Thanks for the templates iDTDoug. As per Slow Motions post (#20) I would recommend NOT using the supplied helmet template though, but instead ISI's 2014 Helmet template. It seems I already had these templates from rF1 days! They were unusual then for being hi-res 2048x2048.
thanks for notes, agree with adding caster for mid turn wheel weight and the AI are very very good. I was actually getting quite ****ty with a few of them at AMP as they wouldnt give me an inch but also drove really well wheel to wheel.
So the mid-turn wheel weight is not an indication of a physics issue? Just adjust it away with more caster?
Perhaps an issue similar to Isi dallara but if it works then no major issue. I generally add caster to default sets straight up either way..
Marc, bwana, I think you both are right, because for sure an higher degree of caster "fixes" it and at the same time the word "fixes" means that there could be a minor issue in the physics of the steering wheel / suspensions geometry. But I think to know the why and it isn't fault of rFactor2 code, BUT it is our "fault", because we developed a private tool that allows to generate the rF2 style steering wheel WITHOUT the need of the Physics Spreadsheet of ISI, but only reading the autogenerated Chassis.ini. This is a great step ahead without doubt, but we need to tune the tool and we need some detailed info about the code of rF2 and how it manages some formula: without this info we cannot do better than we have done. And I have no info about the detailed data of the suspensions geometry of the real car, so I cannot compare it with the mod. AND in any case this wasn't my intention, because I "converted" and "adapted" the rF1 to rF2 version. One more thing I would add is that we, for the first time ever, by our tool, generated the "Variable Steer Ratio", that I think will become a standard in the next future. Before someone asks for the tool, I can only say that is private, that I wasn't the developer and that, in case, you could contact me privately. Thank you.
Thanks slow motion, as a conversion its great and glad you have had success with the tool.. As with all things rf2 its development by guys like you that advance the sim through mod/tool development.
Slow motion, thank you so much for bringing these excellent cars to rF2. They look, sound and handle wonderfully, and make it feel like you're doing 320kmh when you're doing 180kmh! I'm not sure if the issue is real, but I feel that the AI in these cars are quite a handful. I have absolutely no hope against them on track/difficulty settings that I am quite competitive with in Skippies or FR3.5: they dive bomb and rear end without hesitation, pass on the grass up the inside, and massively outbreak me into turns. Obviously I can just turn the difficulty down and get a less frustrating race, but I thought I'd bring your attention to it anyway. As someone who prefers low powered open wheelers this mod has been a real bonus.
First of all, thanks for the mod. But is it me or the tyres don't heaten up? If you overdrive them, they warm up on one corner, then quickly go back to the 39-55°C range. Also static camber is a bit weird: -5.0 front is negative, -3.0 which is default gives you a higher inner tyre temp, -1.0 is positive camber.
Karei, I can only say to read the post that I just highlighted above. About tires I think that for a car like this, not very powerful, they work correctly. BTW, we have improved our tool for generating the rF2 steering wheel reading data from suspension and chassis and I can affirm that now the feedback is much better. Maybe in the future we'll release a new build but I'd like to investigate a little bit more on AIs behavior...
When racing against the AI I get a feeling that they have quite a big advantage, as they're able to brake much later, carry more speed and accelerate much earlier than me. It's as if they have more grip available to them.
Yes, the AI is disproportionately fast at quicker circuits.....at Putnam ok, Bugatti not so much... The car is good fun!
I tested at Mid Ohio and there the AI was unbeatable. I agree, the car is wonderful to drive. The steering feels tight and responsive, and the ffb is great too.
As I wrote, I was thinking to release an update, because the steering wheel can be much better than the current version, due to the latest improvements to our tool, but for AIs I found few difficulties to keep AIs at the level of the human with the usual settings into the physics and I fixed quickly it increasing their overall tire's grip. But , because rF2 has a slider for setting the AIs just for increasing or decreasing their performances. If there is a slider, there will be a reason, lol. At the moment I have no whish to spend hours on tuning AIs vs. humans and I kindly ask you, if you want to race against AIs, to decrease their performance using the features that are available into rFactor2. Thank you.
Indeed. I had to reduce the AI about 6% when compared to other cars. But it was well worth it and had a good few races Vs them.
Nice mod, fun to drive. But I realized interesting graphics issue: the car has no "environment reflection" on non-ISI-tracks (e.g. Digga Senormen-Tracks). Is it just me or someone else has the same problem?