One small wish... the numerous opponent classes really stretch out the opponent selection list in the game interface. Would it be possible to group them in the next release?
Cheers Guys! Its been a lot of work but I've had fun creating it and glad to see it appreciated. First post now updated with download link to the skin templates. Not really, no. The graphical and performance variation of the AI cars is one of the things I consider to be a feature of the mod and the AI upgrade classes is the way that is achieved. They don't actually do anything when you select them from the opponent filter but I think that's an RF2 bug.
Ah okay, I figured that could be related and you are right it's a great feature. Thankfully my other opponents are alphabetically before L. BTW, the way you used the tuning menu is oure genius.
I love these cars. I think if you want to just enjoy driving and having a challenge then these cars are brilliant. Look fantastic, handles great and never fails for entertainment! Great job!
Best combo with rouen. I love this cars so much. Thanks again. Can't stop driving them and watching the replays. such beauties. Gesendet von meinem GT-I9301I mit Tapatalk
Anyone got a beginner setup? Doesn't have to be fast, just so it doesn't bit your head off. Ran these yesterday together with the GT40 that's newly around, and immediately it became clear how much more detailed and nice this model is. Truly outstanding work.
Like RF2 itself, future versions of this mod will be released at the Steam Workshop only. Version 1.0.5 now released to add DX11 compatibility. For more detailed notes and some new DX11 Screenshots see the OP Enjoy!
Looks amazing. Those headlights alone are work of art. Just curious, is it possible to assign car shader to the helmet as well? all the open wheelers have rain drops all over the car body, but the drivers remain dry
yep, its possible for multiple materials to use the new rain/damage shader but its currently not clear how to configure the additional materials so that the water beads flow in the right direction. Hopefully some documentation will be available soon to clear that up (assuming its even possible) I haven't tested thoroughly yet but I assume that there would be a performance hit for each material that uses the shader so its probably preferable to use it sparingly. I'll have to do a bit more experimentation to see if the driver helmet (and goggles) would be worth it.
I was just thinking the other day if this was going to get updated. Looks amazing!! Now if only the McLaren M1B from Simraceway and the Chaparrel 2E from Forza would get converted to join this (hint hint )
Hi that shadows (looking like a mask) in rainspray (back of the front car), doesn´t fade away with more rain spray But not only this mod :
Absolutely loving this mod. BloodyIBloody great work! So much fun if only there where more and better vintage tracks to really do this justice! (the 60s/70s Nurburgring and 60s Bathurst from rf1 spring to mind). If I can work out how to do decent skins I might have a go at a Bruce McLaren Racing skin, just to complete my McLaren obsession in sims.
I can recommend Bridgehampton for one and here's a list of some other 60s/70s tracks (the data is scraped from rFactor files so some is a bit garbled)