[REL] Formula Hybrid-25 by Advanced Simulation

Nick9320

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FORMULA HYBRID-25
by Advanced Simulation

Release date: 7 May 2025
Current version:
1.01

Ingame:
Nick9320
3d: Qvist Designs, Nick9320
Physics: Nicola Acciari
Testing: hunbenjamin, yar57, 34ivashkinpavel, zenek
Liveries: Nick9320, Kesk
Helmets: fongu, DesignedByGrigoriadis, ang1609, Nick9320
Textures: Qvist Designs, Nick9320
Sounds: Nick9320

Download from Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=3469128251
Templates:

Advanced Simulation Website: https://advancedsimulation.eu/

ASRC Discord Server:
https://discord.gg/9M8wfa3gwP
Our community: https://www.facebook.com/groups/advancedsimulation
Our page: https://www.facebook.com/advancedsimulation
Our Patreon: https://www.patreon.com/advancedsimulation
Our PayPal: https://paypal.me/AdvancedSimulation
Our Discord server: https://discord.gg/NzZCEFx
Our Instagram: https://www.instagram.com/advancedsimulation/
Our Youtube: https://www.youtube.com/channel/UCm8kuiv5JKoRpDjjwpSgnpw

Screenshots:

 
Last edited:
Dear Chris
Honestly, I don’t think a “real modern F1 hybrid engine power unit” may be actually replicated in RF2.
Even using at the best the RF2 spreadsheet…..
To make a realistic hybrid engine in RF2, just to make simpler the things, one should get 3 basic units: the thermic unit with turbo, the electric unit recharging battery by brakes , and another unit producing power from energy of brakes and turbine flow for an amount of 4 Mega joules......and all this mapped, with a special electronic control unit, in such a way that car may only use 2 mega Joules for 1 lap/track. Therefore, the hybrid power for a lap is accounting about 163 CV ( 120 Kw - 2 Mega Joules from the 4 ones stored ) and this hybrid power is shared , over 100 Km/H speed, along the track lap ( otherwise the duration could be about 33 seconds ) by an electronic centralin. Of course, along every track, and especially for each track, there are specific engine mappings.
Impossible to reproduce a realistic F1 hybrid engine.
If RF2 game should offer any similar system through an RF2 spreadsheet, one should be anyway a mechanical engineer to make a proper physics-engine unit.
But S 397 team, although composed by computer programmers, may not replicate such an hybrid unit model.
I'm curious to know how S 397 made hybrid engine for LMU ( I have this simulator but the driving effect is close to several RF2 cars…..in my opinion ), and I’m sure they simplified the engine system.
Unfortunately, this hybrid engine is not shared with RF2.....and anyway, like RF2 DLC mods, files are encrypted.
So, Chris..I think that actually in RF2 "the effect" of a good and realistic engine power unit may be the best target. In my opinion, this solution in RF2 it's better than that of some F1 mods offering a confused electric system that is not a real hybrid engine, but only a Formula E system ported on other non electric cars, with a Push to Pass that is not present in the F1. On the other hand, Kers offered by S 397 team is the old F1 2009 system.....and this is what you find on RF2 spreadsheet.

Thank you
 
Dear Chris
Honestly, I don’t think a “real modern F1 hybrid engine power unit” may be actually replicated in RF2.
Even using at the best the RF2 spreadsheet…..
To make a realistic hybrid engine in RF2, just to make simpler the things, one should get 3 basic units: the thermic unit with turbo, the electric unit recharging battery by brakes , and another unit producing power from energy of brakes and turbine flow for an amount of 4 Mega joules......and all this mapped, with a special electronic control unit, in such a way that car may only use 2 mega Joules for 1 lap/track. Therefore, the hybrid power for a lap is accounting about 163 CV ( 120 Kw - 2 Mega Joules from the 4 ones stored ) and this hybrid power is shared , over 100 Km/H speed, along the track lap ( otherwise the duration could be about 33 seconds ) by an electronic centralin. Of course, along every track, and especially for each track, there are specific engine mappings.
Impossible to reproduce a realistic F1 hybrid engine.
If RF2 game should offer any similar system through an RF2 spreadsheet, one should be anyway a mechanical engineer to make a proper physics-engine unit.
But S 397 team, although composed by computer programmers, may not replicate such an hybrid unit model.
I'm curious to know how S 397 made hybrid engine for LMU ( I have this simulator but the driving effect is close to several RF2 cars…..in my opinion ), and I’m sure they simplified the engine system.
Unfortunately, this hybrid engine is not shared with RF2.....and anyway, like RF2 DLC mods, files are encrypted.
So, Chris..I think that actually in RF2 "the effect" of a good and realistic engine power unit may be the best target. In my opinion, this solution in RF2 it's better than that of some F1 mods offering a confused electric system that is not a real hybrid engine, but only a Formula E system ported on other non electric cars, with a Push to Pass that is not present in the F1. On the other hand, Kers offered by S 397 team is the old F1 2009 system.....and this is what you find on RF2 spreadsheet.

