Formula Renault 3.5 2014-spec Now Available

can we just go back to editing a text file lol

im not sure this rfcmp stuff is very accesible, just for someone who like me, likes to change names and skins...
I know theres virtual driver, but i share stuff with my brother which i create..
 
Ok I get it now, sorry for being so thick :p

Still trying to get my head around this though. typically I will use the brakes for corner entry and also to assist in lines, create balance, load the car, etc.
But when using the brakes the flaps opens up, giving less downforce in those situations. and pressing the drs whilst braking don't do much either.
I don't get how it actually helps lol. it gives less downforce in situations where I need more.

I think there is still a misunderstanding. Rear flap open on this car means downforce, rear flap closed means stalled wing and therefore much less downforce.
 
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.

It feels awesome! Didn't spin once lol. Tim, is there a way to make my wheel feel a bit "heaver" in rF2?

Cheers

EDIT: nevermind as I found the setting in the controller.ini :)

Steering resistance coefficient="0.20000" // Coefficient to use for steering resistance. Range: -1.0 to 1.0
 
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I think there is still a misunderstanding. Rear flap open on this car means downforce, rear flap closed means stalled wing and therefore much less downforce.

Yes yes! I was attacked by ninja's just now and in the midst of the fight it just hit me, I was going in from the wrong angle lol. I assumed open is less dowforce but its the other way around.

Man i'm so easily confused its not funny anymore, gets worse with age as well :-(


Still would like to know if suspension repairs/fuel adjust are by design or not. it prolly wont be adjusted but just so I know :-)
 
You guys have outdone yourselves. This car is incredible to drive. Say thanks to all the team for me Tim.
Even more excited for the DW 12 as well now.
 
im sorprised .. there is no server with the mod.. we setup a server with mcnolo bahrain 1.0 server name ! Simracing.es#1
 
While I agree that making hosting easy should be a big priority, it could be done another way.

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.
I'm not here to debate it. :) They're doing it how they're doing it, and with the reasons they have. I don't see the added complexity of a series of 5+ files by your suggestion, all being independently updated to save downloading, to do anything to ease complexity in any other area than making downloads smaller.
 
I'm not here to debate it. :) They're doing it how they're doing it, and with the reasons they have. I don't see the added complexity of a series of 5+ files by your suggestion, all being independently updated to save downloading, to do anything to ease complexity in any other area than making downloads smaller.

The end user doesn't even need to know about the individual components. Just install the MultiCmp like we always have and let the vmod creation tool figure out what to include. The end user should only see these types:
MultiCmp (to merge Veh, Sound and Talent. Hell, call it a "Car" in the ModMgr)
Location
HUDs
..
..


Then as an admin you can getmod enable the individual components within the MultiCmp and then build a vmod by selecting a MultiCmp from the list along with one track. This is EXACTLY how my new (not released yet) GetModMgr tool works.

Oh well... it is what it is I guess. It is easier to bandaid then to make a real fix.
 
It's nothing to do with what you're talking about. We're making a change, to allow something, and you're telling us how to alter something else. There's no reason for me to comment further on this, sorry. :)
 
I frankly don't remember this car having wind, but I have heard it in the 60s cars... Sure you don't have it?

For me, if you wear a helmet your head and if your helmet is subject to turbulences you have wind noise. Every Day i drive my motorbike and need to put protection your my hears because of the wind noise.
Is there someone who have ever drive a formula car who can answer to this?
 
It's nothing to do with what you're talking about. We're making a change, to allow something, and you're telling us how to alter something else. There's no reason for me to comment further on this, sorry. :)

I think you totally miss the point.. And I am sure you will tell me I miss the point but trust me I don't. You guys are merging the sounds with the veh cmp so that vmod creation can be easily automated. But with a little more work the same thing could happen without merging cmps into massive downloads and making updates way bigger than they need to.

I think it is safe to say that the packaging system is never going to be improved. Sad.
 
For me, if you wear a helmet your head and if your helmet is subject to turbulences you have wind noise. Every Day i drive my motorbike and need to put protection your my hears because of the wind noise.
Is there someone who have ever drive a formula car who can answer to this?

I remember Rosberg saying with new Formula 1 engines you can hear lot of wind noise. :)
 
If you have 20-40 mb of identical texture/sound you just need one car with those files, the rest of the cars that will load those textures/sound.

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.

Believe me, I understand just fine.

Asuming that pay2021 is right, this is a BOMB under the entire packaging system - this would mean that ALL files from ALL loaded cars are just poured into a single virtual folder from which the graphics engine will search with no regard to which .rfcmp, .mas or CAR it originates. A friend of mine recently had the motec of an URD C6.R show a texture which looked like it came from another car (BES), which strengthens my concern. IF this is so, the entire packaging system have made a giant leap backwards at some point... it COULD be a single hickup - but again, what pay2021 might see as a "feature" I see as a major bug.
 
Believe me, I understand just fine.

Asuming that pay2021 is right, this is a BOMB under the entire packaging system - this would mean that ALL files from ALL loaded cars are just poured into a single virtual folder from which the graphics engine will search with no regard to which .rfcmp, .mas or CAR it originates. A friend of mine recently had the motec of an URD C6.R show a texture which looked like it came from another car (BES), which strengthens my concern. IF this is so, the entire packaging system have made a giant leap backwards at some point... it COULD be a single hickup - but again, what pay2021 might see as a "feature" I see as a major bug.
No.
 

No to what? He isn't referring to the merged sound/veh component issue... this is an entirely different problem he is referring to. So no to what? No the textures don't overwrite each other causing incorrect textures to get picked up? This should be easy to prove. I will work on it. Personally this should be considered a bug if it is true.
 
Are there any intentions to remove the sound component type completely? I sure hope not. As a league admin it would be nice to be able to continue with the modular approach so your users don't have to download the same unchanged sounds over and over and over again every time a new team joins the league or you change a skin.

If ISI wants to release their cars this way then fine. I just hope leagues aren't forced into this new concept.
 
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