[REL] EnduranceRacingX EGT by URD Update V2 July 2016!

Well.... I tried to offer some help.... But if you say so...

Well its nice that you tried to help me but i made a setup seminar with a real race engineer and know all setings and their effects and the lost of grip in high speed corner is a question of downforce. The mechanical grip is a thing for lowspeed corners and the toe works only for the short moment of turning in but not the whole phase of passing a corner.

You can do what you want, but you will never get such a high front grip level with the AM like with the Feruccio and the difference is to massive.
 
Big frame rate hit

Tried the 1.95 updates and I'm back to 1.80. I saw a decrease of 20 - 30 fps at Lime Rock (day time). C'vette 1.90 does not impact the frame rates.
Clearer window view and maybe better night lighting (haven't tried it) but the performance hit isn't worth it.
 
Well its nice that you tried to help me but i made a setup seminar with a real race engineer and know all setings and their effects and the lost of grip in high speed corner is a question of downforce. The mechanical grip is a thing for lowspeed corners and the toe works only for the short moment of turning in but not the whole phase of passing a corner.

You can do what you want, but you will never get such a high front grip level with the AM like with the Feruccio and the difference is to massive.

Drop the rear wing a few clicks. Fine tune then and if still understeers try not to overdrive entry or at all. Be aware of the tire temps.
 
Reducing the rear wing does Not have the same effect like increasing the downforce in Front because the whole downforce level is lower than. Its a good Plan to Not overdrive the car but it doesn't help to compete with a car with more Grip and higher corner speed. The physics are Not well balanced and no setup can change the fact
 
I hate to be negative and a complainer because the previous version of this mod is my very favorite rf2 mod. but there are a couple serious issues with this update, at least that I and a racing buddy online are experiencing.

First thing is what the heck happened to the cars? They feel like forza cars now, they have insane amounts of grip. I cannot get the ferrari to oversteer in SECOND gear slamming on the throttle and turning. That is insane for a RWD endurance car, at speeds where downforce is negligible. Even in first gear around a turn slamming on the gas makes it barely wiggle. I see a couple other people in this thread have mentioned this. Worth mentioning, this is even with "low downforce wing" selected and rear downforce dropped to 15 from 20. It still is incredibly easy to drive and will not ever try to slide or oversteer, even driving extremely sloppy and slamming on the throttle in the turns. Nearly any video of this class of endurance cars will show them stepping out even in 4th and 5th gear 80mph+ with sloppy throttle input, so please don't tell me glue levels of grip in first and second are "realistic". Most of the cars in the update seem to be this way now but the ferrari seems the worst. I played with the setup, increased toe out, springs, everything, nothing gets rid of it, it feels baked into the tires :( As someone else said, it's like a drop of water onto a hot rock

Secondly this might just be on my end but I've tried on two different computers, the sound is extremely loud and distorted. This mod is now twice as loud as any other mod in my game, I had to turn my overall volume down to 40% and it's still almost clipping on my sound cards output. Even with the master volume turned down you can tell the samples in the mod are clipping and they sound extremely distorted and crackly, nowhere near as clean and smooth as they sounded in the previous version. This is with a clean install on two separate systems, a friend jumped online with me and said the same thing. To test, try to load another mod like BES then this mod, and see how much louder the darche is for instance. It's clipping even with the volume at half way :( The c7r doesn't seem to be affected by this (haven't tested the c6)

Please help! I love this mod
 
I hate to be negative and a complainer because the previous version of this mod is my very favorite rf2 mod. but there are a couple serious issues with this update, at least that I and a racing buddy online are experiencing.

First thing is what the heck happened to the cars? They feel like forza cars now, they have insane amounts of grip. I cannot get the ferrari to oversteer in SECOND gear slamming on the throttle and turning. That is insane for a RWD endurance car, at speeds where downforce is negligible. Even in first gear around a turn slamming on the gas makes it barely wiggle. I see a couple other people in this thread have mentioned this. Worth mentioning, this is even with "low downforce wing" selected and rear downforce dropped to 15 from 20. It still is incredibly easy to drive and will not ever try to slide or oversteer, even driving extremely sloppy and slamming on the throttle in the turns. Nearly any video of this class of endurance cars will show them stepping out even in 4th and 5th gear 80mph+ with sloppy throttle input, so please don't tell me glue levels of grip in first and second are "realistic". Most of the cars in the update seem to be this way now but the ferrari seems the worst. I played with the setup, increased toe out, springs, everything, nothing gets rid of it, it feels baked into the tires :( As someone else said, it's like a drop of water onto a hot rock

Secondly this might just be on my end but I've tried on two different computers, the sound is extremely loud and distorted. This mod is now twice as loud as any other mod in my game, I had to turn my overall volume down to 40% and it's still almost clipping on my sound cards output. Even with the master volume turned down you can tell the samples in the mod are clipping and they sound extremely distorted and crackly, nowhere near as clean and smooth as they sounded in the previous version. This is with a clean install on two separate systems, a friend jumped online with me and said the same thing. To test, try to load another mod like BES then this mod, and see how much louder the darche is for instance. It's clipping even with the volume at half way :( The c7r doesn't seem to be affected by this (haven't tested the c6)

Please help! I love this mod

this is what i felt about last year's so not sure its actually different? supposedly w/ setup adjustments you could get the cars to be a little less nailed down. but i thought the C7R was an improvement, it felt a little more alive than i remember last years models, so i assume thats the case throughout?

are you using default setups for both, or did you tweak the setups on the older cars? try comparing back to back & see if you notice a difference..
 
this is what i felt about last year's so not sure its actually different? supposedly w/ setup adjustments you could get the cars to be a little less nailed down. but i thought the C7R was an improvement, it felt a little more alive than i remember last years models, so i assume thats the case throughout?

are you using default setups for both, or did you tweak the setups on the older cars? try comparing back to back & see if you notice a difference..

