[REL] [Open Beta v0.9] International Formula Series 3

Its interesting to hear some of the feedback here considering many of you were praising it pre 0.9 and now its said that it's different even though absolutely no physics changes have been made or anything that would affect physics.

As to the other feedback about authentic physics etc. The objective of the beta builds we release is to serve a couple things. First and foremost it is to serve the purpose of acquiring feedback. So many sim-racers around the world use different hardware and acquiring feedback on issues that arise for various players helps us look into evaluating how to improve it as we go alone. This does not mean v1.0 will be perfect and why anyone thinks v1.0 is considered the stable or authentic or perfected version I do not know. Through the feedback we acquire we discuss internally to evaluate what is wrong and determine what path we have to go down to make fixes in the areas we deem to be rightfully wrong as stated. Where it concerns physics, sometimes we'll have the opinion of a different way and we may stick to that, but that's our choice. What I will say however is that I see a number of people complaining about certain physic aspect yet they run off the default setup without adjusting anything. This type of feedback is the type we don't even look at twice. We understand the default setup needs to be good, but it does require player changes to be perfected for a track to track basis. You can't expect to get in the car at any track and have it run perfectly to your driving style.

We recommend players to play with the setup, see if the changes they make actually tune out the negatives they have with the vehicle behavior. If a change doesn't affect the car as it should, then report it to us, that helps us maintain a healthy list of issues that are valid for what these vehicles are intended for and we can look at working on them.

The second thing the beta builds serve is the ability to provide vehicles earlier for all of you to enjoy so that you are not waiting for a (for lack of a better term) v1.0 release which may still be bugged and be far further in release than we originally did with the beta's. We feel this system is a better way so that we can also acquire the extra feedback as stated above.

Well, I for one didn't say v. 1.0 would be perfect, just hopefully a credible attempt at realistic. It's clear that 0.8/0.9 has serious issues. As I mentioned, it feels pretty good to me other than the tires that feel like hard solid rubber, which makes it difficult/impossible to accurately assess the rest of the physics. I wouldn't make an overall assessment until that basic issue is fixed. If you don't plan to fix it for 1.0, that's your choice, but if not, using a standard release numbering system is a bit redundant.
 
Its interesting to hear some of the feedback here considering many of you were praising it pre 0.9 and now its said that it's different even though absolutely no physics changes have been made or anything that would affect physics.

Those are the folks whose feedback should be dismissed.
 
Its interesting to hear some of the feedback here considering many of you were praising it pre 0.9 and now its said that it's different even though absolutely no physics changes have been made or anything that would affect physics.

As to the other feedback about authentic physics etc. The objective of the beta builds we release is to serve a couple things. First and foremost it is to serve the purpose of acquiring feedback. So many sim-racers around the world use different hardware and acquiring feedback on issues that arise for various players helps us look into evaluating how to improve it as we go alone. This does not mean v1.0 will be perfect and why anyone thinks v1.0 is considered the stable or authentic or perfected version I do not know. Through the feedback we acquire we discuss internally to evaluate what is wrong and determine what path we have to go down to make fixes in the areas we deem to be rightfully wrong as stated. Where it concerns physics, sometimes we'll have the opinion of a different way and we may stick to that, but that's our choice. What I will say however is that I see a number of people complaining about certain physic aspect yet they run off the default setup without adjusting anything. This type of feedback is the type we don't even look at twice. We understand the default setup needs to be good, but it does require player changes to be perfected for a track to track basis. You can't expect to get in the car at any track and have it run perfectly to your driving style.

We recommend players to play with the setup, see if the changes they make actually tune out the negatives they have with the vehicle behavior. If a change doesn't affect the car as it should, then report it to us, that helps us maintain a healthy list of issues that are valid for what these vehicles are intended for and we can look at working on them.

The second thing the beta builds serve is the ability to provide vehicles earlier for all of you to enjoy so that you are not waiting for a (for lack of a better term) v1.0 release which may still be bugged and be far further in release than we originally did with the beta's. We feel this system is a better way so that we can also acquire the extra feedback as stated above.

