Indy car and IMS Now Available

tank capacity is probably relevant for usage and statergy but just wondering about fuel weights effects on physics for car 'feel' simulation? Are both taken into account with moding?

they are, even the liquid movement inside of the fuel tank is simulated, only in simplified way, but it is (real life liquid physics are so complex that there is no way how to calculate them in real time even if you would calculate the fuel tank only with nothing else)
 
they are, even the liquid movement inside of the fuel tank is simulated, only in simplified way, but it is (real life liquid physics are so complex that there is no way how to calculate them in real time even if you would calculate the fuel tank only with nothing else)

Thanks for the reply, was curious, perhaps weight is making my sets more stable or similar effects but I have adopted a strategy of 1/3 rd. tank capacity for Q sets of late. Cheers..
 
just a small one which may already be a known issue (but important)

whilst running the track on min track detail

-no red light ( to show stop when entering the track )

whilst trying the oval it kept giving me a penalty for exiting under a red but for the life of me I couldn't find the red (could be the same on road as well not sure but defo on oval)
 
just a small one which may already be a known issue (but important)

whilst running the track on min track detail

-no red light ( to show stop when entering the track )

whilst trying the oval it kept giving me a penalty for exiting under a red but for the life of me I couldn't find the red (could be the same on road as well not sure but defo on oval)

Min? I have it on max and I don't see a red light :-)
 
This car is so much fun. I agree it feels kinda easy sometimes considering what it is but that doesn't take away the fun factor. Now if I just could find drivers that are equally slow with this car than me :D
 
no lights on max either, how we suppose to know not to enter the track then

I got penalty for entering on a red light

Maybe I didn't know where to look. But I just had to wait longer. You mean down by the pit exit line on the wall (as per normal) there should be a light... I haven't played for a few days, but what I remember of it was I just waited longer to hopefully not cause a penalty :-(
 
This car is so much fun. I agree it feels kinda easy sometimes considering what it is but that doesn't take away the fun factor. Now if I just could find drivers that are equally slow with this car than me :D

You could always make it harder by driving the nuts off it :-)
 
I don't known where to look either , I just kept getting told I had a penalty for it

( am I missing the oval config lights somewhere ? )
 
Is there any way to tell the AI which config to use? Even on ISI Road tracks (Mills) they want to run the Oval package. Now I wouldn't mind the reduced downforce, but I can't run a setup myself with a left-turn tendency...
 
Would it be possible to set up your own dedicated server add AI, set the pwd to something only you know and set up your server with fixed upgrades? Wouldn't that get around the wrong AI upgrades bug?
 
Re.Indianapolis track quality

of course we like nice visuals & details (providing decent fps still possible), but surrounding items don't really get noticed once your moving around the track at speed.

the most important thing of all is ( to me ) track surface / small cambers / bumps etc that are felt & have to be considered whilst driving the sim car

an example is longbeach in Iracing, a great track with lots of irregularities in the track surface
(common to road courses I believe) lots of bumps / cambers etc :

no textures or objects ( except laser pixels ) on the other side of the road barriers at all
extreme example I know, people had to pay for this (including me) yet it's amongst my top 5 favourite tracks in Iracing
(mainly due to extremely good amount of "character " in the road surface

p.s Indianapolis judging by the laser scanned version (older config I know) has little character so not having a dig at the ISI version, but I'm certainly not that bothered about grass or doors textures as I don't have to drive a sim car on them
overall the visuals look of high quality to me & I also run on min track detail
(for fps advantage)

I think Indianapolis in rfactor 2 is a great track ......all those configurations too yummy!


The Indy oval has massive bumps in Turn 3, going under the white line is extremely slick, and the yard of bricks affects the suspension.
 
I don't known where to look either , I just kept getting told I had a penalty for it

( am I missing the oval config lights somewhere ? )

In the standard HUD you have a page with session time left. This means you can get in your car and head to pit exit and wait for the session timer to start. Trackmap has session time left also I think.
 
IMO the resolution of the infield trees are bit of a let down. I have a nice graphics card and am able to run everything on max however I am still left with visuals like this.. Even whilst racing on circuit they look very blocky and unappealing.

View attachment 12971
 
Trying to use a dedi server and forced upgrades doesn't work either.

What a stupid bug. There's no way to force the AI to use the same upgrade as the player. That's almost as bad an oversight as using the wrong size fuel tank. :rolleyes: ISI: why can't you guys get it right?
 
I noticed on a sunny day at indy config 2014, there looks like rain reflections on the track. Is this a clever mirage design or a fault?

cheers
 
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