I started off with stock setups on both, I'll admit stock setups on last years were a little more nailed down than what I've felt on the track in real life but it was easily tweaked out with some small adjustments, mainly wings. However this new version, it's much, much worse. So much worse that I can't find any setup that remedies it, and I've played with everything. Even cutting the downforce in half, still nothing. The corvette was like this stock too, even in low gears under full power it would just plow straight ahead understeering with the rear end totally planted. However on the c7r I was at least able to remedy that and get 3 full seconds back at watkins and road america just by changing sprint rates, camber, and a degree of splitter.

I'm starting to think it's the new tires they've made, they just have way too much grip. That's the only handling related change I can see for this new version, they're now using "tires like corvette". I gained 2 seconds without doing anything with this new version at lime rock park, before this version I had tried for months to break a second off and couldn't do it. Now I can just hold down the throttle more than half the time and the thing is just sucked to the ground. Perhaps the added chassis flex is a potential cause as well, it could be drastically changing how the car is behaving if nothing else was changed to account for it?

also worth mentioning this is all on totally green tracks with no real road worn in. I can't even imagine how bad it is with a rubbered in track. Just watch some youtube videos of this endurance series to see how touchy these cars are under power in real life and you'll start to see how silly this is. You can lose the end in 4th gear on turn exit, vs this mod being able to literally swerve back and forth while slamming on the gas and nothing happens. I say this all with nothing but love for this mod :)
 
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Gettin' about a 40 fps drop with any AI on the track. Few fps drop in private hot lop compared to the ISI Vette. Add 9 AI with the URD and and I go from 60 fps to 19 fps. That is race or practice, somethings not right.
 
Re Fohdeesha's comment.... Forza cars actually don't have tons of grip.... They oversteer quite easily with aids off.... At least in Forza 5 :)

Sent from my SCH-I510 using Tapatalk 2
 
interesting, i have to go from memory, but i really feel like the tires are whats improved this year? (yes i know CPM isnt implemented yet)

youre right that its difficult to get the car loose w/ default setup but it doesnt actually feel that way, the tires seem much less sterile than i remember (ie they dont feel like every other sim), compared to what i expect from rf2 though, (and i hate when ppl say this so sincere apologies in advance) did feel like it had a bit of stability control or something...(need to make sure i didnt activate it accidentally infact).

also, whatever the default tire set is, a few laps at silverstone from me and the fronts were chewed thru...thats what i expect from rf2, brutal and unique :D. dont remember it being like that at all before.

maybe the default tires are a softer compound than was available previous, or its something to do w/ setup? id be curious to hear more, properly informed opinions about this batch relative to the last one...
 
The "almost feels like stability control" is partly due to the extra tall gearing on most of the cars. If these are all supposed to be one class that competes against each other, they have wildly different approaches/philosophies towards gears. The cars that can go 200 km/h+ in fourth gear have lower gears so tall you can't get the torque applied to the rear wheels very well, so they drive in a more docile manner. I always thought this was on purpose to make them easier to drive for leagues.

Also, if you think you have too much grip, don't look at the AI cars!!!

And yes, these have always been resource hogs...and the latest update makes it even worse.

How do they do in terms of lap times at comparable to real life tracks? I think we had this discussion already last year and they are reasonably close.
 
Next bug found which has allready been mentioned: The AM still has 9 engine mappings. No other car has the possibility to change the engine mapping.

One year since the last update and tons of bugs which the VEC allready has fixed in their version and you are not able to fix these things in this amount of time?
 
The name of the rfcmp files is exactly the same as older version. I would recommend to include version numbers in the rfcmp files. Some people are using this mod in official champs and might be easy to mess up. I just renamed my files
 
Next bug found which has allready been mentioned: The AM still has 9 engine mappings. No other car has the possibility to change the engine mapping.

One year since the last update and tons of bugs which the VEC allready has fixed in their version and you are not able to fix these things in this amount of time?

bug is usually something that is causing a problem. This is not, its not really advantage to the AM cars eather. Than about Ferruccion engine you mentioned. Im not sure if you look only at numbers when you play but the engine is working. Everybody comes good with that car along. I have sayed last week that there wont be engine updates yet. When i think i can make engines better and in new way for rF2 i will put them inside. Its not like we have all around explanation in rf2 and tools for everything to work with. Our team is small and im the only one doing cars ingame, 3d/2d stuff, physics work on rF2 side yet im not specialist on that i try to make everything as good as posibile but im limited to some stuff or knowledge around that. VEC probably has more people to be able to work on physics files and prepare our cars for your needs than we have and they can concentrate on this kinda stuff only.

I am very dissapointed by the update. Ferruccio still has too low engine temps. Nearly all engine modells are pretty bad done. All engines rev way too much and you can't adjust the rev limiter enough. The Ferruccio can rev up to about 9000 1/min but when i look at the torque/power curve it doesn't make any sense to rev over 7200 1/min. I thought that at least the engines got updated to the new engine modell and that the curves got a little rework.

This is just not like an engine curve should look like.

engine6ju6c.jpg

Is that Ferruccio engine curve? If yes, the one we have is actually different so you might check on that. Im using carstats as you do and i get different values there. Not alot but different and our car reaches hp power at some point and is not falling like your version and it has more of a steady rate to over 7k RPM wich i have done on purpose to level the cars out.
 
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