Formula Renault 3.5 2014-spec Now Available

I really enjoy the sound of those beast, seems really accurate, spot on! I feel the need to raise a lot the volume and at the same time put some ear plugs like in RL. Great job ISI :)

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Edit: BTW, I spent nearly one hour just looking at the front right tire from a camera you can access with several "home" key press. It's absolutely fabulous the way it move when you brake or use throttle lightly, you really see the tire changing his shape, having a bounce behavior, etc. Hallucinogen! :)

Edit2: BTW #2: I read the whole explanation (great literature!). I have a weird feeling with FFB: even if I really enjoy FFB with this car, precise, really good feedback, I'm surprised sometimes to feel a contrary force than I used to feel with other cars. I mean: when in curve your wheel always want to go straight so you feel it in your hand (fighting against this force) and if you release the wheel it will go back to straight position like front tires will do. With this car sometimes it feel "reversed": if you release the wheel in some curve at some speed ("some" may vary, I din't find the reproducible way) it will go further and will turn the wheel more (with the tires obviously). I'm clear? not sure. In other words: Tires want to go straight usually so your wheel want to return to straight position. Sometimes with this car it's reserve: it want to turn more and you feel the wheel and tires which want to go further inside the curve (same feeling when you fully reverse FFB with negative value in rF1). I guess this is due to the car architecture? It don't annoy me as it feel natural with this car, I'm just wondering why I feel that.
 
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I think it's more about where the sound GOES... F1 now uses turbos which not only uses the exhaust to feed more oxygene to the engine, it's turbine also recharges batteries AND heat is converted to electric power. Sound is energy, wasted energy...

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I do wonder if the improvements between this 2014 sim version of the car and the previous sim version of the previous 2010 car

is due to the evolution & improvements in rfactor 2

.......or simply evolution in the real world version eg the 2014 version is nicer & more joy to drive than the (real world ) 2010 version & rfactor 2 has simply translated each version as true to real world as possible regardless of result

maybe a mixture of the two is the correct answer ?

(improvements -judging by the mainly positive response from the community as I didn't really tune in to the previous version )

A bit of both no doubt, although I have to say with each update from ISI, whether its ffb, updated cars, new cars, it always seem to improve significantly.
Just take the old FR35 or the Williams F2, before they where great but iffy, after 590 (660?) they changed a fair bit and where much better and enjoyable.
 
There are much more parameters influencing sound, not only RPM.

Well, RPM and the Turbo very given as main reasons by one F1 Team.

And this kind of "screaming" sound I have only ever heard from high RPM cars and bikes.... a 10.000 RPM Ducati doesn't sound anywhere near those either, but a 600ccm Yamaha R6 will at 16.000.

But either way these sound great.
 

There are strange bumps in Silverstone with default setup. Is this normal?
 
Not really sure what to say :D

errrrmmm.jpg
 
There are strange bumps in Silverstone with default setup. Is this normal?

They're bumps on the circuit. They seem to be less aggressive on the apex of the corner, so try not to run too wide. They'll throw your car right off if you don't have it balanced properly.
 

There are strange bumps in Silverstone with default setup. Is this normal?

One word: marbles
 
You definitely have to be careful with your line through there I've noticed. Softening your rear suspension will help if you miss your line through that section but like all adjustments you're going to compromise another part of the circuit.
 

There are strange bumps in Silverstone with default setup. Is this normal?
There are bumps in that turn, it's better to stay on the apex.
 
I like those bumps ....I don't care if they are present on the real world circuit or not, if gives something else to consider whilst entering that corner

what Silverstone lap times are we getting ?

( Im using stock setup full fuel med downforce pack, light rubber on track and in 1.46's but not use to Silverstone in rf2 yet so that may be slow )

EDIT thanks Tim , its good to know there are really there though!
 
I like those bumps ....I don't care if they are present on the real world circuit or not, if gives something else to consider whilst entering that corner

what Silverstone lap times are we getting ?

( Im using stock setup full fuel med downforce pack, light rubber on track and in 1.46's but not use to Silverstone in rf2 yet so that may be slow )

EDIT thanks Tim , its good to know there are really there though!
Listen to the engine. http://youtu.be/G76J1zlf4oA?t=1m12s 1min12s mark.
 
Listen to the engine. http://youtu.be/G76J1zlf4oA?t=1m12s 1min12s mark.

nice example, coincidently I watched this exact same clip earlier, a great clip & I was in total admiration of the skill of these f1 drivers, that cars right on the very edge
its would be very hard to notice to what degree for someone who does'nt use simulators (or real world formula cars )

EDIT -in clips like this I also use the jolts on his wheel as an indication for ffb settings
 
nice example, coincidently I watched this exact same clip earlier, a great clip & I was in total admiration of the skill of these f1 drivers, that cars right on the very edge
its would be very hard to notice to what degree for someone who does'nt use simulators (or real world formula cars )

EDIT -in clips like this I also use the jolts on his wheel as an indication for ffb settings
hehe, first result on google for me :)
 
It's probably slow because you're on the Medium DF package, Tim told me earlier in this thread somewhere that the High DF package is actually meant for Silverstone, so you should be able to gain about 2 seconds if you switch to that.

Strange, as SS isnt exactly high DF track, its rather fast
 
Strange, as SS isnt exactly high DF track, its rather fast

It feels to me like about 1/2 the corners are like skidpads, corners that I barely brake for. :D. It's hard to imagine being fast through Copse, Maggots, Becketts, and Abbey without lots of downforce.
 
Help! The rfcmp won't show up in the mod manager. It is the correct file size (123,865 kb) and I' m using build 660. Never had an install problem before. Of course this component has been packaged differently. Also, how do you install the rfm? Make a mas file out of the 3 components? TIA!
 
Help! The rfcmp won't show up in the mod manager. It is the correct file size (123,865 kb) and I' m using build 660. Never had an install problem before. Of course this component has been packaged differently. Also, how do you install the rfm? Make a mas file out of the 3 components? TIA!
What three components? We have one. If you don't know what the rFM is, I'd wager you don't need it. It's for people hosting, so their server can have slightly better rules.

Are you checking VEH at the top?
 
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