I have some feedback after appr 30 laps of testing on Med Aero BTW
The cars look and sound fine, so well done on the eye candy.
However sorry to say the physics are IMO needing some work. In principal the rear grip seems excessive. Over steer on or off throttle is very hard to provoke. When you run wide its always the fronts that let go. I tried Aero at 14/0 front/rear to test the aero balance in med speed corners but it was still the front that runs wide. Doesn't matter if you are on throttle or off throttle, you cant have lift off oversteer, throttle oversteer, you just cant have oversteer. This lead me to conclude that the mechanical grip is too great at the rear. I played with setup; stiffened the rear, softened the front. Set diff lock at 5% (min). Diff lock is largely superflous as the rear just stays where it belongs. It wont swap ends. I even red-lined it and dropped the clutch in 1st gear and it wont wheel spin, just bogs the engine.
In motec the rear rubber temp are running at a cool 50 deg after 4 laps. So it led me to conclude that the rears just aren't working due to too much grip.

It detracted from what I personally enjoy -the ability to balance over steer and understeer through both mechanical and aero grip routes.

I also seemed to me to detract from the FFB as there is little happening to the rear of the car.
The car had IMO a bit of a dead "URD" feel to it.
I experienced similar sensations in a GT3 Porsche from RF1 that was "updated" to RF2 but the physics not fully optimised.

My personal conclusion: It could be better through a better grip balance as an introduction to open wheelers in RF2 as is its stated aim. This would mean that key skills like throttle control or counter steer are involved.
 
Last edited by a moderator:
We have organized an online race with these cars and we had the good fortune to have among us a real pilot with these cars raced for him are pretty simulative except for some small aspect that should be improved.
Here's the video with the highlights:

 
Mastpalermo
That is a very nice video, well done.

At 1m14 sec 3 cars seem to have oversteer and some countersteer which amazed me! As I never managed to get oversteer despite my extreme setup.
How did they get the rear "loose"?

Obviously its highlights and doesn't contain everything but, I noticed no wheel spin at the 2 starts and no one lost the rear end, just ran wide.

Anyway my challenge remains, drive RF1 F3 and compare / contrast.
We really need to be able to affect the cars balance to over or under-steer with both mechanical grip balance setup changes and aero balance changes.

If, like in F1 2010 (which I played and enjoyed BTW) you can have aero maxed at the front and zero at the back plus have the suspension tuned to over-steer and still not get over steer there is a fundamental issue with the cars grip balance.
For example in F1 2011 Codies addressed this and 2011 became a bit more at the sim end of the "simcade continuum"

There are other weird things happening with tyre temps in Motec apart from rears that run at ambient +10 deg.
Peace to all but the grip balance is wrong.
Its a Beta. Hope you get there.
 
Last edited by a moderator:
Does anyone have a download link for this? The official one says the downloads page would be updated in December 2014........
 
Does anyone have a download link for this? The official one says the downloads page would be updated in December 2014........

Tires are off, you don't want this (at least yet). The AC version is still off too.
 
Does anyone have a download link for this? The official one says the downloads page would be updated in December 2014........

Go back to the Home page and go for it again. I found it but not from the link given. Seems they have rearranged the site and the page the link on first post still take you there.
 
I have done a 2010 complete set of skins and would like to create a 2010 season ,how is it possible?This way I could upload the set for others if they want it.
 
I have done a 2010 complete set of skins and would like to create a 2010 season ,how is it possible?This way I could upload the set for others if they want it.

Hey Ned, I finally had a moment to spare so here is my method. I've really not had time to proof read it, so can you let me know how you get on?
Feel free to PM any questions mate.
View attachment 17431
 
http://www.mediafire.com/download/4dfkip72smbijtc/FS3-10.7z Here is my 2010 complete set of the season with Prema,ArtGP,motopark,Mucke and Signature teams. 17 cars complete with driver suit and helmet.Thanks to matf1 who made the package for me .It works for me and will show in the game as "European F3 2010" with the original mod in his place and still working.Hope you like it and tell me if I upload it on other race site.Feedback welcome.
View attachment 17763
 
Great Car but it is awful at Oulton Park, I'm not sure if its Car or Track i get to the hairpin and the car gets stuck in the road and is launched miles high... Does not happen with any other open wheel which is where my confusion lies?
 
Great Car but it is awful at Oulton Park, I'm not sure if its Car or Track i get to the hairpin and the car gets stuck in the road and is launched miles high... Does not happen with any other open wheel which is where my confusion lies?

I would guess there is a shelf or step on the track mesh that catches the bottom of the car. You could try raising the car and adding packers to see if it clears the problem area.
 
Yeah, but you'd be told otherwise. Not surprising :)
I do remember someone saying he didn't release what he promises but when mak-something released this car, the 91 mclaren.. i was happy that this person was/were wrong.

Shame, i like this car :(
 
Back
Top