Thanks man turn out well that effect. Always bugged me that before we didn't have a way to do it properly. Not all engine did it but the BMW certainly did. Is this perhaps an intentional antilag system?
I have figured out the code to always pop it when upshift happens. its that the random is changed to multi. so it pops each time when the turbopressure is high enough
Big changelog today in the interest of user friendliness and polishing some rough edges before the next car is released. https://steamcommunity.com/sharedfiles/filedetails/?id=2295224315 0.44 All cars updated to v1.17 - Improved wet tyre graphics - Amended various shaders on Benetton - Edited Benetton temp gauges, needle colours, calibrated - Fixed Mclaren half shaft graphical misplacement - Overhauled Rain and Q tyre behaviour - Varied slip curves slightly between race compounds - Adjusted tyre air/ground conductance as tyres were not getting to operating temperature - Corrected McLaren fuel tank position - Slightly tweaked rear ride rates and height to compensate for new rear tyre stiffness and allow slight undertray sparking with default setups - Configured AI spring rates to closer match player - Sorted out Koni damper naming convention for Brabham and Benetton and added Bilstein shocks to Mclaren - Fixed blow-off valve (Fixed fast dampers) not working - Removed advanced engine brake map - Integrate qually engines into race engine and make the engines fully tuneable from setup screen and added setup labelling for engine parameters - Removed 'Baseline Setup' from upgrades menu as it is no longer necessary - Adjusted Brabham top end gearing as 7th gear is now permanently installed, instead of just for qualifying as before - Added boostmixturelimits to race and warmup. The max boost is the max the teams would use during the race. Boost may need to be actively managed for pace, fuel and temps. Can be overridden in upgrades menu. - Added new engine cooling parameters - Balanced cooling and removed thermostat, reduced starting temperature closer to ambient - Improved accuracy of BMW throttle map - Fix final drive setup screen bug - Fixed AI standing start and player Auto-Clutch setting
Quite possibly the most difficult cars to drive fast. Soooo many things to control besides just acceleration, braking and turning.
There is a graphical issue with the Pirelli Rain tyres. I'll sort this for 0.45 rather than a hotfix as I need a little break. I've also been doing some research into the GasHeatTransfer tyre parameters. I had made the mistake of following some suggestions from this fascinating master thesis: https://www.politesi.polimi.it/bitstream/10589/153184/1/Optimisation of the tyre model in rFactor2 environment for AVEHIL professional simulator.pdf It's a great read if you're into Rfactor physics or just vehicle dynamics in general. The issue is that I made the assumption to rely on these suggestions because he is so well versed on the deeper mathematics of the tyre model (I think), which is something I am definitely not. However when I ran a few basic Realtime formulas through an XY graph and compared what he said they do to what they actually do, and found that they are way, way out, and are a quick way to completely ruin the thermodynamic behaviour of the tyre. I then found myself trying to fix those with other parameters, and getting further into a mess which I couldn't resolve. Those heating properties were much more accurate to begin with (The ISI defaults). Anyway with that (blatant excuse for my own poor research) out of the way, I do have a better understanding of the heating parameters now, and will make some small adjustments for the next update. @davehenrie It's been very difficult to distinguish bad physics from hard physics. The engineers were incredible, so the cars were generally very well balanced and optimised, but the engines were just pure madness, so the cars were always fighting for traction. The recent changes I feel as though I've really honed in on the actual pace of the cars, and the way they behave at the limit of grip, on corner exit ect.. even the last change to the throttle map is a big improvement in terms of realism - if you watch real footage, you will find the way the throttle sounds and is applied on corner exit is just like the mod, whereas before, the mod throttle behaviour was far too soft and progressive. @Roberto Siragusa I hope I can get the rest of them to sound as nice! Thank you for your great feedback again guys. I'm soo happy that you enjoy these things as much as I do. I remember playing the original Rfactor when I was about 14 years old, using a Microsoft sidewinder joystick. And this mod (or a very old version of it) obviously had a lasting impression - I would never have believed that I would be the one working on it 16 years later XD
I completely agree with your reply. I was praising your physics! These cars SHOULD be a handful. I SHOULD have said: the most difficult to drive but the most satisfying to drive fast.(or something like that...)
haha i know what you mean. I'm still learning to drive them even after god knows how many hours behind the wheel. Trollray is excellent at driving them. Smoothness is soo important with these cars, but as you said it's requires another layer of modulation as you compensate for the turbo. It's very engaging but so difficult to get right, especially for a whole lap on high boost! I think I can sense an online race brewing
Big update, car is such a challenge to drive but feel improvements with each build. The sounds are really great, and although a handful to drive very satisfying.
Some small graphical fixes and UI images. 0.44.1 - Added new UI images (Squished? - I need to ask Trollray about this) - Fixed Pirelli Rain tyre texture - Fixed Berger not showing in showroom - Fixed tyres albedo correction problem - Fixed some errors made with Benetton shader updates and also added carbon fibre material to wings
they are all beautiful I would like to see the Arrows I remember that in the previous version it had an error in the livery
Sure you don't wanna save the best till last? The Arrows is a very pretty car and the model we have from Chief did is particularly good. I think we might get the anti BMW brigade though if I bring that one next. But it is definetely the easiest one to add at this point. I will have a think about it.
A small team from Northern Italy, has such a tiny budget they can only afford to paint their cars solid red.
You could bring in the Osella. its slow as all hell but atleast it has a V8 it will make americans happy @doddynco