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

Hi all, good evening!

Just wanted to congratulate you on this 1986 mod for rFactor 2. The FFB and engine sounds are absolutely amazing! —it really feels like I was in 1986 taming those 1000hp beasts!

I'm just writing to report some high CPU occupancy issues in my desktop. Even with a capable GPU (RTX4060), I'm experiencing stutters and heavy CPU load which I couldn´t drive flowly in a single lap, particularly during race starts or when many cars are in the same sector.

I’ve managed to mitigate this by lowering visible vehicles and opponent physics, but I thought it would be useful to share this feedback for potential future LOD optimizations or AI physics tweaks.

Thanks for the hard work, this is a gem for the rF2 community!
i have
gpu rtx 4090
cpu 7800 3d
32 gt ram
m2 ssd
i use 19 ai car
no performance problems,stutter maybe due to the amount of vram
i sometimes have micro freezes but that problem applies to all mods and you can get rid of that problem by restarting the machine
 
Hi all,
I have confirmed that rF2 is up to date and the file integrity check passed. I've run other mods and they perform well without issues, even with a full 26-car grid.
Also, I did some tests here and I noticed no stuttering issues up to 16 ai cars (using Jacarepagua track) as reference. The more AI I add beyond 16, the more frequent the micro-stuttering becomes. It feels like a CPU bottleneck or something similar. With a full grid of 25 AI, there’s a lot of micro-stuttering throughout the lap, especially when exiting the pits.

My setup:
GPU RTX 4060
CPU AMD Ryzen 7 1700X
16GB RAM
 
Hi all,
I have confirmed that rF2 is up to date and the file integrity check passed. I've run other mods and they perform well without issues, even with a full 26-car grid.
Also, I did some tests here and I noticed no stuttering issues up to 16 ai cars (using Jacarepagua track) as reference. The more AI I add beyond 16, the more frequent the micro-stuttering becomes. It feels like a CPU bottleneck or something similar. With a full grid of 25 AI, there’s a lot of micro-stuttering throughout the lap, especially when exiting the pits.

My setup:
GPU RTX 4060
CPU AMD Ryzen 7 1700X
16GB RAM
You have a low end cpu that is nearly 10 years old Mate! Best advice would be to turn down just about all settings to low and probably adhere to that 16 grid starting field.
 
Hi, a new update is released :
- Upgrades for all cars and tracks
- AIW path for all tracks of the season.
- AI Tyres (wip)

This is a first pass and will evolve.
If you want to test with ai, force setup in car choice for the selected track and ai should have better gear ratios and base setup for the track. (wip)

Cheers
 
You have a low end cpu that is nearly 10 years old Mate! Best advice would be to turn down just about all settings to low and probably adhere to that 16 grid starting field.
Funny you mention the hardware age as the only factor. I'm currently running iRacing and Assetto Corsa (with Pure) on full grids with rock-solid frame-times. If a title from a long time ago stutters with 16 cars while modern simulators don't, the issue isn't IPC or clock speed—it's poor LOD optimization and high physics overhead in this specific mod’s scripts. Blaming the CPU is the lazy way out of a clear software bottleneck.
 
ok, you DON't have a 10 year old cpu. AC and iR are not 'modern. Neither comes close to the cpu cycles needed for rF2. (which is also not modern) I gave my best advice. If you can find other solutions then wonderful.
 
Hi all, my next work now is aout the AI.

I really appreciate all feedbacks and i take them in consideration.
There are some of them that will occur sooner or later depending of my knowledge limits also but my focus is on ai first.

As explained before (i think) the mod is created for single player but you can use it on leagues.
For leagues anyway, the cars had to be historicaly right and i doubt you will find some drivers to love DNF 70% of the races with a car like the Osella lol.
But that frustration was the real deal hehe. ;)
Another point is leagues mods generally are made to have all the same physics. In my vision of historical content, having a driver leading with an Osella is an immersion breaker. ;)

So, yes, you could drive with friends but this mod is not done for an equal BOP of course. Be warned. ;)

So, a solution can be to use AI to complete the grid. (Or play alone in the dark nights for those who have no friends lol)
But, to achieve that, the mod must work pretty well with ai.
There are some limitations where i can't fix of course but as far as i'm working now on ai in rfactor 2, i have good hopes to do something good.

What to expect in future AI updates (some already done) :

- BOP for all teams
- Different lines (aiw path) for different drivers style (all tracks)
- Strong and weak points historicaly wright for all cars
(Ex Arrows was known to be an understeering car. Powerfull but badly build. This must be reflected in ai physics as it is already build in this mindset for the human physics.)
These little points will better reflect the historical context and put the human drivers in a more lifelike way of thinking.
Developping a race strategy is far more interesting if you can feel the weak and strong points of your adversaries and not just fighting robots.
Did this car in front have chances to finish the race? Did he can use more boost or be more conservative for fuel? Did this driver will fight or surrender more easy?
- Wear rate
- Fuel consumption
- Pit strategies
- Drivers talent file and composure.
All of this should be implemented but with game limitations of course.

Last but not least, the ai must be a plug and play method for all cars and tracks.
My philosophy is :
You first have to test with any cars with a choosen difficulty level on any track from the season.
When you find what difficulty level that match your level of driving, you can start a championship.
All cars and tracks you choose from the season will be balanced between them to match the same level of difficulty.
But of course, if you are driving an Osella (no, i don't hate Osella, this is just a good illustration lol), don't select the difficulty level to race on midfield. In this case, you will be flying against ai in a williams. Where is the challenge then ? ;)

Cheers, stay tuned.
 
