F1 80's Mod project seasons pack (historical demo released)

OMG!!! The sound of Renault turbo is amazing! Thanks for this teaser video trollray, I am so excited to drive these beasts soon.
This was the best I have ever heard in any turbo mod available. Congrats mate, you are in the right way!
 
Hi all, before going deeper on it when modding, i would love to have some advice from modders to nail a problem in this mod.
As all engines are working great and realistically, the AI in rfactor2 can't start correctly.
The reason is that a human player will naturally modulate the clutch and spin the rear wheels a bit to take a good start.
With turbo lag, it's something totally realistic but here is the problem : The ai never use clutch modulation and then drop the engine at low rpm on start, getting a bad one.
For 1.5l engine at 2500 rpm, it's like starting in 4th gear with your familly car.
Nothing wrong here and i have some ideas to correct this effect but maybe some of you have good ideas ? ;)

Cheers.
 
Ok, i'm in the last straight now before release.
I've work a lot during these days to reach every points of reference rights. (Points of reference are much more than just datas)
What does it mean?

Ok, as all modders know, it's not about putting real values in the mod engine and play it.
If that was like that, a mod would be done in minutes lol.
No, the reality in a mod making (especially historical older cars) is a fine mix between real mechanical datas (when available), speed traps, lap times, videos, feelings, interviews and all this calculated in conjunction with physics pieces like chassis and tyres to name a few.
So, last days, i was very happy with the blance in the mod but my lap times where really off the pace ( about 4seconds in adelaide as an example)
So what is the problem? If i push tyres grip, i loose the throttle modulation needs in low gears to avoid rear spin. If i'm pushing the power, i get too much acceleration and reach top speed too fast. If i'm touching to engine curve, i loose some of the fine behaviors of turbo lag etc...
I'm not talking about big changes but only 5% performances. But the devil is in the details as always.
So stay patient a bit.
I think i get the point now. If the turbo comes just 0.2 or 0.3 seconds earlier, my lap times would be better. 5% should be reach but i still need to be sure before release. And of course, all cars are different, so it's far from a copy past ;)
(Ok, some would say i'm not driving well, but i don't listen to them lolll )

In the good news now and to let you keep the hype if any lol.
All the cars are very different with their own behavior style. Of course, they are not totally different cars as they all are F1 with same rules limit, but you will feel them all differently and they, of course will be working better in some tracks than in others depending of the team as it was in real life.
The engines are in the same deal of course.
I have a lot of pleasure to test but be warned: Those beasts are not for children!
They will not be dangerous all the time, and driving at 95% will still be something easy as a real f1 is (forget cars that are totally unpredictable, an f1 imho is a very precise car and predictable ).
BUT, pushing them is another story. I really like how you can reach the limit in a mid corner and still think, "i can go faster".
But, 1% of more throttle and the rear will begin to drift. Nothing wrong but honestly, in a sim, it's already stressing. I could'nt imagine how it would be irl when the car just slip on corner exit at 200kmh.
When Mansell said "Those cars wanted to kill you in every corner", that's exactly what i wanted to reach but never go in an unpredictable way.
You just know where the limit is, but still, you don't want to pass it. ;)
That's my approach of this mod.
Hope you will like it ;)

I really hope to nail it very soon and fix this lap times problem.

Cheers;
 
Hi all, things have gone a bit more complex these days.
As always with modding, some values are not perfectly known or hidden effecsts and calculations for some parts will suffer from them.
Even if it's far from the part you are working on, some bad values have some strange behavior that you could not find immediately on testing process. But, when situation met the values limits, then you get crazy to find what is the problem... lol

ANyway, i lost some time on some bad engine parts and math.
Now, i get it and i created a personal excell tab for more precise calculations.
It was not bad at all but it wasn't totally right.
Testings are very better now and i get what i wanted to reach since the begining :
"The true power" values.
It is something that made me have lost some time on work but, the wait and research was very rewarding.

Cheers. Sorry for delays. lol
 
Hi,
Still on it, no stress.
I'm in the final phase of the mod but still had some issues with wrong aero calculations where i lost so much time and nights on it lol.
Now back to normal dev. I hope of a release next week. If i was not occupied this week end, i would released it sooner but still some time to wait.

Cheers
 
Hello everyone,
after so many years of effort, pauses and nights of development, we're finally here!

