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

Hello Ales and Mrslfrsl,

i have to say i am not so much happy about the darche 911 weight distribution numbers in version 2.0.
46.5:53.5 default
or
44.8:55:2 maximum rearbiased weightdistribution are more values for a mid-engined car, than for a 911.

Version 1.97 was 44:56 (default) up to 39.5:60.5 (maximum rearbiased) which seem more proper numbers.

Best regards

Just like Sherwin92 told you. Racing car is whole other beast than road car (even road car doesn't have nearly as rearward distribution, newer the model the more front biased they go). WD is based on real values. They move engine and other heavy parts more and more to the center to the point that Porsche is actually starting to be mid engined car. Take it or leave it kind of deal here. ;-)
 
Last edited by a moderator:
Hello,

(even road car doesn't have nearly as rearward distribution, newer the model the more front biased they go).

Now you can go out in da Internet and search the weight distribution for the 911 (991) road car.

Let´s meanwhile take a look at some published/communicated data of some other race cars:
BMW Z4GTE (50/50), it´s predecessor the M3GT2 (46/54).Both front engined cars.
Cadillac ATS-V.R GT3 (49/51). Front engined car.
Mercedes SLS GT3 (48/52). Front engined car.
Lamborghini Huracan GT3 42/58. Mid-engined car.

Unfortunately we don´t have data for the 911 rsr (GTE) or at least fot the 911r (gt3) but there is a reason (rearbiased weight distribution) why for the new 2017 911rsr there will have probably a change in the position of engine and gearbox.

Also there is a reason why rhe 911 rsr can beat under wet conditions the Lmp2-prototypes and the Daytona prototypes (rearbiased weight distribution).

Best Regards
 
Great, great update! Thanks a lot, URD! The tires, character of chassis, brakes... all is fantastic.

Only one question... In the note (in user interface in garage) is written: Engine mapping 1- Safety car, 5 - Default Race, 12 - Power. But the value of the item "Boost Mapping" is locked on "1" and changes are disallowed. So is it really not allowed for these cars, or is it my misunderstanding or am I doing something wrong?
 
Great, great update! Thanks a lot, URD! The tires, character of chassis, brakes... all is fantastic.

Only one question... In the note (in user interface in garage) is written: Engine mapping 1- Safety car, 5 - Default Race, 12 - Power. But the value of the item "Boost Mapping" is locked on "1" and changes are disallowed. So is it really not allowed for these cars, or is it my misunderstanding or am I doing something wrong?

Both. It is not boost. It's fuel mixture adjustment.
 
Hello,



Now you can go out in da Internet and search the weight distribution for the 911 (991) road car.

Let´s meanwhile take a look at some published/communicated data of some other race cars:
BMW Z4GTE (50/50), it´s predecessor the M3GT2 (46/54).Both front engined cars.
Cadillac ATS-V.R GT3 (49/51). Front engined car.
Mercedes SLS GT3 (48/52). Front engined car.
Lamborghini Huracan GT3 42/58. Mid-engined car.

Unfortunately we don´t have data for the 911 rsr (GTE) or at least fot the 911r (gt3) but there is a reason (rearbiased weight distribution) why for the new 2017 911rsr there will have probably a change in the position of engine and gearbox.

Also there is a reason why rhe 911 rsr can beat under wet conditions the Lmp2-prototypes and the Daytona prototypes (rearbiased weight distribution).

Best Regards

There is no stopping you from thinking what you want, really. :) Like I said, based on data. Take it or leave it.
 
I`m in :D

popcorn-coke.jpg
 
OK, thanks for explanation. So there is not possible to set it before race in garage, the only way is mapping a keys for increment and decrement mixture and then use them on the track, is it right?
 
OK, thanks for explanation. So there is not possible to set it before race in garage, the only way is mapping a keys for increment and decrement mixture and then use them on the track, is it right?

Yes, that is correct. :)

EDIT: At least for now, I do not know if ISI is going to come up with settings in the garage at some point which would not surprise me.
 
I've done research on that subject aswell while making some physics for a league. As far as I was able to find out, the weight distribution of the 991GTE is very close or equal to that of the 458 GTE. :)
 
I've done research on that subject aswell while making some physics for a league. As far as I was able to find out, the weight distribution of the 991GTE is very close or equal to that of the 458 GTE. :)

Thanks for sharing this information. Do you have any numbers of these both cars?

Best regards
 
New physics feel great for all cars. Couple small things windshield texture related - still getting distracting flickering texture on Darche lower windshield, and strange reflected textures at sides of AM windshield.

Cheers
 
Hi Ales, I was sent here by a user on the Sim Racing Club forums. I purchased the PX and EGT DLC mods last Friday for rF2 (July 1st). By July 2nd, Paypal had the sale for both items listed as pending. And that is where they have been ever since. I hope there wasn't a problem with Pay Pal, it looks ready to go on my end.
thanks
dave henrie
 
[NAR]Steve;429176 said:
All cars are too low, not just the AI... but, I can live with it :p

I would really like to leave it like it is. To me, it feels more or less balanced.
 
Last edited by a moderator:
I would really like to leave it like it is. To me, it feels more or less balanced.

They are not balanced according to the normal ISI format. Just like the bonnet view is not the same as the ISI standard. It's the prerogative of the modders to do whatever they want, but I prefer to stick to standards for basic items. Otherwise we are stuck fiddling with volume sliders, etc., in the user-unfriendly rF2 interface every time we switch mods.

For example, if this mod is perfect for you, then presumably you have to adjust the volume down on the opponent cars in 90% of the other mods? Stick to standards so people can adjust once and forget at least some of the settings. Engineering set-ups bring enough fiddling for each car and mod. We don't need to adjust graphics, sound, controller, etc., on top of that.
 
Back
Top