Hello, if you talk about the other mods, we did'nt work on them now so only the HE edition is in our plans. I still stay aware of bugs for 1988 season but for 1986 you have to wait till @doddynco finish the rest of the cars. Turbos and sound have problems for many older mods since updates from s397. Don't know why. So , be patient for the HE
0.44.2 All cars updated to v1.18 - Fix tyre air cooling issue - Added titanium skid plate underbody protrusion - Adjusted spring rate ranges and defaults 0.44.3 - Suspension geometry tweaks to Benetton v1.18.1 0.44.4 - Fixed Benetton spring rate selection error v1.18.2 0.44.7 - Fix UI images 0.44.8 - Tyre improvements - McLaren default setup tweaked for new tyres
New update today and a new car is released. Me and Trollray have been talking a lot about tyres lately. I feel as though we have been generally moving in the right direction. It's tricky to get perfect as your perception tends to gets warped the more your are exposed to them and a sanity check is necessary sometimes. We would be interested to know your thoughts on the tyre behaviour - grip levels/speed, feel, heating, balance front/rear. https://steamcommunity.com/sharedfiles/filedetails/?id=2295224315 0.45 - Added new vehicle: Osella FA1-H - All vehicles updated to v1.2 - Tyre slip and deflection improvements - Benetton updated - diffuser ground clearance sensitivity reduced, wings rebalanced, dampers tuned - Fixed correct compounds not showing visually on Brabham and Mclaren - Fixed missing Mclaren low rev sound Known Bugs: missing turbo sounds (RF2 Error- affects all mods/content)
Ah yes the rarely heard V8 Alfa turboengine. this is functionally the second instance i know that its being heard anywhere. since seemingly it was too hard for most people to find a recording of it in the past so they slammed a V6 sound to it. The problem is that there is exactly one clip around that has tolerable audio so its lucky we have it at all! Good work! its as much of a shitbox as i would have expected osella to be! and by that i mean that its slow and has no grip since the only way it qualified was that there was not enough cars to cause people being nonqualifiers so they only non qualified on monaco LUL
Thanks for another "impossible to drive car". No, mean it in a good way. Gone try it tonight. If there are tips for setup, or for any of the other cars, please reveal.
1 2 Keke Rosberg McLaren-TAG 1:42.478 1:42.013 — 25 21 Piercarlo Ghinzani Osella-Alfa Romeo 1:56.468 +14.455 26 22 Allen Berg Osella-Alfa Romeo 1:56.959 +14.946 You know when this happens in qualifying at 1986 hockenheim you know its a shitbox! LUL I mean its a 1983 alfaromeo without really any updates in 1986. the results are pretty expected for not doing any cardevelopment for 3 years...
Well the default 'GP' setups tend towards less aero than is perhaps desirable. The teams would run the fuel-limited races like this because they needed to make the cars as efficient as possible. So if you just want to get a feel for the cars I would suggest max aero, or maybe trim less front wing than max to introduce a slight high speed understeer depending on how you want the balance of the car. Also I would run with half a tank of fuel. There is something like 200kg of fuel on board, the default setups are designed for a sweetspot (in terms of car balance) at around half a tank. If you're always on edge with the car, softening the rear roll bar will just tilt the balance towards understeer, but don't rely too much on making the car understeer in order for it to become easier to drive because when the back end does fling round (and it will fling round) having 180 degrees of steering input as you slide the fronts is going to cause very fast spins which are difficult to react to. Whereas if the car balance is neutral, you can dance the car around the center of the steering range, with good throttle inputs. Max front and rear downforce will probably be quite demanding to drive but with throttle discipline and anticipation of countersteer (from getting used to the turbo behaviour) you should get pretty used to it. I hope you like the changes in the new update, - there is more overall grip, however the rear tyres are also slightly stiffer which has moved the mechanical grip balance forwards. The update I would say improves the feel of the cars a lot but it also demands more throttle modulation. The old rear tyres were not achieving a proper slip angle, and therefore the cars were not rotating on throttle under normal driving - it was only when the rear completely lost grip did the cars actually spin.
Hi all. as another gift, i have tested some new approach for the 1988 cars. The update is also uploaded now !.(3.04) I'm pretty happy with the way it feels but thanks in advance for your feedback, that will help both of our 2 season The Ai is also rebalanced and seems to work very well in my own tests. That said, as @doddynco said to me in our late night discussions, think that the cars from 1986 and 1988 are brutal beasts and generally, the rear control is about right foot discipline. Some drivers are too modern and forget that traction control where not an option in the 80's. So a car of 600 kg with about 1400 hP and a turbo lag would be a peice of art to drive. same for 1988 but in a subtle evolution. I can promise that when you understand the technique, this is a blast to drive! And you will have a lot of respect for all those drivers of this era. (I died virtually so many times lol) Thanks for your feedback and to my Friend @doddynco for his hard hard work every night Cheers and have fun with wathever shitbox you choose to drive tonight
I've just realised that the current steam version is driving nothing like the version I have in Dev mode. I may have uploaded the wrong tyre but yeh I'm just looking to see where the error has occurred. If you've tried them in the last couple of days since the update.... that is not even close to how they're supposed to drive! They're absolutely #&^%(&. Really sorry about that. Please try them again after the next fix.
The joys of rFactor 2 modding... If I had programming skills, I would create a drag and drop interface to build mods... auto-filling-in the several core files with the file names dropped or the typed data supplied on each dialog box.
LUL i mean the cars do have tendency to terminally understeer but i just thought you had recreated osella well LUL well lets see the fixes
Chance that i didn't tested it yesterday... i would have been so embarassed to tell you the truth in my feedback lol
Ok everything is fine now guys. It was down to a user error my end so nothing was actually messed up other than the Benetton aero - and that wasn't 'messed up' as much as it was a bad default car setup idea. All cars except the Benetton were working fine since the update. The Benetton has had a minor aero balance change in a fix but otherwise no changes.
Just had a blast around Brands Hatch in the Benetton, qually tires, low fuel, max boost, max aero. What a drive (all 2 laps of it before the engine blows up anyway lol) . I'm so happy with how the mod is driving now and I really do feel as though the phyics are fully complete - the last tweaks made to the tyres are the last peice of the puzzle. It feels just as difficult to drive as I think it should, with the right grip levels and a sense on each corner that there is always something to gain with better driving. The old tyres, being essentially fromt limited in all occasions, made driver skill less relevant in terms of corner speed. Now we have a biting front end, which really allows the driver to point the car much better, but whilst also having to consider what those inputs do to the rear end. Before 0.43, the rear end just sort of trailed behind regardless because of too much rear mechanical grip. Now 'just' 10 more iterations to complete the field and we'll have what we've been waiting for. But in my mind, the hard work is done. I hope we can have a fix from s397 regard turboRPM sound variable for the turbo / backfire sounds as I really miss them and a lot of time has gone into them. We will see.