[REL] Flat6 Series rF2

I've used all ISI content and tried all the highly rated mods. Cockpit view only. Auto detail FPS is always off. Only with this mod, and the Lola T280, parts of the car disappear when they are far enough away. I'll try with bonnet view next time, if it's of any use to anyone.
My apologies, I noticed last night in the Indy car round Road America that the same 'disappearing parts at distance' was occurring. So not just this mod and T280.
 
About the overblown washed-out White on the cars, i'd recommend to not use almost pure white for the skins. It's not recommended by the devs, because of rF2 is using albedo maps in HDR mode.

Just read this from the Dev-corner -> Texture maps and color saturation

Quoting:
"Bottom line – no realistic (non-fluorescent) albedo texture should have R, G, or B components with values higher than about 180 or so. higher values make colors look fluorescent – actually this is realistic, since fluorescent paint absorbs UV light and re-emits it in the visible light range, hence the garish color effect."

Whenever i paint a car livery for rF2, i always try to follow this advise. And yes, a white car or some logos with color 180-180-180 look very "grey" in the paint tool, but ingame it looks right.
 
I just noticed that the front inside wheel is not touching the ground quite often, verified through MoTeC as well. I'm assuming that can't be right.
 
If during cornering a with the outside-front loaded up that's entirely possible, and actually common with some RWD cars with strut front suspension layouts. Spend some time looking through pictures of cars through Turn 17 at Sebring...
 
If during cornering a with the outside-front loaded up that's entirely possible, and actually common with some RWD cars with strut front suspension layouts. Spend some time looking through pictures of cars through Turn 17 at Sebring...
I'm not saying it's not possible, I'm saying it happens quite a lot with these and I don't think that's correct. I haven't noticed it while watching real Carrera Cup races.

Nurburgring part of VLN track:
View attachment 20984
 
Works still in progress, not only on the graphical part :
Ref: https://www.facebook.com/EnduRacers-Modding-Team-267099786652429/?ref=page_internal
26678128_1954851737877217_7537035359100184716_o.jpg
18449496_1954851721210552_528593484622494069_o.jpg
26685215_1954851811210543_4900929670462865711_o.jpg
26951855_1954851717877219_4861994937159056088_o.jpg
 


Complete news : http://www.enduracers.com/newsletter_49.html

EnduRacers Modding Team & Gentlemen Racers are pleased to provide to you the Flat6 Series rF2 build 4.00 ! The build includes a complete graphic refresh, including the step into DX11 shaders. The team has implemented all the rain features, recently released by Studio 397, together with the animated windscreen wiper. Some other graphic updates have been included, such as blurred rims and a new headlights rendering. The team used this opportunity to add in this build a physic update, with in particular the introduction of CPM tires technology. This modification has driven an update of all cars defaut setups, so please be carefull with your current setups before making some feedbacks.

Don't forget to read carefully the instructions to install and setup correctly the mod.

Flat6 Series rF2 - build 4.00

CHANGELOG
* GRAPHICS : Updated bodywork shader to DX11 technology.
* GRAPHICS : Updated headlights rendering.
* GRAPHICS : Added rain rendering technology for bodywork.
* GRAPHICS : Added rain rendering technology for windshield and windows.
* GRAPHICS : Added animated wiper.
* GRAPHICS : Added blurred rims (for all types).
* PHYSICS : Integration of CPM tires (Slick & Rain, around 90°C usage temperature for Slicks) adapted from S397 reference tires.
* PHYSICS : Inertia adjusted (based on inertia used by S397).
* PHYSICS : Suspension geometry adjsuted (to fix the FFB blank in the center of the steering wheel).
* PHYSICS : Aero minor adjustements.
* PHYSICS : Brakes power/settings adjusted (now you can adjust brake pressure like S397 cars).
* PHYSICS : Steering ratio adjusted (done like S397 cars).
* PHYSICS : Antirolbars value adjusted (to be aligned to the rFactor2 S397 physics directives).
* PHYSICS : FFB power adjusted (FFB Upgrades removed, use FFB Multiplier in game to adjust if needed).
* PHYSICS : Fuel Tank position adjusted (to match to *ForceDistrib S397 mechanisms).
* PHYSICS : Tire wear curves adjusted.
* PHYSICS : Default setup adjusted.
* PHYSICS : AI performance adjusted.
* PHYSICS : Cockpit position adjusted (compliant with flat screen & VR).
* PHYSICS : Seat front maximum position value adjusted for triple screens users.
* PHYSICS : Upgrade autoblip removed (the real car don't have autoblip).

DOWNLOAD
* Flat6 Series rF2 STEAM WORKSHOP : https://steamcommunity.com/sharedfiles/filedetails/?id=587034279
* Flat6 Series rF2 build 4.00 rfcmp : https://mega.nz/#!ZooQHbAb!vXaCiiz6hZpLvdWyNaxSjdLO3rSnzCgU4-JBUE_u-40
* Flat6 Series rF2 build 4.00 rfcmp : http://www.mediafire.com/file/6cdrfvnrjlzoh6f/ER_F6rF2-v400.rfcmp
 
Last edited:
That's quite an overhaul, guys! All of your efforts for rF1 and rF2 releases are most certainly appreciated!

Now...to figure out how to get DX11 build to run "adequately" on my system to be able to have a race with a small amount of AI. ;-p

*ducks*
 
I've been testing the car on some tracks and at LimeRock Park the AI doesn't work properly. The cars driven by the AI constantly lose control and spin, crashing into each other all the time.
 
Back
Top