Discussion in 'Vehicles' started by UnitedRacingDesign, Apr 4, 2013.
So what did I say? Test it yourself? Oh yeah. That's what I said. So what is the problem? ^^
Don't believe in what Ronnie says. The EGT cars NEVER produce lift. Just take these values as numbers. -1 produces the least downforce and +2 the most and so do the values for the rear wing.
Negative lift it does
meh should have told you are just trolling from the begining, I'd save my keyboard a bit, at least now I know so I can ignore ¯\_(ツ)_/¯
If I see negative numbers I instantly think it's lift. If it isn't the case I wonder why not just increase the numbers and keep it positive
I didn't have the time to practice or to experiment but I've found this article http://sportscar365.com/imsa/iwsc/michelin-gtlm-teams-to-debut-2016-wec-tire-in-monterey/ which says "...“The GTLM class is the only ‘open tire’ class in the WeatherTech Championship and since all of the GTLM teams have chosen Michelin..."
So every GTLM car uses Michelin.
On the Michelin website the manufacturer says: codl tire pressure around 22 psi, hot pressire 30-32 psi.
I don't know how this translates into rFactor 2 and specifically the URD EGT mod but we can try. At least we have a starting point.
It shouldn't show up in the setup screens, but a negative lift situation was often used in rf1 and GTR2 to simulate the loss of downforce due to damage. If the end result of your downforce calculations begins with lift, then gradually transitions to downforce, you can experience the loss of downforce IF there are detached aero devices.(nose piece, rear wing etc)
It would probably be more intuitive if the setup screens gave the option of 1, 2, 3, or 4, rather than -1, 0, 1, 2. This should be possible without making any changes to the actual physics, just change the 'look' to be more user friendly.
Is the value of the selected mixture shown somewhere to know or by the clicks you have to remember?
It seems that the engine is more sensible than it was in V1.97. One double downshift, which can easily happen, and the engine is gone. Any chances to change it by myself? It's not suitable for an endurance race like it is now.
Tempted to say "or your skill level is not suited for endurance racing like it is right now." Hehe.
But jokes aside, you may want to change the downshift treshold in the player.json.
I dont take it serious. Enough endurance racing experience available
Yeah i know. In Version 1.97 there was a comment "SaveRPM" somewhere in the files. But i cant find it anymore. But to get a clarification. Is the engine more sensible or is it just us who have the problems?
I drove all the EGT cars and the Revolution and never had a double downshift to be fair. But that might just point out that I'm slow as f/&%. Haha. So I can't comment on it. If you haven't changed the mechanical failure setting in-game to something more sensible it might actually be from the update yes... But that's a question Alless has to answere. Sry.
Yes, the engine is more sensitive to overreving and punishes it earlier than it used to in previous versions, slightly less tho than the initial 2.0 C7.R test release. That was done on purpose to eliminate the overdriving in braking zones on downshifts. We also tested this and made sure that you get away with one or two accidental double shifts as it tends to happen here and there to everybody. So yes, take care of the material it is part of the fun.
Can some one help me find the venom rear wing template psd file. I downloaded templates from URD website but the rear wing template is not part of the download.
Searching threads just revealed how the wing psd must be named but I seem to be missing where to find the file.
EDIT Found all Done
Can some one explain where the turbo boost is coming from> I thought the V10 was NA.
View attachment 20708
It's the ram-effect.
Been some time since I asked this question without much response, Me thinks that if this is RAM effect there are a lot of wasted turbo chargers hanging off engines.
14lb boost from air ram I don't think so.
Have done further speed test with all wing choices max speed 286kmh all three wings the same so they are for visual effect only.
Wing range does not change with wing choice so no difference there either.
C7R physics (tires included) are outstanding, those liking to fine tune cars will be rewarded here.
Thanks and cheers.
Just wanted to thank URD for this amazing mod. I really like it, especially how clearly braking is communicated.
I second that. The EGT mod is my favorite mod for rF2. And after some league races with v2.0 it's amazing to see how well-balanced the cars are.
BTW .... is there a forum, where i get questions answered about the AC version of the URD EGT mod?
I'd just like to know, if the v1.7 is the latest mod version or if i have missed an update.
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