Marrusia and Formula 2 Woes

Nice driving Paul pretty quick for a first go at the track, the feel and feedback really is quite good. For some it may need a little practice and adjust the driving style but rf2 really does do it quit well since the later builds. Every car does have its own feel and many are very different to drive but using a technique as you'd use in a reap car will get you to grips with these fairly well.

Paul if you haven't ventured much into the modded tracks I'd also suggest you get Sebring by the same guys as Mid Ohio, then all 3 feels3 tracks croft, Putnam park and Poznan as these are amazing. Then for something a little different and if you are a fan of the British top gear show get Dunsfold by Tuttle, these should all be easy to find the latest versions in this forum. These tracks are all at or above the quality of the best ISI tracks and a must have in anyone's RF2 build.

Setup wise its all very personal and default setup is not that bad you should be able to get around with it easily once you use a correct technique. I rarely have actual crashes but its pretty cool how you can feel every 10th of a second being gained or lost each lap much like when driving a real car. The ffb even on my older g25 is pretty impressive really helping you feel what the car is doing.
 
Modern F1's have been around Bathurst so I dont think theyd have any issues here and they race indycars there each year.

They were running the McLaren at maximum ride height and it still scraped the hell out of the car, the floor actually got quite damaged and they didn't even take the Dipper on the proper line. I spoke to one of the engineers who was on the 'demo F1 car team' about it. McLaren brought that same car down to Albert Park later that week for some demo laps in the speed comparison.

Indycars never had an issue here, but we're talking a HUGE difference between the elevation changes at Mt Panorama compared to Mid-Ohio, not even in the same ball park.
 
ISI have stated a few times that tyre managment will be a feature added soon, I was hoping this current build as Tim gave hints about it prior to the latest release but fingers crossed for the next. It will make a race weekend more like a race weekend, starting on a green or nearly green track with limited tyres per session and weekend hopefully all selectable via mod and also user set options. Also if they implement park ferme so you can be forced to run what you qualy in would be great and add a welcome feature to RF2.

This along with good implementation of weather and wind will really be what sets RF2 apart from others if they get it done properly, its all stuff they have in the works so I dont doubt they can pull it off over time just not sure how long till its all added and it may need a few versions to iron out bugs that will likely come about.
 
I have no clue how to do hard braking like real life without locking the tires and doing a 180. I see the AI do a lot of high-pressure pumping of brakes/throttle but that doesn't seem right to me.
 
Yep, well aware. Just interested in how ISI have done it.

Take a look at a TGM file in the devmode folder. In the realtime section you'll see a number of parameters, some can be difficult to understand and some of the units are difficult to work out, but you can get an idea of what's available.

... bar it never fully clears looking like its dragging throttle, there are a few times where I am completely off the gas and either coasting or braking but here all lap its showing some throttle use.

Probably brake mapping. It works by applying a small amount of throttle based on the current RPM, so for example your zero to full throttle might actually apply 0.05-1.0 at a given RPM. Higher RPM will mean more artificial throttle added.
 
ISI have stated a few times that tyre managment will be a feature added soon, I was hoping this current build as Tim gave hints about it prior to the latest release but fingers crossed for the next. It will make a race weekend more like a race weekend, starting on a green or nearly green track with limited tyres per session and weekend hopefully all selectable via mod and also user set options. Also if they implement park ferme so you can be forced to run what you qualy in would be great and add a welcome feature to RF2.

This along with good implementation of weather and wind will really be what sets RF2 apart from others if they get it done properly, its all stuff they have in the works so I dont doubt they can pull it off over time just not sure how long till its all added and it may need a few versions to iron out bugs that will likely come about.

I hope they wont introduce it. It would take the game from being "simracing" to "simengineering". of course engineering is a big part of racing but... you know there needs to be a balance for players. these "tyre wear" and "green track" implementations are quite difficult to analyze for casual players like me (I am not saying I dont like them, it is just a new thing to learn). I dont know why I am going faster: "am i driving better" or "is the grip improved on the track" or "did i make (or find) a better setup" or "did i somehow manage to get most out of the tyres"..
 
Everything will be as an option regarding tyre wear, you can turn wear rates up or down already and I am sure that tyre management will be selectable. Having all the extras is good for those that want them and you wont be forced to use it, learning is not a bad thing either. :)
 
how do you race in mid ohio with marussia? i have this track but none of my installed marussia mods have mid ohio...do i need to create my own mod for this?
 
how do you race in mid ohio with marussia? i have this track but none of my installed marussia mods have mid ohio...do i need to create my own mod for this?

For offline use you can simply use "all cars and tracks" this allows you to use any track and car, you can also select your opponents and race against any other cars. For offline use In pretty much always just use this method and see little point in using mod packages limiting cars and track choices.
 
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