Thank you
In the LMU, we don't have combustion engine maps, only electric engine maps. I believe they only made some adjustments to make it work. For me, the only thing missing in the rF2 is this system. Otherwise, it's much better than the LMU.
 
776.jpg

FORMULA HYBRID-25
by Advanced Simulation

Release date: TBA
Current version:
-

Ingame:
Nick9320
3d: Qvist Designs
Physics: Nicola Acciari
Liveries: TBA
Textures: Qvist Designs, Nick9320
Sounds: Nick9320

More info: https://www.patreon.com/posts/125389067

Advanced Simulation Website: https://advancedsimulation.eu/

ASRC Discord Server:
https://discord.gg/9M8wfa3gwP
Our community: https://www.facebook.com/groups/advancedsimulation
Our page: https://www.facebook.com/advancedsimulation
Our Patreon: https://www.patreon.com/advancedsimulation
Our PayPal: https://paypal.me/AdvancedSimulation
Our Discord server: https://discord.gg/NzZCEFx
Our Instagram: https://www.instagram.com/advancedsimulation/
Our Youtube: https://www.youtube.com/channel/UCm8kuiv5JKoRpDjjwpSgnpw

Screenshots:

A nice surprise and looking forward to its release
 
Dear Chris
Honestly, I don’t think a “real modern F1 hybrid engine power unit” may be actually replicated in RF2.
Even using at the best the RF2 spreadsheet…..
To make a realistic hybrid engine in RF2, just to make simpler the things, one should get 3 basic units: the thermic unit with turbo, the electric unit recharging battery by brakes , and another unit producing power from energy of brakes and turbine flow for an amount of 4 Mega joules......and all this mapped, with a special electronic control unit, in such a way that car may only use 2 mega Joules for 1 lap/track. Therefore, the hybrid power for a lap is accounting about 163 CV ( 120 Kw - 2 Mega Joules from the 4 ones stored ) and this hybrid power is shared , over 100 Km/H speed, along the track lap ( otherwise the duration could be about 33 seconds ) by an electronic centralin. Of course, along every track, and especially for each track, there are specific engine mappings.
Impossible to reproduce a realistic F1 hybrid engine.
If RF2 game should offer any similar system through an RF2 spreadsheet, one should be anyway a mechanical engineer to make a proper physics-engine unit.
But S 397 team, although composed by computer programmers, may not replicate such an hybrid unit model.
I'm curious to know how S 397 made hybrid engine for LMU ( I have this simulator but the driving effect is close to several RF2 cars…..in my opinion ), and I’m sure they simplified the engine system.
Unfortunately, this hybrid engine is not shared with RF2.....and anyway, like RF2 DLC mods, files are encrypted.
So, Chris..I think that actually in RF2 "the effect" of a good and realistic engine power unit may be the best target. In my opinion, this solution in RF2 it's better than that of some F1 mods offering a confused electric system that is not a real hybrid engine, but only a Formula E system ported on other non electric cars, with a Push to Pass that is not present in the F1. On the other hand, Kers offered by S 397 team is the old F1 2009 system.....and this is what you find on RF2 spreadsheet.

Thank you

What I take out of this discussion, is that there are quite a few Formula 1 seasons which do use the currently available 2009 'hybrid' system... and that lack representation in rFactor 2... 2009 and 2010 would be absolute bangers.
 
What I take out of this discussion, is that there are quite a few Formula 1 seasons which do use the currently available 2009 'hybrid' system... and that lack representation in rFactor 2... 2009 and 2010 would be absolute bangers.
Formula 1 in practice does not have a good representation in rF2, if we had a complete hybrid system we would have many more players.
 
Maybe not now, but I know people who stopped playing rF2 for f1 codemasters or AC because rF2 doesn't simulate the cars properly.
We can't do anything about people that go for Codemasters F1, if they are looking for simulation.
As for AC, no doubt that the VRC and RSS mods provide quality, but it is what it is: AC 'jailbroken' by third parties.
 
Busy bees working on a proper physics and testing the balance. So far so good, we'll share more once we have something completed!

I wanna hear your opinion guys since I'm not reading all the topics about the electic motor implementation.

Me and Nicola trying to take steps towards this feature but we clearly don't want to make it work by pressing a button every time we need a deploy, this deals nothing with the amount of concentration you need during the fast lap.