The mod will be released on Friday 27 March !!

I am extremely proud to share this with you and to have been able to complete this work.

Before you will be able to dive in, I'd like you to take a moment (we're not far off at this point lol)
to read this.

First, to remember, this mod isn't my original creation, but rather the work of @ChiefWiggum who let me bring it to this stage. All credits to him.
Next, I wanted to dedicate this mod to @doddynco who supported me, worked so deep on it for a long time and opened doors I never would have dared to explore otherwise.
Again, so many thanks for all modders and community who helped us to do it.
Last but not least, thank you all for your patience and passion, which, like mine, remain undiminished.

That said, what will you find in this next update?
All the cars from the 1986 F1 season, of course.
They have all been worked on with a focus on historical accuracy. Documented real-world values are applied when available and are extrapolated consistently when data is unavailable.
However, this is not the final version. Indeed, some things still need to be done. For this, I need your help. I need your feedback from testing to determine which behaviors need to be corrected if any, particularly during long runs. I don't have the time to do this with all the cars, so I ask you to please spare a little time. All your feedback will be valuable, whatever it may be.

Another point (only if you will enjoy the mod lol), is to make videos, pictures and share them. I don't earn anything from the mod and I'm not asking for myself, but for the passion of players who may be unaware of the gem that is Rfactor 2 and the possibilities it still offers.

Now, about the mod!
The cars might surprise some of you a bit at first.
(younger driver may think it's not realistic if they compare to f1 electric sh... lol)
The turbo lag, the power output and the aerodynamic effects of the era require a specific driving style. At low revs, the engine feels weak and delivers very little power. You therefore need to anticipate when to accelerate. But when the turbo kicks in, the engine revs wildly, and you'll probably have to ease off the accelerator if you don't want to end up in the tires or a barrier.
Your ears can be a good help on when to ease the throttle btw.
On aerodynamic side, the level of ride height can be more effective than you think.
The Reason is that the diffuser and rear wing are a big part to push the car on ground and to handle them on track. Bumpy track as an example, any bad compromise can… compromise your race lol.
Prost explained in an interview that the accelerator pedal was more like a potentiometer than a pedal. Mansell repeatedly stated that these cars wanted to kill you on every corner. Finally, Bergher summed it all up by saying, "Forget everything after 1986. They where rockets and to go flat out... well, you had to be a man."
This behavior is very faithful to the original in the mod, and it's a pure joy imho to have to play with the throttle like that.
Trying to push it on a green track with cold tires is foolish. You've been warned. lol
Depending on the gearbox ratios, it won't be uncommon to still have 4th gear slipping!

For now, and based on your feedback, I'm going to work on the AI. It's very important not to focus on it just yet, as the AI isn't balanced. So, please be patient; I'm working on it, but it would have been foolish to work on it before the physics and feedbacks.
There are also a few other small things here and there to improve (lifetime and wear, fuel calculations...), but again, I'm waiting for your feedback before dedicating myself to them.(and this time would be used for me to take a short break lol)

Finally, if this mod reaches completion, it makes me think about what's next (yes, really!). The lessons I've learned from this project have inspired me to return to the 1988 mod. I think quite a few things can be improved or rethought while maintaining a certain consistency between the two seasons, despite the rules changes.
Thank you in advance for your feedback, and now gentlemen, you can get to your cockpits to fasten your seatbelts. Start procedure on it's way ;)

Cheeeeeeeeerrsss ;)


(ps: Since Windows 11, I sometimes experience a crash to desktop when loading a track. This is absolutely not due to the mod, but rather a sensitivity to drivers and other shaders in Windows 11 with rFactor 2. Simply restarting rFactor 2 resolves the issue.)
 
Its amazing news to see you at the final hurdle. Our patience is going to be rewarded and I applaud you for sticking with it to create this wonderful mod. So many of the great car mods have gone by the wayside which is a shame. Looking forward to this and hopefully tomorrow fingers crossed.
 
it automatically updated due to having the original mod. Should I remove it and reinstall with new mod as I notice that there are a few teams that have the same number. Lotus 12 & 12?
 
Ciao la prima impressione che ho è che sono troppo facili da guidare, (non sono cattive come lo erano quelle macchine) ma comunque grazie per il tuo lavoro!
 
Back
Top