonight, we test with many clients without IA, I'll let you know. Cordially, Nicolas Fraisse
The more you limit the bandwidth the more you risk 'losing' data when you have lots of cars near you. I'm assuming (hoping) those values were for you or another client, not the server, because for ~20 cars you want to have a bit of room for busy situations. The slower connection types, and lower figures, are more useful for clients with slower connections so the server knows to send less to them. Otherwise their connection may not handle the amount of information coming in, which is when things really get ugly. When the server knows bandwidth is limited it restricts the amount of data sent for cars farther away from you, which keeps the close ones behaving better. At the start of a race there's only so much that can be done, of course.
We tested last night. The game is more fluid, less cars disappear. By cons, it is always complicated when there is a crash. Tim Wheatley, do you know if in the next build it will be improved? and then another suggestion? @ Lazza: Thanks for answer, if you know, for good bandwidth, up to how much you can put in upstream and downstream?
on my server i use: Collision Fade Thresh="0.15000" in Multiplayer.ini and nobody complaint http://www.youtube.com/watch?v=-QaX5KDiRsk look at 2:40, 2:55, 10:30
Ok Thank you, just on server? Not clients? Your mod is not based on Formula ISI? Actually we use rFF1 2013, based on formula ISI.
We tested last night, with 17 drivers on the track, no problem! I confirm that the 2014 season will be on F1CL rfactor 2 mod based on the ISI Formula MASTERS. Thank you all for your help