Released NEW! Radical SR3 RSX 2017 - Now Available!

Oh how I have been waiting for this car, since besides the Skippy it's the only one in rF2 I have driven in real life.

Audio: has captured the motorcycle engine origins fairly well, but the throbbing and deep exhaust note that you can hear a bit of at idle disappears as soon as you step on the gas!?!?! In the real car, the exhaust gets louder the harder you push it and becomes proportionally more significant than the engine sound. rF2 version not at all like the experience of driving the real one (but lack of exhaust versus engine sound doesn't affect just this car).

Graphics: where are the paddle shifters? Reflections from the road surface showing on the side panels of the car? In 2017? Some of the the 60's Historics had that problem on their windscreen since the first build of rF2. How on earth can this still be happening at this stage? I hope I don't still see grass poking through the floor of the car the next time I go off.

AI: releasing a car we have been waiting literally years for with un-calibrated AI? Sorry, that's just not good enough.

Handling: too much understeer relative to the real car. And believe me I was driving a "safe" set-up car, not one set-up for the top real racers. The steering feel is too heavy at low speeds. The real car has very heavy steering due to lack of power steering and fat slick tires despite its light weight. So, if you want to turn the wheel with the car stopped be prepared to use some muscle. Once moving, the steering is springy and lightens up quickly. The car responds fluidly to your every input. It is not like a Skippy. It's a dream to drive and you can drive it up to 9/10ths with ease. It makes any road car feel like a dump truck by comparison, so I hope no one thinks it should be at all difficult to drive or control. Of course the last 10% gets trickier, but it is still on the forgiving side of the scale by race car standards.

The heavy steering that hangs around much too long could be related to another bizarre element--the skidding or drive line binding when you come out of the garage or turn very sharply. As someone mentioned above, it acts like a go-kart suspension. Although this car does feel like a bigger or full-size go-kart to drive, that's because of its incredible responsiveness and flat cornering capability, not because it has no suspension or is actually constructed like a go kart. Something is seriously out of whack here. It feels like an AWD drive train with its binding and understeer!?!?

Throttle response seems incredibly jumpy in neutral. I don't think the real car can jump from idle to red line in that fraction of a split second. Once in gear, it's as though the throttle has suddenly been tamed or electronically throttled (pun intended). The real one I drove did not have this dullness. In fact, I spun the car leaving a hairpin corner just by getting on the throttle in second gear maybe half a second too soon. Just a smidgen too much steering angle left in the unwind when I got on the gas and around I went. But that was above 9/10ths. Anything below that and it felt like it was on rails. You could make yourself sick to your stomach just by weaving to warm up the tires there is so much lateral grip. Throttle response should be closer to USF2000. The relatively peakiness of the little engine does seem to be properly reflected. You have to rev it to get all the power, but it is still impressive acceleration mid-range.

FFB: My CSW feels OK--no serious issues with jolts or roughness. However, while in the "too heavy" steering phase described above, the FFB is grainy (and this could easily manifest itself as actual harshness on other wheels), like the steering rack is in some metallic molasses. The Skippy has always had this odd "feature" that doesn't exist on the real car. The Radical FFB should feel very much like the USF2000. If I closed my ears and eyes and drove the rF2 USF2000 and could get rid of its superior high speed aerodynamics, you'd have what the SR3 should feel like. Tossable. Feels and reacts like a real car. Incredibly capable by anything other than F1, Indycar or Le Mans standards. Steering rack feels like it is attached to rubber tires and bushings and has the appropriate spring to it. Fat slicks are very interested in self-aligning...the faster you go, the more so they want to centre themselves. Like many rF2 cars, this progression is lacking in the SR3. Probably OK at rest, then too strong at lower speeds and then too little at higher speeds. That's a major part of what makes it not feel like a real car, whereas the USF2000 does feel like a real car no matter which speed you are driving it.

Draw your own conclusions, but I expected a lot more.

You have been waiting for years for a car that was first announced 8 months ago? Exageration is strong, isn't it? :rolleyes:
 
@Marc Collins did you drive the 225HP version IRL? Looking for SR3 videos tends to bring up versions with 260-280, turbo, etc. This one maxes out at around 226 from my limited running.

My T500 is completely fine to drive with full/straight settings (60% control panel, 1.0 FFB, no minimum, no smoothing), but there is a notched/rolling feel towards centre. It was more noticeable at low speed but it's still there on track. However, this and other threads seem to suggest FFB settings/profiles are getting messed up sometimes. People getting very strange behaviour are fixing it by resetting files, unrelated to vehicle behaviour. Hopefully this and corrupted cbash/shaders can be fixed.
 
Nope,I'm not going fast enough for the tyres to lose grip,it happens if I crawl around or if I run at pace.
Every car has this ffb since the usf for me,so it's in the code,not wheel settings.


