Formula Renault 3.5 2014-spec Now Available

Discussion in 'News & Notifications' started by 88mphTim, May 21, 2014.

  1. 88mphTim

    88mphTim racesimcentral.net

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    I feel the same way about it. It's VERY drive-able.
     
  2. 88mphTim

    88mphTim racesimcentral.net

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    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.
     
  3. 88mphTim

    88mphTim racesimcentral.net

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    It does have four wheels and wings, yes. :)

    Thanks for the bug reports. :D
     
  4. 88mphTim

    88mphTim racesimcentral.net

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    Yup.
     
  5. 88mphTim

    88mphTim racesimcentral.net

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    Download might not be complete, check file size.
     
  6. 88mphTim

    88mphTim racesimcentral.net

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    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.
     
  7. benmttf

    benmttf Registered

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    Tim don't forget me please :)
     
  8. 88mphTim

    88mphTim racesimcentral.net

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    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.
     
  9. tjc

    tjc Registered

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    Only some cars Tim? Or only some cars just now...?

    :)
     
  10. 88mphTim

    88mphTim racesimcentral.net

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    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.
     
  11. 88mphTim

    88mphTim racesimcentral.net

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    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.
     
  12. 88mphTim

    88mphTim racesimcentral.net

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    What do you have rear flap assigned to?
     
  13. 88mphTim

    88mphTim racesimcentral.net

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    There's going to be a new mod packaging tool, which should make things easier in all areas.
     
  14. 88mphTim

    88mphTim racesimcentral.net

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    The whole packaging system exists to stop those issues. I'm not sure you actually understand.
     
  15. 88mphTim

    88mphTim racesimcentral.net

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    I frankly don't remember this car having wind, but I have heard it in the 60s cars... Sure you don't have it?
     
  16. 88mphTim

    88mphTim racesimcentral.net

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    Paddles are buttons. I'm basically talking about hands coming off the wheel, versus hands staying on.
     
  17. speed1

    speed1 Banned

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    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.
     
  18. Noel Hibbard

    Noel Hibbard Registered

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    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.
     
  19. hexagramme

    hexagramme Registered

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    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?
     
  20. Noel Hibbard

    Noel Hibbard Registered

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    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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