Formula Renault 3.5 2014-spec Now Available

The car uses an ignition cut on upshifts, which gives a rather loud bang on the upshifts from the fuel igniting in the exhaust. The crackle on the downshifts is also exactly as the cars sound in real life too. I guess it is linked to the player car sounds though.


2 good vids of the cars and the sounds they make.

Thanks for those vids, the cars sounds amazing. I saw them at the Renault world series event at Silverstone about 8 years ago and I don't remember them sounding that good.
Looks like I'll have to try and get used to it in RF2. Wish there was a bit more sample variation though :)
 
have you got game for free? cracked?

we paid for engine or for all product? what ISI said at begin about whole game's content? i paid for all game so if i can improve guys who create game.. its incorrigible, im client

all the time i speak about problem who they can fix in some seconds, but texture of tire in OW could be main point, starting point for graphic creators, or not?
It's a shame that the thing I do with my two year old that gets her to ask nicely, which is to not give attention until she is deserving of it, didn't seem to work with you. I'm not paying attention to anything you say at the moment about anything on this issue because of the disrespect and marginal abuse you choose to include in your postings.

You're on your final warning to adjust your attitude when posting. As I said, please try again.
 
So finally had some time with the new car over the long bank holiday weekend here and really enjoying it. Ranks as one of the best OW experiences for me to date with the AI around Silverstone.
 
Many of the setup parameters have different names I guess in order to simulate how they are in real-life but then I have no idea what I'm doing when adjusting the car. For example the diff settings; I have no idea what they mean and how I am adjusting them. How can they be compared to the 0-100% method. Is it just the more clicks to the left the closer to 0% and the more clicks to the right the closer to 100%? Would looking at it that way work?

Question...What do the different rear roll centres do?
 
Important note, you will find the car in it's entirety under the VEH tag of the mod manager. All future cars will be like this, with talent and sound combined into the vehicle. This is to allow eventually automation for hosting. So I think you'll appreciate the annoyance of a change in category will be greatly outweighed by the benefits going forwards.

Tim

Are you going to redo all the cars that way? :cool:

And way has it been this way? sounds, vehicle separate.
Adding the Sounds into the Vehicle folder could be done a long time ago...

And what are you going to do about the "mod" files to setup a server. They are pretty annoying. And "get mod" isn't working properly.
If the mod file just contains car, track and default rfm. Way make one? They have to be downloaded and uninstalled after your done racing online. every time!

BTW: If you want to join a server with a password: Type in the wrong password. You get "server connection failed". Bit confusing.
Then Try again and again,.... with the corrected password. ... Have fun!!! Kept me busy for hours...

Another question:

How to make a driver swap work with an "alt.dds" skin?
Both clients have the same alt skin name on the same car.
And each others skins are downloaded to there local PC's.

When is "virtual-driver" implemented into multiplayer? :)
 
If the mod file just contains car, track and default rfm. Way make one? They have to be downloaded and uninstalled after your done racing online. every time!

Because it checks the integrity of the files. Admins can change the mod or track and host, if you join, the system will see its different and treat it like a separate mod/track.
Even with default content and no vmods we would eventually run into mismatches. you running old Silverstone, server running new Silverstone. default content on both ends but still mismatches.
 
And what are you going to do about the "mod" files to setup a server. They are pretty annoying. And "get mod" isn't working properly.
If the mod file just contains car, track and default rfm. Way make one? They have to be downloaded and uninstalled after your done racing online. every time!

Well you have to define the content that is running on the server somehow. It is supposedly going to be automatic and hidden from the users eventually, so hopefully managing old orphaned versions will not be necessary anymore. GetMod is working though. Not sure why you think it isn't.
 
Well you have to define the content that is running on the server somehow. It is supposedly going to be automatic and hidden from the users eventually, so hopefully managing old orphaned versions will not be necessary anymore. GetMod is working though. Not sure why you think it isn't.

Why not include ISI content in the build. Like every other game.
So there is no mismatch if you properly install or update the build.

Get mod is working, sometimes it isn't. And if it isn't working: most servers have greyed join buttons. And just before it was ok.
Refresh server list doesn't solve it. Restarting my PC is.
I'm not the only one with this annoying thing.

It's the same problem as typing in the wrong password. Try it for yourself!
Type in the wrong password. And then try again with the correct password.

It's like it went wrong, it can't find the mod or something. And it remembers that.
 
Hello
I not positive on this but. As for the get mod thing the host also has to set it up right and allow the content or mod/track to be downloaded for you to get it.
The grey out stuff is and has been talked about and is being worked.
Although I have not had that problem. Neither get mod or grey buttons.
Knock on wood :-)
Have you tried the get mod on ISI servers I know they work as I did it just the other day.
Ie: it is a lot quickerbif you have said content install, then all itdoes is setup the RCMP file.

Ruben

Sent from my XT907 using Tapatalk
 
Are you going to redo all the cars that way? :cool:

And way has it been this way? sounds, vehicle separate.
Adding the Sounds into the Vehicle folder could be done a long time ago...

And what are you going to do about the "mod" files to setup a server. They are pretty annoying. And "get mod" isn't working properly.
If the mod file just contains car, track and default rfm. Way make one? They have to be downloaded and uninstalled after your done racing online. every time!

BTW: If you want to join a server with a password: Type in the wrong password. You get "server connection failed". Bit confusing.
Then Try again and again,.... with the corrected password. ... Have fun!!! Kept me busy for hours...

Another question:

How to make a driver swap work with an "alt.dds" skin?
Both clients have the same alt skin name on the same car.
And each others skins are downloaded to there local PC's.

When is "virtual-driver" implemented into multiplayer? :)
Yes, we will.

The first question as to why, you answered with the rest of your post. That's what it is for.
 
Many of the setup parameters have different names I guess in order to simulate how they are in real-life but then I have no idea what I'm doing when adjusting the car. For example the diff settings; I have no idea what they mean and how I am adjusting them. How can they be compared to the 0-100% method. Is it just the more clicks to the left the closer to 0% and the more clicks to the right the closer to 100%? Would looking at it that way work?

Question...What do the different rear roll centres do?
I added information on that to the first post for you.
 
Hey Tim,

Thought I would chime in and ask a question regarding compiling the cars to a single rfcmp.

Currently we have a dependency with the sound element, the component name has to be the same as the sound folder name for it to work correctly.

How does it work now given that the sound will no longer have a component name as before when there were separate rfcmp's.
 
the FR 3.5 feels brill to me with the low & med force packages , total quality

but not good with the high downforce package

( changeable in the car options ....not the garage option)
-remember it's defaulted with the high downforce pack so you have to change it

sad because some tracks (like silverstone) require the high downforce pack to be competitive

it's pretty much crossed the sim car off for me
 
Hey Tim,

Thought I would chime in and ask a question regarding compiling the cars to a single rfcmp.

Currently we have a dependency with the sound element, the component name has to be the same as the sound folder name for it to work correctly.

How does it work now given that the sound will no longer have a component name as before when there were separate rfcmp's.

Afaik there's an easy packaging tool coming within days.


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