thanks guys... looking at all this rF2 documentation is really nice. it's great to have step by step instructions. looking forward to seeing some tire deformation on a circle track.
The SCE team is actively working on our next version plus working on updating our stockcar mod to rFactor2. We could always use good people, especially in moddling and graphics. You can contact me at joel.brown@cox.net if you're interested.
www.StockCarEvolution.com
Thanks. And on the tracks. Lots of work has gone into modelling the tracks much closer to real than any rFactor tracks existing. Currently looking for ways to convert track gmt content especially to new gmt format. It's proving difficult to find anything useful. I use a combination of BTB, 3dsimed, sketchup and PSP for texturing. Yeah, basic tools, but it's stretching my head to get around them let alone, learn MAX.They are one of the true modding groups for stock car mods that are legit and using their own work...they deserve the help if you don't want to go at it alone or start your own group.
. I have heard though that ISI oval racing code sucks though but how could it be the code,
those are some good looking nationwides.
we couldn't figure out a way to get independent toe in and toe out on the rear end in rF1 and that's really needed for racing stockcars on an oval realistically. I have another post where I ask if it's being implemented or if there is currently a way.
iR=60 physics calculations per second
rF2=100 physics calculations per second.
Enough said.![]()
Those numbers could be 1000 to 60....if the rules are horrible and the netcode sucks with herky jerky movements then the numbers dont matter. Time will tell tho![]()

iR=60 physics calculations per second
rF2=100 physics calculations per second.
Enough said.![]()