Funny you mention the hardware age as the only factor. I'm currently running iRacing and Assetto Corsa (with Pure) on full grids with rock-solid frame-times. If a title from a long time ago stutters with 16 cars while modern simulators don't, the issue isn't IPC or clock speed—it's poor LOD optimization and high physics overhead in this specific mod’s scripts. Blaming the CPU is the lazy way out of a clear software bottleneck.
The fact is that i have AMD Ryzen 5950x on me, even that does not allow more than 12 cars on most tracks. That depends on lodding. also the amount of vertices you have there. Also you have 4060 so you have 8GB of VRAM. i have nvidia RTX 2070 super what is pretty close to your card in terms of performance.

There are couple graphics settings that absolutely destroy cpu performance. infact i would advise tweaking graphics settings so it runs perfect during rain and on s397 nords, so you dont have to continiously tweak settings.

Thats what you have to prettymuch do or find otherways to reduce CPU usage, main problem being that the games VR runs on only few threads on its rendering and given your cpu can do 959 points on a single thread score when i can do 1644.

That you can do 16 cars is more than good enough given your hardware. I'm even surprised your CPU can even do that.

AC and Iracing are both completely different games since on this one it runs so much more physics calculation on the background that alone is enough to bog most cpu's of this age on VR, on flatscreen your hardware is perfectly fine. Its how the VR implementation was made back in the day, it was not particularly good mostlikely and both those games have had way more work put into that. For example i have no problems on AC myself either.

I have used VR on this game since 2019 and it has never ran even that well as you currently do. and i have had this PC since 2020 or so.

These are my settings, You probaby want ot keep enviroment reflections and roadreflections this low. since enviroment reflections completely murder the CPU timing. also do not use steam overlay when playing since that will also eat some performance.

rain drops medium is so you can see raindrops during rain.


12 visible cars and i benchmarked this on rainy nords. so making sure it will never dip below 90fps on windows 10.

Thats the best i was able to get with my hardware and my cpu is considerably faster than yours.

1775325015158.png
 
Funny you mention the hardware age as the only factor. I'm currently running iRacing and Assetto Corsa (with Pure) on full grids with rock-solid frame-times. If a title from a long time ago stutters with 16 cars while modern simulators don't, the issue isn't IPC or clock speed—it's poor LOD optimization and high physics overhead in this specific mod’s scripts. Blaming the CPU is the lazy way out of a clear software bottleneck.
maybe show your ingame graphic settings here..

u mentioned issues leaving pits.. did u lower garage detail in player.json already?
 
Hi all, i'm still on it every day i can.

About Ai, things have gone well lasts weeks but i discovered that ai drivers where not using qualy tyres i qualy session.
(if some of you have some clue about that, i'm aware ;) )
I made some research to find the reason and found that it could have been some TGM and TBC wrong values or interpretation by ai.
As i did'nt made a deep dive in tires before initial release, i thought it was the moment to get into tires physics more deeply.

Because of that new work to do, my next update for the ai will be delayed a bit,
but, the good side is that if i reach what i want for tyres, the whole mod would benefit from it and of course ia too.

Stay tuned

Cheers.
 
Hi guys, i need some help here.
I've done some very good updates but still, i have a big problem.
Some ai cars are very slower on wet than others.
They use the same tyres, i tested with different engines (the one of those who are fast), default setup tested, talent files, nothing has worked for now. It's amazing.
Some ai could not exit fast of some corners. They are stuck with gaz at 75% and won't accelerate or even modulate. The fast cars do it and this is the mclaren, lola, ferrari and zakspeed. The rest of the grid is very slower.
Why??
SOmeone have some clue?
Thanks for your help, i'm totally blocked in mod dev for this.
 
Have you used a text editor with a multiple file compare function to see if those cars have any parameter slightly mistyped or with a space or a comma too many in comparison with one which works?
 
Hi, thanks for the reply but i think if some errors are in the hdv it would simply not be loaded. I will check to be sure but i doubt of that. ;)
 
first of all thank you a lot.
I should have posted this way earlier and not only when there is a bug to fix...

I'm only a offline player, but on rfactor 2 for about 10 years so i'm always looking forward for an update on these mods.
1988 for me personally seems to be the best one of all and it has improved a lot over years.
I really appreciate that.
Yesterday I noticed that the Paul Ricard track 88 Historic version doesn't work for me. Once selected the game just crashes.
I don't really play that track, so I don't know if something changed.

As for the 1986 mod, I really enjoy the driving. As someome else mentioned I also have some problems with stuttering. FPS seem to be solid even when this happens, so I don't know what's the issue there. As a tv cam player most of the cars are a problem, are you planning to fix this as well?
Thanks for all the hard work.
 
@Isamaru ,
nothing changed for 1988 tracks or cars yet so, don't know what te problem is for now. Will try it
For fps, well that could be so many things that i doubt i will find it soon, but who knows, sometime, a little change in a way can make big differences.
For the cams, yes i will correct them but only when i have corrected the rain and physics bases. (i have some clue now and it's about chassis and hdv values, so lot of work lol )
 
Hi, time for some news. I corrected lots of physics and engine things now. The ai rain bug have given me some clear view of wrong values. Well not totally wrong but ai seem to have very bad understanding of some values and the calculations are giving strange results. So i needed to take things from scratch again and balance the car with other lever. Next update is on the way and will be about new physics and ai. Other bug fixes like cam or things like that will follow the next release.
Cheers.
 
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