Is there any way to deploy P2P when you pressing the throttle (aside from assiging it on the same axis as throttle which actually sounds like a good idea hahaha)? Let's say we have unlimited time for deploying the P2P, is it possible to limit the amount of energy you can deploy by lap and control it via some settings such as motor map or something else?

Another idea that came across my mind is making electric motor as a primary engine and then somehow connect the V6 turbo to it as an additional engine just like P2P connected in HDV file.

What do you guys think? Let me know if any of things above could be implemented somehow.

Cheers!
20250410103203-1.jpg
 
It should somehow link the engine map with the P2P mode, like modes 1 for combustion only and 2-5 for combustion + P2P, with different electric motor maps, maybe? That and regen maps should do the trick to a decently acceptable level.
 
Is there any way to deploy P2P when you pressing the throttle (aside from assiging it on the same axis as throttle which actually sounds like a good idea hahaha)? Let's say we have unlimited time for deploying the P2P, is it possible to limit the amount of energy you can deploy by lap and control it via some settings such as motor map or something else?

Another idea that came across my mind is making electric motor as a primary engine and then somehow connect the V6 turbo to it as an additional engine just like P2P connected in HDV file.
Push2PassMaxTime - Sets the maximum amount of time the system can be used in a session. Only really affects race sessions - Push2PassMaxTime=120
Push2PassTimePerPush - Sets a time limit per activation - Push2PassTimePerPush=15
Push2PassMaxUses - Allows you to limit the amount of uses in a race, use -1 if you want unlimited(limited by MaxTime only) - Push2PassMaxUses=54
Push2PassActivationsPerLap - Limits the amount of uses per lap, default is 0 - Push2PassActivationsPerLap=5
https://docs.studio-397.com/develop...car-physics/using-the-new-push-to-pass-system

FSR-25 uses two engines, one main "FSR2025_Engine" and one electric "FSR2025_EMotor"
 
Push2PassMaxTime - Sets the maximum amount of time the system can be used in a session. Only really affects race sessions - Push2PassMaxTime=120
Push2PassTimePerPush - Sets a time limit per activation - Push2PassTimePerPush=15
Push2PassMaxUses - Allows you to limit the amount of uses in a race, use -1 if you want unlimited(limited by MaxTime only) - Push2PassMaxUses=54
Push2PassActivationsPerLap - Limits the amount of uses per lap, default is 0 - Push2PassActivationsPerLap=5
https://docs.studio-397.com/develop...car-physics/using-the-new-push-to-pass-system

FSR-25 uses two engines, one main "FSR2025_Engine" and one electric "FSR2025_EMotor"
But it's still requires a button push on every straight is that correct? I cannot find a way around it.
 
Yes, as in the real F1, a button to activate the ERS, in this case, the P2P.
I don't know if that of automation can be done in Rfactor2.
 
Yes, as in the real F1, a button to activate the ERS, in this case, the P2P.
I don't know if that of automation can be done in Rfactor2.
Sorry, No
You have no chance to have this system automatically shared for all the race….and in the real life, things are quite different….and anyway, drivers are not needed to push any button for the electric regeneration.
This system is controlled by an electronic unit from the pitlane. Drivers may modulate engine mapping….may also have a Pass button, increasing temporarily the power by this.
But surely there is no Push to pass button related to the Electric system.
In my opinion, allowing always ( for all the practice, qualify and race ) the RF2 Kers without the need of a button should be just a great result…but I don’t know how to get it.
And probably this is the “key point” on which S 397 Team worked for LMU.
Thank for your help in case you find a solution.
 
I dont think its possible for rF2 to deploy automatically the ERS. FSR developed a plugin for Simhub where you can "record" a lap and the plugin using that lap as reference would press a key (the one with p2p binded) on the same zones of the track
 
I dont think its possible for rF2 to deploy automatically the ERS. FSR developed a plugin for Simhub where you can "record" a lap and the plugin using that lap as reference would press a key (the one with p2p binded) on the same zones of the track
That’s actually cool idea, very smart

I will put it second to best after my idea with mapping a P2P deployment button to the throttle axis if you don’t mind :D

Again it’s so weird that we have these tiny limitations. We all literally one step away from implementing a good electric engine but those tiny bits of missing functionality are killing me.
 
That’s actually cool idea, very smart

I will put it second to best after my idea with mapping a P2P deployment button to the throttle axis if you don’t mind :D

Again it’s so weird that we have these tiny limitations. We all literally one step away from implementing a good electric engine but those tiny bits of missing functionality are killing me.

https://docs.google.com/document/d/189tnhMukpVpTQOoP49KTNHhLua2UjEkq/edit?tab=t.0
This is the manual, you can reach the guy for more info
 
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