I have two questions: 1- Will the Honda 1.07 name change to just Honda, or can we have the cars be placed separately in the menu screen? 2- What is the new driver suit template? I tried using the combo below but the suit wouldn't match.
I hope they keep both under Honda, my list is already a big mess, hope one day we will be able to sort all that (creating category?) manually. They can release a 1.07 version of NSX and Voila! Or remove the 1.07, I agree
What is the "steering wheel range" setting for, in the garage menu? Is this not preset by the car, via the controller settings, as per the other ISI cars? I noticed that when "vehicle set" is enabled in the controller settings, it sets the wheel rotation to 756deg. But the garage settings are at 900deg by default. Should I adjust the garage setting to match the in-game setting or to match my Thrustmaster control panel setting (1080deg)? Absolutely love the car by the way. The car feels poised, ready for every turn you throw at it, or should that be, every turn you throw it at. Cheers, Justin
Any chance we can see the standard white faced (non lit) gauges? They look so much better than the orange prelit ones.
Actually, on the standard NSX, the gauges are white when non-lit and red when lit. However, since rF2 doesn't support (ugh!) gauges to be lit when lights are toggled, the gauges are simply always lit.
Well, finally I did some lap with this beauty and I have to say, I like it a lot! I'm not a big fan of road cars, but this one is special and it drives really well. The FFB is perfect, the physics as always is top notch. I like the graphic too, the interior is well done with very good textures and shaders. The weak part, as mentioned above, is the engine sound....I hope that ISI can improve it. I had really a lot of fun racing vs the AI at Silverstone Great work ISI and keep it up.
Can only echo wajdi above, great fun. Thanks ISI - and Third Party Affiliate! And I must add, it's just fabulous to see the light-flare shader again, something I've really missed from rF1.
To high poly? Never is to high, to point our computers can handle it and as much as can even beyond to help pushing hardware developer to offer us better products for same or less money Last three Years it seems, they just not give us enough performance improvement for money they want from us as there is simply no games that will push them. So they can be lazy and still run profitable business. Lets give them a proper kick. Star Citizen already do its job And seems you choose right, car look gorgeous Wait, are you....ok i leave that teasing to you, it is your baby
Except it's not craphics only. At least with my T500RS it restricts the physical steering range of my wheel, not only in-game wheel's range. You seem to have the same wheel so not sure if I just understood you incorrectly?
I'm struggling somewhat with GPS with this car but shouldn't I be able to use player and opponent detail to help? Do you know how those settings work or what they do? Is your mod setup to be affected by them? I guess there is also max displayed vehicles which may help but haven't tried that yet. Anyway, I love to race AI and not just hotlap. I also like to do practice sessions with AI like track days.