It´s not in the ffb code, its a result of understeering and its suspension geometry related. Use higher caster values and you will notice less reduction of centerforce. But for cars without a possible adjustment, like the Radical, you are lost. :) The only thing that might help is to increase the steer force minimum torque, but thats not usefull to because the wheels starts to rattle to the left and right. The other thing is to avoid such cars. I have a CSW V2 and a G27 and i can tell you, that its nearly impossible the feel reduction of center force using the G27, while with the V2 its perfect with some cars and with others its really annoying but a way better than with the old CSW V1 where the effect was so strong, that it felt like driving on ice after the initial turn in with minimal understeer. What we need is a useable minimum torque setting without this annoying rattle. Actually it´s not useable
 
Increasing STS (steering torque sensitivity) should reduce the gap between low and high forces, reducing this drop off. But zero is still zero, so it shouldn't cause the rattling (may still contribute to oscillations though).


*I might add, I think this is the sort of thing (and probably some others) that should be in the UI somewhere, and settings like this should be made default for cheaper/weaker controllers. The F2 having a realistic caster setting, and a now default unrealistic (but hopefully better for weak wheels) setting, doesn't promote confidence in the sim being a pure sim. Plus caster affects more than just FFB volume/shape. I think it would be better to shape the FFB than to adjust the physics of cars.

Of course I know ISI moved away from this shaping FFB with rF2 because of the popularity of realfeel (which was really just using the steering arm force the game already calculated), but if you're going to cater for the masses and their controllers I think it's better to do just that, and have us all on the same correct physics, than to go the other way.
 
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I have a DFGT and the car is fantastic lol, but then I'm not too picky about FFB. Had great online races today in the SRC server
 
Oh how I have been waiting for this car, since besides the Skippy it's the only one in rF2 I have driven in real life.

Audio: has captured the motorcycle engine origins fairly well, but the throbbing and deep exhaust note that you can hear a bit of at idle disappears as soon as you step on the gas!?!?! In the real car, the exhaust gets louder the harder you push it and becomes proportionally more significant than the engine sound. rF2 version not at all like the experience of driving the real one (but lack of exhaust versus engine sound doesn't affect just this car).

Graphics: where are the paddle shifters? Reflections from the road surface showing on the side panels of the car? In 2017? Some of the the 60's Historics had that problem on their windscreen since the first build of rF2. How on earth can this still be happening at this stage? I hope I don't still see grass poking through the floor of the car the next time I go off.

AI: releasing a car we have been waiting literally years for with un-calibrated AI? Sorry, that's just not good enough.

Handling: too much understeer relative to the real car. And believe me I was driving a "safe" set-up car, not one set-up for the top real racers. The steering feel is too heavy at low speeds. The real car has very heavy steering due to lack of power steering and fat slick tires despite its light weight. So, if you want to turn the wheel with the car stopped be prepared to use some muscle. Once moving, the steering is springy and lightens up quickly. The car responds fluidly to your every input. It is not like a Skippy. It's a dream to drive and you can drive it up to 9/10ths with ease. It makes any road car feel like a dump truck by comparison, so I hope no one thinks it should be at all difficult to drive or control. Of course the last 10% gets trickier, but it is still on the forgiving side of the scale by race car standards.

The heavy steering that hangs around much too long could be related to another bizarre element--the skidding or drive line binding when you come out of the garage or turn very sharply. As someone mentioned above, it acts like a go-kart suspension. Although this car does feel like a bigger or full-size go-kart to drive, that's because of its incredible responsiveness and flat cornering capability, not because it has no suspension or is actually constructed like a go kart. Something is seriously out of whack here. It feels like an AWD drive train with its binding and understeer!?!?

Throttle response seems incredibly jumpy in neutral. I don't think the real car can jump from idle to red line in that fraction of a split second. Once in gear, it's as though the throttle has suddenly been tamed or electronically throttled (pun intended). The real one I drove did not have this dullness. In fact, I spun the car leaving a hairpin corner just by getting on the throttle in second gear maybe half a second too soon. Just a smidgen too much steering angle left in the unwind when I got on the gas and around I went. But that was above 9/10ths. Anything below that and it felt like it was on rails. You could make yourself sick to your stomach just by weaving to warm up the tires there is so much lateral grip. Throttle response should be closer to USF2000. The relatively peakiness of the little engine does seem to be properly reflected. You have to rev it to get all the power, but it is still impressive acceleration mid-range.

