Yes sounds will be updated for sure. Davide is working at the moment on Arthur Merlin sounds so once he will do those and we got cars ingame and working with physics corectly the sounds will be updated.Sounds greatAny plans to Update the cockpit engine sounds? Btw - i really like the tire sounds they are the Best in rf2 so far imo so please stick with Them !
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Yes sounds will be updated for sure. Davide is working at the moment on Arthur Merlin sounds so once he will do those and we got cars ingame and working with physics corectly the sounds will be updated.
Not at this moment. We have to see how it will go the progress for 2014. How the cars will look than as new Bayro will come. Sure is that T5 will get more updated just wich one and when we have to see. Some of our guys are limited to time.Nice ! A bit off topic but are you going to Update the dtm sounds as Well?![]()
Great car, Thank You.
Tried both white and black and both feels great, hard to decide which feels better , i think black was a bit easier to drive around for me. Like the welding on rollcage, just shadowing on it doesn't look right to me, in dips you have light while on tops there is shadow? Looks to me like normal channel flipped but that maybe reflection messing it up, that's why you getting that light on edges of rollbars so it kills occlusion from roof on upper parts of rollbars. Great work, I can't wait for Darche
Haha, yeah that gear under there is funny one, ive edited that now a bit, is less visible and looks better now.
I was thinking about how to implent it, maybe i can come up with some idea in future and do that. The only way at this moment comes into my mind is by animation but that would look wrong as it wouldnt rotate like it should. Another just came into my mind to add it with driver animation. Maybe i can implent it that way somehow in future.Any chance to make that gear rotate with the wheel? I realize it is present in the real car, but without movement it looks unrealistic... maybe even better to drop it?
Just gave the 2 new cars a whirl around Sebring and the new Essington for several laps each. I'm liking the new physics. I think I prefer the white one a bit more, though to be honest, I don't see a huge difference between the two other than the heavier steering in the black car.
At first, I noticed the same exact braking issue I had with the original release with both of these, but as I drove them more (I also noticed this with the original last night) I found that the brakes just work a little bit faster than the ISI cars. With the Vette, for example, I can push the brake to the floor and it won't lock immediately, but with these they lock quickly...and then they slide. It just requires a bit more gentle braking pressure to avoid lock, and that is perfectly fine. So my driving style was mainly to blame for that. I'm beginning to appreciate the finesse required with the Bayro E5 at high-speed braking.
Overall, I like what I see...though I can't tell you which one is better. I would personally choose the white physics, just because of the lighter FFB, but whichever is more realistic is preferable. Maybe a balance strike between the two FFB levels would be perfect? I dunno, either way it is still a great car, and I'm loving it!
Enter you player.plr file in userdata\player Folder and edit this line "Damper Units="0" to that Damper Units="1" and you will see the true damping force values and the difference of both cars setups.
Only the black one allows real life settings but you have to change the standart setup to suitable settings. This is not so easy, by clicking only numbers for the dampin strength instead of true values in the rfactor2 garage menu.
Uf i was wondering about that to. Thx and will make some better settings for white one.
Andregee are you sure those values are really the right ones actually? I mean are you sure those are real numbers? I know a car is licensed by ISI but that doesnt mean the numbers up there are the real car data to. Just saying becase i know that sometimes even licenses dont bring all the data you might think just becase something is licensed to be sold. And before you ask how i know that is simple as ive worked with game dev in past and still do sometimes and a license can sometime be a simple signed paper to with nothing more than a name. Not saying this is the case of ISIs camaro or any other car but we should be sure to before we do anything that is aparently right.
Uf i was wondering about that to. Thx and will make some better settings for white one.
Andregee are you sure those values are really the right ones actually? I mean are you sure those are real numbers? I know a car is licensed by ISI but that doesnt mean the numbers up there are the real car data to. Just saying becase i know that sometimes even licenses dont bring all the data you might think just becase something is licensed to be sold. And before you ask how i know that is simple as ive worked with game dev in past and still do sometimes and a license can sometime be a simple signed paper to with nothing more than a name. Not saying this is the case of ISIs camaro or any other car but we should be sure to before we do anything that is aparently right.
Really nice write up Andregee. Just wanted to add that "technically" there's only one "optimal" bump and rebound setting for a given spring controlling a given weight. I use a little calculator program to get the base lines (got it from NoGrip a while back).
As far as the physics of the Bayro, I'm also a fan of v1.0. Especially after I tinkered a Lil and "swapped" over the dampers from the ISI vette. I got all the confidence you'll get it all sorted tho Ales. Again great job so far and I can't wait for the remaining cars.
@Andregee will make some more stuff for testing in next version. I hope i get the chassis flex done to. Got something but have to test that more.
The fast bump and Rebound Settings are depending of the track. Is it very bumpy, you will Need softer fast bump Settings to compensate it. The fast Rebound Setting is depending on the lenght of the bumpy part of the road. Is it only a short one you can set it to higher values like 3000n/m/s fast bump and 6000/n/m/s fast Rebound to get a stable car ,(but not to high for example 10000n/m/ otherwise the wheel hangs in the air through the to slighly decrompression) the but if the bumpy part is a longer one with many bumps one after another, than you have to set the fast Rebound to a lower value like 4000 or 5000n/m/s because the decompression were to slight to bring the car in its Basic Position and after a lot of bumps the car would hit the surface of the road. For example, imagine what will happen when the bumps bring the spring and the damper for example mulitple to 3 inches of deflection and only 2 inches of decrompression in the same time. After a lot of Bumps you will loose the whole spring delfection. But even in this case the Rebound value has to be a higher value than the bump value. Otherwise the car will begin to jump over the the bumps by loosing contact to the road.It is a science to get the perfect values but Motec I2 pro might help if you know how to handle it.