Maybe if you ask the Enduracers group ... really nice? Obviously, it would make the mod incompatible with the standard mod. I just did a day/night race at Lemans .... lights are terrible there ... please, please?
We did a P2 2.4 hour Le Mans race last week. A few guys said it was dark, I had no problems. Maybe tweak your monitor/s brightness and contrast.
Same, did a 2 hour long 24hr GTE simulation race about a month ago with about 34 drivers(online, not AI) and nobody had issues with light. As I understand, the majority were using dx9, myself included. Are you experiencing this in 9 or 11?
I had to tilt my monitor to face downwards slightly. It had significant improvements with regards to light broadcast. Maybe this could help.
The night transition of rfactor is very good, but the reality is that at night it looks very little, and darkening nothing. The cars that are running today in lemans light the very strong carrertera, and about 400 meters away
Are you talking about DX9 or DX11 build? Because night lighting is at least one or two steps darker in DX9, and most mods, including headlights, are now being optimized for DX11 only. Also, S397 would probably not put any effort on DX9 build now that DX11 build is almost out of beta.
A normal road car produces around a 150 m high beam (link). There is no way the Le Mans cars are doing over double than that. Most rF2 cars, almost all the stock ones, actually produce too strong and too long beams at moment. EnduRacers seems close to realistic, at least in DX11.
Without the concern for blinding oncoming drivers...plus travelling at over 200 mph...I think it's entirely plausible those lights have a few more candle power than a road car... Still, I haven't switched to 11 yet so prolly best to let that shake out before making changes.
As for EnduRacers; they are updated to dx11 since v1.5 As for the real guys; The LMP's have got some bright lights for sure, those LED's could murder a deer on their own. A lot of the GTE's have yellow tinted headlights, which will absolutely decrease luminosity. The Aston's especially seem, almost exclusive to yellow headlights, and IIRC, the mod reflects that very well. Also, Im pretty sure that we were using v1.5 in our LM race. I guess I also kind of assumed you were driving at LM, which track were you driving that was too dark? Some tracks are just not optimized for night driving.
Dx11-dx9, in both looks very bad 150? JAJAJA well over 150 meters It does not matter in rfactor you can not see anything from the inside when it's dusk , Nor 75 meters, nor 100 meters, nor 150 meters, much less even 200 meters Nor with the graphics to full, nor in the middle, nor in low There comes a time that if there are no streetlights you can not see anything
I am driving at Sebring 12H Course League Edition, in the 14WEC Jota Sport Car (URD I think) and attempting to race at night. I am aware that it is expected that dusk can be the most difficult time to see, and that night can be almost as difficult but the contrast is more stable than dusk. I am finding it difficult to see the track, and the headlights seem dim, particularly at night. Is this a DX 11 issue or should I be looking for a display correction. Thanks for appropriate responses.
Audi LMP1 lights was 800m distance, for road cars their tech would reach 500m LMP2 and GTE are obviously not like that, but I doubt it is 150m only. I still think rF2 lights are too much if people think this is hard go back to GTR2 to see how it was back there lol
I think .... really this is an old brain here..... I think I remember Colin McRae commenting, when he first raced at Le Mans, that the lighting for the LM cars was clearly inferior to the lights used on Rally cars.