[REL] Mazda MX-5 SpecMiata 1.07

Did the FFB change during the update, felt fine last week, really heavy today.

Also, the AIM speed readout states kph, but the displayed speed is in mph.

Great mod though, love chucking these around at dubious angles.
If you have set mph in the rF2 Settings it shows them, just set it to KpH and it works properly.. ;)
We would have to add an Upgrade Option with a 2nd Mesh and a Display that has mph written, to "solve" that on our Side.
 
I was just going to point that at low steering angles the real life car feels the same, light. The closer turns though feel much heavier. My sugestion would be to keep the first 60 degrees light and from there make the ffb stronger, specially in low speed turns.
You can not define different FFB Strength at different Steering Angles in rF2.
It maybe can be made, by using another Geometry, but that would need Hours of Testing, if it is possible at all.
 
I see, I also have high camber settings, so it makes sense to have strong resistance at high steer angles. Anyway the feel is fantastic and so close to the real life experience.
I trained this week with same car&track, the lap times were exact, even at different Max rpm and pressures. It's so amazing when the sim training works for real life, thank you guys for this fantastic work you've done.
 
Sincerely I never had a similar behaviour. Level 2 only has 6 gears and shift works perfectly both with paddles and H shift, same for all other 2 classes (5 gears).

I cannot replicate your problem, maybe more detailed info or some check to your device/driver... no idea, sorry
I found the problem. Sequential worked fine, so I checked my H shifter and it was occasionally shifting into 7th when I shifted to 5th. I recalibrated it and now everything's fine.

Sorry for the confusion!
 
I see, I also have high camber settings, so it makes sense to have strong resistance at high steer angles. Anyway the feel is fantastic and so close to the real life experience.
I trained this week with same car&track, the lap times were exact, even at different Max rpm and pressures. It's so amazing when the sim training works for real life, thank you guys for this fantastic work you've done.
So pleased to hear it. That's what the team were shooting for.
 
If you have set mph in the rF2 Settings it shows them, just set it to KpH and it works properly.. ;)

Ah, I thought it would have pulled the unit value in line with my settings.

It’s a great addition though, shame it’s not available on every car, it would save me having to run simhub.
 
Hi,

I got asked for help to correct physical vs virtual steering rotation and this car was mentioned, so I'm posting for info here as I know english isn't his first language.

It seems to me this car's wheel has a rotation of around 940-950°, not 1008°. This means its movement won't match the physical wheel being used unless the angles are set specifically for it.

I think it's because the HDV contains no steering parameters, and the default rotation is likely less than the 1008° set by the upgrades, which then stops it working properly. The HDV should have the largest allowable rotation so that upgrades will only reduce it, and the angles should then be correct.

Thanks!
 
This problem made me think that maybe I would have a hardware or software problem with my T300, or maybe even with rfactor 2.

Even now I am not sure, I think that when I adjust in the garage manually the angle of the MX5 over 900 degree, it works (I think).

But Lazza could be fair, there may be a problem with the mod.

I have no problem with the Lupo, which has a 720 degree angle.

I admit that my knowledge is quite limited.
 
20211210172828_1.jpg

This mod is very fun.
Thank you.

Btw, I have seen this kind of depiction during online races at yesterday.
Also, I don't know if it's related, there were a number of drivers causing CTD in race.

I'm looking forward your update.
 
The last couple years I've been hanging around a team that races NA Miatas in various things at Road America and the surrounding tracks. I finally started to paint them for ingame. Two quick things.

1. The rollbar, rims and windscreen is all paintable and customizable. Is there templates for these items? Seems to be a lot especially on the rollbar texture (sm_cage_diff.dds)

2. Is there a possible update to make the bottom body panel paintable? It is where the GRYPMAT logo is on the real car. If it possible or too much time to do, no worries :)

PXL_20220521_195502969.jpg
20221128174625_1.jpg
 
The last couple years I've been hanging around a team that races NA Miatas in various things at Road America and the surrounding tracks. I finally started to paint them for ingame. Two quick things.

1. The rollbar, rims and windscreen is all paintable and customizable. Is there templates for these items? Seems to be a lot especially on the rollbar texture (sm_cage_diff.dds)

2. Is there a possible update to make the bottom body panel paintable? It is where the GRYPMAT logo is on the real car. If it possible or too much time to do, no worries :)

View attachment 48895 View attachment 48896
Beg pardon for late answer Chris.

Unfortunately that black part is not paintable because of is not part of the body but a part of the "underbody" (inner side).
About the rollbar, it is part of an extra materiar renamed "cage" and the texture in use is named (veh name + number) Cage.dds. For instance "SM_01Cage.dds". The template is not available.
Also templates of other items rim and windshield are not available, due they are very elementary.
 
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