0.32.1 Hotfix - Fixed missing Teo Fabi - Fixed missing transmission sounds - Removed unnecessary files
just tried it for the first time in ages....best sound in the game! Love it! DANG hard to keep the engine from overpowering the tires..!
Hi guys. Time for some news and words i think. @doddynco and i, we wish you the best to all of you and your family for 2023! That said, as you have see, Doddy have made a hughe work on the benetton and on the sound engine to name a few. The same goes for the physics and of course 1.0 means that other cars will follow now as soon as possible. On my side, 1988 tracks are nearly done now (silverstone and susuka where missing from 1986 track pack). All tracks from 1986 will have 1988 variant with some different details. (garage sponsors, curb colors when needed, etc...) All tracks will have for both 1986 and 1988 tracks, 3 new aiw path dedicated for the F1 historical edition. That idea gives a total of 6 aiw path nearly the same but each driver will use one different variation per track. This solution makes ai very natural to see and can even gives you, as a driver, the need to analyse each driver style in front of you for where is the best place to pass him. The cars of 1988 from carrera 4 are all done with new pbr shaders as it was done for 1986. I have given them to Doddy as a test for now. Physics have been updated and tweaked to something i really found fun and still challenging. If tests from doctor Doddy are ok, you will get them soon. We, @doddynco and i, are finally approaching the release date. We thank you all for your patience. When all will be done, you will have a total of about 50 F1 beasts and drivers talents, 18 tracks, all in an historical Edition with all the last tech available by rf2. One word, stay tuned Cheers and special thanks to my friend Doddynco for his amazing work and patience (nb: thanks to all that helps, specially when technical issues are making me silly lol ) .See you soon (I hope... lol)
Awesome news all round, it’s really coming together. It’s so good already with a grid full of Benettons can’t wait to see the rest of the grid.
This project is an absolute highlight for rFactor 2. Guys I'm already looking forward to turn the first corner with the full starting field.
Little Bug, the car dont work with Test-Trim. Cant start the car. Setting its realy strange. No gears or somting work.
Thanks for pointing this out. The testing engine is identical to race, other than it allows a higher boost setting. - I've forgot to duplicate and edit t the race engine file. However, going forward, i will implement this a different way. Instead, I will implement a feature pointed out by @EmperorOfFinland which will allow higher boost settings to become available by using the push to pass button once, in practice only.
Does this happen only when pressing 'r' during a race? I find that i don't have the issue when i'm in the pit replay screen
[PUSH2PASS] Push2PassType=1 Push2PassEngineMap=0 Push2PassThrottleRequired=0 Push2PassMinStartSpeedKPH=0 Push2PassHoldButton=false Push2PassMaxUses=9999 Push2PassAllowManualDeactivation=0 Push2PassMaxTime=0 // this will show negative time when de/activated; can make it a very large number instead, same effect Push2PassTimePerPush=0 Push2PassActivationsPerLap=0 Push2PassBoostMap=7 // The normal boost map is 5 at max so this is at boost 7 so this means instead of 575hp the engine has 650hp Push2PassHybridMap=0 Push2PassInRace=0 Push2PassInQuali=1 Push2PassInWarmup=0 Push2PassInPractice=1 This allows you to use the quali engines on all other sessions than warmup and race and it also forces it to be permamently on and that it cant be deactivated once pressed so there is no way to get out of quali engine without going back to the pits. so all the driver has to do is to press push to pass button once. Just raise the boost multiplier on the engine until you reach the power of the engine. so if you have 4-4.5 bars at 6 and its 0.5 bars per setting. if you put it to 8-9 boost level it will be at 5.5 bar what is about the max the 1986 engines had. Alternatively it could be done like this without buttons [BOOSTMIXTURELIMITS] Name Type Description Example PracticeBoostLimit Int Limits available boost maps in practice. PracticeBoostLimit=2 QualifyingBoostLimit Int Limits available boost maps in qualifying. QualifyingBoostLimit=2 WarmupBoostLimit Int Limits available boost maps in warm up. WarmupBoostLimit=2 RaceBoostLimit Int Limits available boost maps in the race. RaceBoostLimit=1 So on here you would increase the boost map on qualifying for the cars that is allowed but i dont know what the ai will do interms of that. i prefer the practice and quali to be available for qualiengine so people can put some laps down with quali engine without too much of a hassle.
Thanks. I'm only going to do this for practice I think as there are other qually engine differences like rev limiter and radiator cooling (water spray) which can't be accounted for with P2P.