[REL] Endurance Series rF2

I want to second that. With this mod I can slam brakes down all the way to 100%, M3 remains stable and there are no signs of wheels locking up (FFB, audio). Tire wear seem to reflect careless braking, tires won't wear evenly. But the issue is that opposed to URD/BTCC/F1RFT cars I can't adjust my braking to situation, there are no clues on locking point. I have no idea if maybe this is how real GTE cars behave, but even my road cars are nervous with locked wheels (and there's ABS/ESP)

exactly, it should lock when the ABS is OFF. (especially with cold tires, green track and low downforce)
Other then that the mod is superb !

(and I feel the same thing with the Flat6 by the way)
 
I understood the opposite of what you explained, sorry. Will look about that, I had in my memory lock when I tested, but will test again for a future evolution and possible improvement. Noted.

Yeah, That is exactly my point. Even with the brake bias a little bit forward, with a low downforce setup, cold tires, green track even when pressing the brake all the way down I don't have any lock up at all. (You clearly see it in the video... no lock up at all even at really low speed)
About the brake pressure, maybe I am wrong, but I always thought that the brake pressure setting in garage was more a question of hardware... like people with a load cell would be able to use more brake pressure than a user with a standard spring pedal (Like the G27). That why brake pressure settingg does not transfert during driver Swap.
 
The cars are developed to be driven with "degressive braking" (not sure of the term in english) technique. By our information, in real race cars there is not a setup on the brake pressure. And another point, the brake balance is to be adjusted depending your preferences (to the rear if you lock the front tire).
The default setup is done to be secure and a little understeer to be confident in the first laps, so the brakes can be a little too in front, depending you braking technique and brake balance preferences.

Actually technically you couldchange the setup on line pressure by changing the size of the M/C and the pedal motion ratio. Obviously, no one rolls the car out of the truck to make those changes track side, but it could be done ;)

After spending more than a few hours over the course of the weekend trying to figure out one car I do have the following comments:
1) P2 cars are just a bit too forgiving at a fairly "high" yaw rate. I don't know if it's the aero of the model, or the tire model with the Fy (on the Fy/SA curve) still fairly high at a point past the peak, but any time the car is going loose at T17 / T1 at sebring, it should be a huge "oh ****" moment, not a "la dee da" let me just dial out a bit of input to drive it moment. At least for a downforce car that should be the case.

2) this is probably more of a function of the tires and not the mod itself; the rear tire pressures if they're not being investigated, should be. If you run the DAMPlugin and do some basic math on the rear surface and rubber temp, you'll see something interesting :)

3) Front / rear track as displayed in the garage menu for the Oreca 03, should not have front track width = rear track width.
 
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I want to second that. With this mod I can slam brakes down all the way to 100%, M3 remains stable and there are no signs of wheels locking up (FFB, audio). Tire wear seem to reflect careless braking, tires won't wear evenly. But the issue is that opposed to URD/BTCC/F1RFT cars I can't adjust my braking to situation, there are no clues on locking point. I have no idea if maybe this is how real GTE cars behave, but even my road cars are nervous with locked wheels (and there's ABS/ESP)

The mod in rfactor 1 uses a locked value of 100% brake pressure by default. Hard to lock the tires in the rfactor version, not much of a surprise as the physics of the cars are mostly of the rfactor 1 mod minus the tires. Due to these lacking physics this mod provides in current state, you don't get much or any real feeling in the wheel of what the car is doing.
 
The mod in rfactor 1 uses a locked value of 100% brake pressure by default. Hard to lock the tires in the rfactor version, not much of a surprise as the physics of the cars are mostly of the rfactor 1 mod minus the tires. Due to these lacking physics this mod provides in current state, you don't get much or any real feeling in the wheel of what the car is doing.
That's what I suspected. It is a great start however, I am guessing this will be addressed in the future release. It is very noticeable after you get to experience other mods, and difficult to swallow. I originally was supportive of rF1 tire model in rF2, but this is first time I am seeing that it might not be a good idea. I am not saying this mod is rF1 tire model, just that it is difficult to go back to simpler implementations.
 
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About the brake pressure, maybe I am wrong, but I always thought that the brake pressure setting in garage was more a question of hardware... like people with a load cell would be able to use more brake pressure than a user with a standard spring pedal (Like the G27). That why brake pressure settingg does not transfert during driver Swap.

