its tons of fun with period correct cars. since the track is really fast. its especially enjoyable with groundeffect cars since there is only couple really slow corners and most of them are extremely fast.
Hi all, i was a bit on work too and did'nt reacted here these days but i would tell you how i'm proud to work with @doddynco on this project It's amazing how that project come to life now ' I put a lot of time in testings on backstage for Doddy and could say he nail it ! Some points here as maybe some of passionate drivers as you are knows. "These cars are not plug and play". The very big differences from engines power, tyres, fuel weight and so can lead to very different behaviors even during a race but this is how it was. As soon as you get it, setups are your friends but use them carefully young padawan, because you may fall to the dark side of the track frequently. The frustrations are a step to pass over and is very rewarding when right foot discipline, car balance and setups are understanded. I'm working hardly now on ai balance but keep in mind that i'm doing it only for the 1986 tracks where you can find here : https://steamcommunity.com/sharedfiles/filedetails/?id=2618731740 1988 cars and tracks are up to date and i just need to see if tyres wear match between ai/human. Feedbacks are welcome. Happy driving all Cheers
Evening guys. V0.5 is here. A new car is ready - in contrast to the Osella release a few days ago, today is the FW11. I knocked the sound together quickly this time and am quite pleased with the results - it made a difference having good sources and a bit of practice. At some point in one of RF2's recent updates, they have fixed the AI always flat shifting. This is super important to these cars because the flat shift meant that no boost was lost, making them impossibly quick in a straight line and annoying to race against (and they also sounded completely wrong). With that issue being sorted out, and now that we have 5 cars including the front and back markers, it seemed like a good time to give the AI balance a first pass. https://steamcommunity.com/sharedfiles/filedetails/?id=2295224315 0.5 - Added new vehicle: Williams FW11 - AI rebalance - Additional car model instance of FA1G for Allen Berg (same physics as FA1H for now) - Added engine and car model names to UI - Removed deAngelis tribute - I will make a separate steam workshop item for this at some point - Mclaren, Osella engine sound improvements - Mclaren setup refinements - TV cam position changes Known issues: Turbo sounds missing (RF2 bug) Slow AI off the line Wet grip not yet calibrated Williams boost meter reading incorrect
@doddynco , Wouhouuuuuuu!!!!! Last night, we where talking about the release and i said that i would'nt sleep before testing it. But, as always, some works where planned (i did'nt remembered) on my internet line during the night. So i had to try to sleep on my bed with my eyes staying open and wait. lol It's 07.55 am and i'm awake till earlier this morning to have a ride. Woaw, i'm like a kid! Awesome! !! Congrats and.. thank you so much bro! Cheers.srrRRRoooooaarrrrrrrrrr...Plop.....RRROOOOOAAAAAAWWWW... (Sorry a car just get out of the pit.. lol) ps : As Doddy said, we will do the ai blance also on talent files when all cars are done so be patient, it's still wip
Driving the Williams to the Benetton is so different - as it should be. The Williams is more refined, easier to drive (in comparison), the Benetton is raw and wild with the BMW engine. Great job, counting the days to see the JPS Lotus of Senna And the tracks really bring back the nostalgia of the era.
I was testing the Mclaren and the understeer even on stock setup is greatly improved. the car would easily manage the same corner now with a small lift on entry and overall you can turn much more with fronts before they overheat. The car also feels much more nimble since it no longer terminally oversteers at speeds. its really pleasant to drive now!
Great to hear mate. If I remember right, it was just 10nm off the front springs, 10mm of the front ride height. Stiffer front and rear roll bar, and one notch increased front wing, less diff lock on coast. In addition the Mclaren now runs one notch higher default race boost. So that's great to hear that the issue is gone even with the entry speed increase.
Well it does understeer just a bit at the very entry but you can easily stop it now by quick lift and then apply it back after that instead of understeering off at full throttle after the apex.
I can live with that. The fuel load and track conditions can change the car balance in a huge way, so if it is that close with the default setup on an aero dependent high speed circuit, then that's ok.
Yeh that is partly to running more wing due to the more efficient engine, but also the aerodynamics were more sophisticated in general. Another factor is that the fueltank was positioned further backwards, closer to the CG, so fuel load changes the balance less.
Yeah that would prettymuch explain it. nice work on the cars though they are really nice to drive now.
1988 cars and tracks are up to date and i just need to see if tyres wear match between ai/human. Feedbacks are welcome. Happy driving all Cheers[/QUOTE] Hi, tested '88 cars at Rio (40 laps race) ...great fun! i had to change tyres around lap 22 while ai started pitting at lap 39. In real they pitted once on lap 27 (Prost, 28 - Senna) while others pitted twice (Piquet 21,42 - Berger 20,43), so maybe ai tyre wear can be raised slightly... thx
I know it has been mentioned before, but EVERY FREAKIN' time I load rF2 I have this waiting in the Pending Updates:https://forum.studio-397.com/index.php?attachments/upload_2023-12-22_18-45-55-png.54756/