[REL] [Open Beta v0.3] Classic Cars Mod

Discussion in 'Vehicles' started by Petros Mak, Aug 14, 2012.

  1. Senna12

    Senna12 Registered

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    Hi,

    Great update:) These models look very high quality.

    Cheers,

    Sean
     
  2. Gupster

    Gupster Registered

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    Thank you for the Mazda, it is a beast!
    Any more in the pipe?
    Nag I know :)
     
  3. TIG_green

    TIG_green Registered

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    I gave the Mazda another try few days ago in Silverstone. Had to lower ffb multi as low as 0.03 with my T500RS :p (with this multi I had approximately the same torque that I have with other cars with 0.55-0.6 multi)

    Car felt mainly good, but one big problem: I spinned almost every time going to T3 (slow right hander). I lowered my brake brake pressure quite alot so I don't believe it was brakes locking (didn't felt like it). Also my speed was quite low and AI cars was able to drive trough the corner with the same speed without problems. It felt like the car lost contact to the road with low speeds (coming from high speed). Other cars don't have this problem with my current settings. It was like you couldn't turn the car or it would snap instantly. Problem existed in T3 but also in the last chicane.

    Is that a known problem with the current version?
     
  4. Petros Mak

    Petros Mak Registered

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    The tire physics on the 787B are temporary and as we only have one person (Derek) who can do tires perfectly at the moment, and with him being busy with client work as well as other cars, its a bit hard to get these finalized. Even our Porsche 962C and Sauber C11 are waiting for tires to be done. We're looking to find another avid physics programmer who desires to learn rF2's system as well as Derek has and to help us cover more cars at the same time. So far we've had no luck but we're still working away and going as fast as humanly possible. :)

    I expect with the new tires that it will be a lot better to drive, I cannot detail if your problem will be fixed, that is something we'll have to see when the new tires are done, but hopefully it should be fine. :)
     
  5. Denstjiro

    Denstjiro Registered

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  6. Dale B

    Dale B Registered

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    This is awesome news, keep up the great work!!!
     
  7. Racefreak1976

    Racefreak1976 Registered

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    Mazda 787B fan edit

    787B with music. I'can't drive this thing properly because of very strong FFB forces.

     
  8. Nelson

    Nelson Registered

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    got the same issue (using T500)
     
  9. hexagramme

    hexagramme Registered

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    I have the same issue, using G27.
     
  10. GCCRacer

    GCCRacer Banned

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    Oh my, these three cars togehter will be heaven.
     
  11. cosimo

    cosimo Registered

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    I tried 0.10 as ffb multiplier and it's sort of driveable (T500).
     
  12. rob1178

    rob1178 Registered

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    I'm still struggling on rear locking at low speed. .1 mult does make it drive able but that rear end is a real pain!
     
  13. YoLolo69

    YoLolo69 Registered

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    Same FFB value in controller setting 0.10 for me and my T500RS, very good and enjoyable car :)
     
  14. tjc

    tjc Registered

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    A pain in the rear end then... :p
     
  15. rob1178

    rob1178 Registered

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    indeed!
     
  16. YoLolo69

    YoLolo69 Registered

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    I had the same problem sometimes ago (which mean 15 minutes ago, and I speak about the rear of the car, not the tjc problem he honestly shared with us :p ), don't hesitate to try an higher value for the rear wings. Just tested 10 (default 7 AFAIK) and I have a far better control of the rear even at 'low' speed (between 60 and 100 KM/H), it stay planted in curves. I was fighting at Le Mans and Blackwood for all 'slow' curves and was loosing rear each time and then spin. Now I will try to lower it (I lost too much top speed) until I found the good one. I have no other helps than autoclutch... It work for me, but note I'm a setup specialist for computer, not car, so take this with a pinch of salt :rolleyes:
     
  17. baked bean

    baked bean Registered

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    Make second gear long and take all slow corners in second, also turn up coast too, helped a lot for me any way. :)
     
  18. rob1178

    rob1178 Registered

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    thx guys. ive had a look at diff settings before but will try the long 2nd gear and higher wing
     
  19. baked bean

    baked bean Registered

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    The cockpit view seems strange to me because the camera moves around and wobbles a lot giving me no confidence in the car at all, I have head shake off completely and yaw is on 0%, I know you still get a little movement on ISI cars but the view seems to be more zoomed in making the shaking worse.
     
  20. YoLolo69

    YoLolo69 Registered

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    Agree, I usually set between 40 and45 degrees FOV and even with 45 I'm still too close to the wheel and cannot make my seat goes rear as I'm at max. I guess it should be use with a higher FOV (that I don't really want). Also, do you see the...grrr I lose the name in English: the car panel when you can see speedometer, gear, rev, etc (behind the wheel). It's all very dark, gray and black for me like if some lights need to be turned ON (I tried head lights without success). Does I miss the magic key here? I have to use an HUD instead, which I avoid when I'm on cockpit view...

    The Baked Bean advises are pretty good and it's more easy now to handle this car, thanks!. Saying that I still need to raise the rear wings for some curves at Le Mans. Need practice and be nice with throttle and also with steering when speed decrease or you will dance...and I'm a good dancer ;)

    For the head movement I always change those 4 values below in the player.plr file to lower head shaking and those values are fine for me (I kept default value in the remark field and didn't touch the Head Physics one)):

    Cockpit Vibration Mult1="0.25000" // default 1.00000 Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)
    Cockpit Vibration Mult2="0.25000" // default 1.00000 Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit
    The above is a speed based vibration for cockpit view only. Setting to 0 will disable, although the defaults were slightly reduced in the newest historics mod.

    Car Vibration Mult1="0.25000" // default 1.00000 Vibration multiplier affects cameras attached directly to the car
    Car Vibration Mult2="0.25000" // default 1.00000 Secondary engine vibration multiplier affects orientation of cameras attached directly to the car
    This is an engine RPM based vibration affecting ALL onboard camera's including cockpit view. 0 will disable.

    Head Physics="1.00000" // default 1.00000 Fraction of head physics movement applied to cockpit view (position AND rotation)
    This is the force based cockpit view movement multiplier. Again 0 will disable, although I can't say I recommend setting this one to 0, personally I feel more in touch with the car with this enabled, but it's not for everyone.

    Edit: those values and remarks don't come from me, grabbed in rF2 forum. I tuned them to my tastes...
     
    Last edited by a moderator: Apr 28, 2014

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