LimeRock needs a new ai fast path designated just for this Flat-6 and since this is one of my favorite tracks & cars i will make one soon!
Better late than never. There's already interest in racing this mod after the update. Removal of auto blip is going to make it less popular with many sim racers but more special for those that will take on the challenge, I think it was the correct decision because it will differentiate this mod from the others.
for me its the difference to driving the same sorta car in PC2, its not forgiving. It reminds me of a how a hardcore sim car should be.
* PHYSICS : Upgrade autoblip removed (the real car don't have autoblip). Great, that's the way for a simulation! Thank you guys!
My RF2 freezes if I go into the tuning menu and I have to shut it down and restart it. Does anyone else have this bug?
Hello, there seems To be an issue with the spinner (tunning menu) indeed, it Will be corrected in the next build.
I have always had a doubt regarding this issue with rFactor2. I've tried other cars at LimeRock Park and the AI works well. Is this solved from the mod or from the track? That is, the line of the IA where it is defined? Is it related to the JSON file and the AI learning? Thanks and regards.
Congrats, the car is much improved compared to the previous version (which I didn't race, was too forgiving to driver errors IMO). This one is challenging and fun to drive (didn't try on a wet track). Thanks and cheers.
The AI issues can be caused by either the car mod or the track's fast line (AIW) and possibly both, so with further testing you can determine the culprit causing the AI problems. If the cause of the problems are determined to be the track in question and it's not a major AIW issue then AI learning can sometimes resolve it. If the issue is determined to be in the car mod's AI settings then it can usually be resolved quite easily and with much less time involved compared to creating a new AIW. The AI fast line (aiw) will always be at it's best with the car mod used to create the fast line because of it's specific fast line and breaking points made with this car mod though similar car mods which use similar fast lines and breaking points can work decent too. Example: If the fast line was created with a high down-force open wheel car which has exceptional speed, and grip, then it's breaking points and fast-line can be quite different from other car mods such as this Flat 6 thus very likely increasing the amount of accidents plus slower lap times with the Flat 6 AI and similiar car mods. Note: I'am sure the Flat 6 AI settings were all setup correctly by the very talented Enduracers and so the problem your experiencing would more likely be in the track's fast line not being ideal for this Flat 6.
I saw this with GT3 cars around Turn 6(West Bend). The AI would drift to the track edge just before turning in and the outside tire would often drop into the grass causing a spin.
Thank you very much for your explanation, now I understand this much better. I've tried the Flat6 mod on several tracks and the only one where the AI had problems was at LimeRock Park. I've also tried several cars on that track and they worked well with the AI. Where is the problem? Before reading your explanation, I would think it's the Flat6 AI. After reading you ... I'm not so sure. I'll give time, i'll wait for people to try the updated Flat6 on several tracks.
I write only to say "Thank you guys" The feel if that car is amazing, best mod I ever tested so far. I drive on Oculus CV1 and I can see whole car so fine (only the rear wing no appear). At last, the quit of autoblip, simply perfect how to block the diff. if you fail the heel&toe. Congrats EnduRacers. What is your next target? Endurance series Update? yes please