Formula Renault 3.5 2014-spec Now Available

Everything about this car just feels 'right' to me. I don't have any experience whatsoever with anything like this in real life, only the previous version in rF2, but the responses I'm getting through the wheel tell me exactly what's happening with the car. I can feel losing and catching grip in the front and rear, all the little bumps in the road are coming through, and the response between my input and the on-screen result seems so much more fluid than any other car in the sim so far.

Maybe it's a placebo, new-car-smell effect, or maybe it has something to do with new FFB code they implemented starting with the Karts, but whatever it is I like it. I like the feel and control I have over the car (that I may or may not have experienced before). I'm even more excited now for the DW12 than I've ever been, if this is any indication of what's to be expected. Thanks for yet another wonderful piece of art ISI, you guys sure are the kings of sim racing!
I feel the same way about it. It's VERY drive-able.
 
Sorry guys, I just read the profile notes. Cheers for the teaching & very well written Tim!

Should these cars have the Michelin stickers on the tyres?
We'll try for an update. Right now we individually licensed each livery from each team, and had the Renault branding from Renault, we don't yet have the tires.
 
Thanks ISI! :) Didn't have time to try it yet, but (a question for a noob driver really!) does it drive similar to the "old" 3.5, that is, you need to be a pro to drive it (slippery etc)?

I'm just curious until I try it. Thanks!
I like it a lot more than the old one. There's more downforce, but it still is fun (I don't normally like high downforce cars) because it still feels like it 'moves' under you.
 
"By default, we ship our content with a setup equivalent to what a real racing driver would race. If after following the advice below, you are unable to complete laps using this car, you may need an easier car setup.

We have made easier setups available for this car, you can download them here.
"

THANKS ISI!!! - OTHER PEOPLE SUGGESTED AN EASIER/ALTERNATE SETUP - THANKS SO MUCH!!!
Thanks for suggesting, along with others.

This is a bit of an easy car to have an easy setup, but we'll do this going forwards.
 
Horrible idea to include sound files in every car, it should go in the other direction and open for possibility to refer to shared .MAS files instead. Imagine a multiclass event with say 10-12 models and each car has to have 20-40mb of identical texture/sound -data in it .rfcmp...
I would disagree with where the most horrible idea comes from with this issue, but you're certainly entitled to say so. I just think the direction hosting needs to head in, which this change supports, is WAY more important. WAY more.
 
I have had the opportunity quickly to test the new open wheeler, very nice car, well done, very nice cockpit and the car is very well to drive in the standard.

It feels good but it is very sensitive on uneven underground like for example bumps, which are also very clearly passed on to the steering wheel and be very intrusive with increasing ffb strength.

The description and profile of the car is very good, short, informative and good to read. It clarified very well like the car actually behaves in sim, but also described the weaken very well, the miss sensation during slow ride etc.

The feedback reacts optimally in accordance with the descriptions but unfortunately, there is exactly a problem - no emotion under low loads of the vehicle

Otherwise again a great vehicle, thx. :)
Thanks for the profile feedback. It's aimed to be understandable to the average race fan or the racing gamer at minimum. It feels about right.
 
First of all top job on presentation Tim, very informative and slick :-)
And great mod as well I might add!
We are currently running in the 2010 FR3.5 mod so its very nice to be able to compare the two.

I've got a couple of questions though:

DRS/Rear flap, it seems to open after a few seconds once it is closed. every time. it keeps opening.
Also its open initially when starting from garage and I reckon also when starting in a race(?)
Am I doing something wrong? mapped rearwing to wheel, then to keyboard, same result.
Edit: the rear opens when braking......what am I doing wrong lol.

We can set fuel as a strategy but we cannot alter it on-track (changing it on the fly)
this is the same as in the 2010 mod so I reckon a decision based on.....but isn't it the teams job to alter fuel and we only take over that task on-track?

Suspension does not get repaired, same as in the 2010 mod. a bit of a bummer tbh, we would like to see our member be able to finish races under certain conditions.
Also a decision based on reality I presume?

And finally, does anyone know if its possible to have the wing show in rearview-view?
Half the time I have no idea if DRS is open or closed and would like the have a visual in cockpit to double check.
There are about 10 view-entries in the .plr file but so far no luck.

Thx for a great mod ISI!
What do you have rear flap assigned to?
 
we had a massive debate about this package system shortly after RF2 came out, the general consensus was if it was here to stay (which it inevitibly is obviously!) then things like Skins, Sounds, Talent (i.e. everything that cant contribute to the actual physics of the car) need to be made seperate to allow 3rd party additions. But with this new release it seems were stuck unless ISI have something up their sleeve they're not telling us about, I would really like ISI confirmation on this as to which direction they are heading as I'd love to share my Talent files, as others would with Sounds etc to use on individual mods without having to re-package and break onlineability (oohh new word!).
There's going to be a new mod packaging tool, which should make things easier in all areas.
 
I sure hope NOT, that would be an open door to a havoc of mismatches and conflicts... Sounds yes, if you POINT to that sound folder in the .SFX for the car - that's not possible for textures, with the exception of ISI's own common.mas
The whole packaging system exists to stop those issues. I'm not sure you actually understand.
 
Thanks for the profile feedback. It's aimed to be understandable to the average race fan or the racing gamer at minimum. It feels about right.

It not just feels right, it is optimal and to offer the car as a demo car is actually a good idea as well. This car shows well off the whole bandwidth of rf2 in detail but i'm not shure if it wan't be a show stopper for the IndyCars than. Maybe the IndyCar was a option as well.
 
The whole packaging system exists to stop those issues. I'm not sure you actually understand.

He is referring to incorrect textures being used because they all get lumped together. Not mismatches as in join mismatches. Personally the components need to be fully independent unless we specifically reference another component. Sort of how the SFX file works.
 
Wow mr. Wheatley goes banzai answer mode for real. :cool:

Any tips on how to force the AI to use the same downforce package or any package for that matter?
 
I would disagree with where the most horrible idea comes from with this issue, but you're certainly entitled to say so. I just think the direction hosting needs to head in, which this change supports, is WAY more important. WAY more.

While I agree that making hosting easy should be a big priority, it could be done another way. I personally wrote a vmod creation tool that lets you select a multicmp and it automatically pulls in all the dependent componants. It took all of 30mins to write. And I don't even have full API support so I have to go about it a very silly hacky way. Surely you guys could do this inhouse much easier than I did.

By mearging components into one you fix the confusion of unknowledgeable admins not knowing what components to include, but then you end up creating a bigger problem at the same time. Now if we want to release a physics update which only modifies a 10kb file, we are forced to repack the whole component, along with sounds and a 10kb change ends up being a 250MB change.

Personally we need more component types. Teams, Maps, Physics, Sounds, Common Maps, ect ect. Then you just pack them all into a MultiCmp. Then with GetMod it is broken down into smaller downloads. If you make a physics change the user only has to download a 1MB physics rfcmp when he joins the server.

Update components could help out if they were more incremental and supported GetMod. Right now updates are basically useless for a league.
 
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