FFB: My CSW feels OK--no serious issues with jolts or roughness. However, while in the "too heavy" steering phase described above, the FFB is grainy (and this could easily manifest itself as actual harshness on other wheels), like the steering rack is in some metallic molasses. The Skippy has always had this odd "feature" that doesn't exist on the real car. The Radical FFB should feel very much like the USF2000. If I closed my ears and eyes and drove the rF2 USF2000 and could get rid of its superior high speed aerodynamics, you'd have what the SR3 should feel like. Tossable. Feels and reacts like a real car. Incredibly capable by anything other than F1, Indycar or Le Mans standards. Steering rack feels like it is attached to rubber tires and bushings and has the appropriate spring to it. Fat slicks are very interested in self-aligning...the faster you go, the more so they want to centre themselves. Like many rF2 cars, this progression is lacking in the SR3. Probably OK at rest, then too strong at lower speeds and then too little at higher speeds. That's a major part of what makes it not feel like a real car, whereas the USF2000 does feel like a real car no matter which speed you are driving it.

Draw your own conclusions, but I expected a lot more.
I never had the luck to drive a Radical in my life but I agree with you, specially about handling and FFB, when I drove it the first time I thinked "oh nice car" but after I gave another go without the post release wow effect and...well I thinked the same, this car shouldn't act as AWD and FFB should be near to USF 2000...
 
A beautiful and great sounding release which can be a lot of fun to drive. For me personally though at this stage it feels more like a mod car than a 1st party release since it requires settings adjustments that no other official content does. It's the only s397 release where I have to nerf both my FFB settings* and my AI settings** relative to all my other content. Until these things are refined a little*** this potentially awesome car won't be getting the love it deserves on my system.

* only dialling up FFB smoothing to 6 will stop the constant T300 rattling, at the expense of much road feel. Minimum force is already at 0.

** only neutering AI difficulty to 85-90 allows a hope of keeping up with them on straights, but then they are useless in corners.

*** I have faith that they will be
 
@bears switch to swingman cambera and look at the tyres. Are they look like completly flat? If so, and you are still on DX9 version, then you need to update to newest patch. Steam should do that automatically, so check integrity if it didn't.
Thanks mate a clean DX11 install fixed it thanks so much for your assistance it was driving me crazy
 
A beautiful and great sounding release which can be a lot of fun to drive. For me personally though at this stage it feels more like a mod car than a 1st party release since it requires settings adjustments that no other official content does. It's the only s397 release where I have to nerf both my FFB settings* and my AI settings** relative to all my other content. Until these things are refined a little*** this potentially awesome car won't be getting the love it deserves on my system.

* only dialling up FFB smoothing to 6 will stop the constant T300 rattling, at the expense of much road feel. Minimum force is already at 0.

** only neutering AI difficulty to 85-90 allows a hope of keeping up with them on straights, but then they are useless in corners.

*** I have faith that they will be

What's your strength setting in Thrustmaster control panel? As with a T300 you should always aim for 0 smoothing. Mines at 60% with smoothing on 0, I don't get any bad rattling at all.

FYI AI issue has been noted.
 
Very annoying rattle on a T300 here too. Tremor and noise is even worse than in a G27 without smoothing. Adjusted some parameters corrects but is not the solution since FFB does not feel quite right then.

The car is a lot of fun although it seems quite "easy" to carry since it is very difficult to lose. I was playing for a long time and I do not remember doing any spins with the car all day. I'm not an Alien but I was pushing really hard at many times and although the car was not very stable, it was 100% controllable. Some block, some big slide, much understeer ... but always under control.

More tests today with the setup to see if it improves the feeling a little.
 
What's your strength setting in Thrustmaster control panel? As with a T300 you should always aim for 0 smoothing. Mines at 60% with smoothing on 0, I don't get any bad rattling at all.

FYI AI issue has been noted.
Mine's at 70%. The point is the Radical is the only official rF2 content which rattles my T300 like it's my old G27. The problem is not at my end.
 
No issues with FFB rattling or feeling vague on my T500 RS, minimum torque set to 0% and smoothing at 4 in game.
Had a blast driving this car since release, I love the way it slides on throttle in the corners in a progressive and controllable way. The AI do seem to have 50hp more than me on the straights though!
 
An interesting aspect is that engine file lists the engine as the 1500cc version which is not the standard engine for these cars.
1500 CC engine is good for 260HP.
Also the max speed the car achieves is only equal to the 1345cc standard version engine.
Info referenced from Radical Australia webpage.
 
Mine's at 70%. The point is the Radical is the only official rF2 content which rattles my T300 like it's my old G27. The problem is not at my end.

Well just maybe it is, try with a fresh controller ini file also use the wheel check program to find the right FFB as I've read most T300 users are below 70%.
Other T300 users are also finding the radical just fine, my guess is faulty controller ini from a build has messed things up as others have found a fresh one fixes other issues, so it's definitely worth a try at least :)
 
Well just maybe it is, try with a fresh controller ini file also use the wheel check program to find the right FFB as I've read most T300 users are below 70%.
Other T300 users are also finding the radical just fine, my guess is faulty controller ini from a build has messed things up as others have found a fresh one fixes other issues, so it's definitely worth a try at least :)
Cheers mate I appreciate the help. I'll let you know how I go
 
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