To my understanding: you set the brake pressure according to your brake loadcell. For example if you have 75kg loadcell, you set 100%(=75kg) in the car setup. If you have a 60kg loadcell you set 80%(=60kg) in the car setup. It's to get the 1/1 feel with high-end pedals.

I have to agree with most people. The brakes on the cars feel to weak to properly modulate your brakes. I need to press 100% until the last few meters.

Don't know if enduracers have access to data and the forces brakes can produce.

But still i'm enjoying the rides. :)
 
To my understanding: you set the brake pressure according to your brake loadcell. For example if you have 75kg loadcell, you set 100%(=75kg) in the car setup. If you have a 60kg loadcell you set 80%(=60kg) in the car setup. It's to get the 1/1 feel with high-end pedals.

I have to agree with most people. The brakes on the cars feel to weak to properly modulate your brakes. I need to press 100% until the last few meters.

Don't know if enduracers have access to data and the forces brakes can produce.

But still i'm enjoying the rides. :)

The brake torque is just a lot lower on these cars. The ISI Corvette has nearly twice as powerful brakes as the ER version. Would love to see that change in the future. You can only lock up if you add some turn in otherwise really hard to lock up.
 
After the initial release, the Flat6 Cup cars had a similar issue. V2.0 must've increased brake torque quite a bit because threshold braking is now much more difficult but WAY more rewarding. Gives the car a completely different feel under braking.

A bit more brake torque should do the trick. Otherwise the cars feel phenomenal. By far the best GT cars available in rF2 currently IMO. While the tire is quite forgiving with how you're able to "play rough" with it, you still must respect it like a real world racing tire with regards to your steering and throttle inputs.
 
Thanx! Once on track, i just keep on doing lap after lap. :o Very addictive.

I've one little issue with the cars specularity. It looks like fresnel min is to high (my guess fresnel min is more then 0,3 with a high spec power around 100, don't know for sure). It causes whashed out colors and some shimmering at sharp edges and when the sun is casting on the hood of the car, the whole hood is white, even on a black car.
Racecars don't have a clear coating, so i would go for a lower specularity. but that's a personal preference.

+1
 
To be honest for now I'm happy that people don't complain about the rf1 low speed turn in oversteer stuff they were moaning about the last 10 years of the mod. Haha. ;-)
 
The mod in rfactor 1 uses a locked value of 100% brake pressure by default. Hard to lock the tires in the rfactor version, not much of a surprise as the physics of the cars are mostly of the rfactor 1 mod minus the tires. Due to these lacking physics this mod provides in current state, you don't get much or any real feeling in the wheel of what the car is doing.
For sure not, new tires model to learn (and no finished), aero reworked, weight transfers adjusted, chassis flex added, FFB & wheel parameters adjusted, and brakes adjusted too (what a surprise), but you think what you want ;)
For the v1.0, with information we have, free time we have for modding, knowledge we acquire about rF2 features and limited support we have from ISI, we are not able to give a better result without delaying the release of the v1.0, so we consider the version is quite good to use in this state for racing and decide to release it. So like already said, some elements will be dig for the v2.0 like we done on the Flat6.
Free modding, not paid guys, few support, so we progress step by step with time we have, perhaps the v2 will take long time to be release because some think all need to be perfect from non professional modders ... or perhaps there will be no v2.0 with these kind of blind comments ...

Seriously, some must be have in mind the effort to get this state of mod before making comments without constructive information like that ... And some ask why there is less and less free modders ...
 
The mod is excellent MaD_King, read the pages and pages of positive comments and ignore the obvious troll :)
 
Yep this mod is absolutely fantastic. Thank you so much for your hard work. You have spent so much time to create this beautiful mod for free. We really really appreciate your work guys. Cheers

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I can lock the tires. Its more difficult to do than in some other rF2 cars, but I think thats more or less how it should be. Not locking on every braking, but only when I brake late/hard or miss the corner.

One observation, Ginetta Zytek 09S has constant non-stop exhaust pop sounds on braking/downshifting. Dont` know if thats how you planned it or how it should be.
 
The mod is excellent MaD_King, read the pages and pages of positive comments and ignore the obvious troll :)
Sorry, but non constructive critics made me out compared to the time passed to develop and test on free time. Will not try to feed the toll ;) . Thank you to remind me some like to only troll.
We are happy to get constructive feedback to improve things, so no problem to get feedback with detailed informations, nothing is perfect (and will never be perfect).
 
For now MaD_King, perfect or not you guys gave me such an enjoyable mod that i even don't practise for my league race because i keep lappingwith these cars
 
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