Porsche 911 RSR 2.8L

If you could share your max-scene with the car I could help with that :) Could've done that myself but it seems there's some additional work with mapping needs to be done for windows before starting with animations plus I didn't get why does wiper has a different mesh for cockpit and exterior view.

Thank you for your offer. I haven't been studying these things too much and I work with blender. I haven't done work on this model, just few slight modifications. As it happens I have messed with inner windshield to bake in panel reflections.

I have received great help on my 67 911s window wipers and rain effects before, the negative side of it was that I haven't been able to open 3dsmax edited objects with 3DsimeED anymore.

thanks for reply

thanks for "thanks for reply" reply :)
 
Have you made this model from scratch? The details looks very impressive and it has a huge potential. For me the mod structure looks a bit more like rFactor 1 style, and you definitely need an old 3dsMax to properly make the rain effects. Let me know if you ever want to take a next step and make top quality rF2 mods. Cheers mate
 
There are lots of cars which has huge potential in rF2. rF2 has huge potential, everything can get better still. But gamers doesn't have any potential, gamers to simracing is anti-potential, like a handbrake forgotten being on and dragging all the way. RSR is already way too good, much better than it should have been. I should have let sderennos mod stay alone. And perhaps only shared my work with couple simracers who knows what is what.
 
I have the impression that more and more rFactor 2 users are realizing how much you are undoubtedly above the rest in terms of...

- Competence in the field of physics
-Your general knowledge of car driving allowing you to restore behavior as close as possible to the cars you work on
- The immense intellectual curiosity you demonstrate to increase your knowledge and skills, and be as close as possible to simulated realism.

rFactor 2 is a niche simulation, and you are a niche modder (compliment) in rFactor 2...

Which means that there will never be a high number of simracers who recognize you at your true value.

I hope you continue, your cars bring me a lot.

Moreover, you touch on everything :
Track, car graphics, etc.

However, I would be delighted to know that you are relieved of some of the work, so that other cars as good in terms of physics appear:

If one or two people, aware of your exceptional work, worked with you to relieve you on the graphics, the sound, the icons, the liveries...

From my point of view it would be great.

However, you are the only master to decide how things should happen, working alone also has specific advantages, the same for distributing the tasks. It's up to you.

But yes, to make a long story short, the problem is not rFactor 2, but the solution. The problems are the simracers (in general, not all individuals), as well as the new editor who made strategic choices to the detriment of both advanced users of rFactor 2 and this small minority of simracers who are really passionate to the point of only wanting to use both an ultra-realistic simulation and cars that are truly credible in terms of physics and above all varied.
 
I am just small amateur modder doing tiny cars. Imagine how ISI, rF2 developers felt when they realized the situation. It got so much worse since the time they moved on away. I think S397 realized same thing too as soon as they started doing pretty good stuff.
 
I don't know how you do it but your mods have really good ffb effects which is an important part of area simulation.
I use your 50's cooper f1 cars when I test ffb.
Also a 1973 porsche 911 rsr car has good ffb.
thanks for the great mods
 
Good FFB has always been and will always been synonymous with good physics. If FFB is good physics has a great chance of being good too. Although in some cases FFB can be good, but physics just might not be of what they should be. Simracers should always be aware and catch things that might not be true, not just things that might not be feeling right.

Right now people doesn't really talk about rF2 anymore, as if there would have been some silent agreement. But some years ago rF2 has been mentioned over and over again for its great FFB. But people doesn't mention great physics, although it is the reason why FFB is good.

For example. Did you know that tire flex has significant role for geometry. All the instantaneous roll centers, and pitch centers shift as tire contact patch deforms to every direction. Simulations such as AMS1 or AC might be more handy for some people to plug in some more traditional data they can get and achieve "wow correlation wowzers". But rF2 is simulating what is happening truly, therefore exact to reality effects are much more likely to be recreated in such simulation. There is so much nuance that is possible to apply to tires, it is complex and difficult at first, and for purely data driven guys with 0 senses it is probably impossible to work with, but guys who can feel and has some sort of understanding it is possible achieve very satisfying and very realistic results with rF2 tires. Also very important is chassis flex, it helps greatly to make car feel alive and more "itself", you can mess up more with all these options availbale too obviously.

Force feedback works in a loop with what the simulation is factually doing. The forces at the steering wheel are just torques. When they go together properly with what you see on the screen (depends on computer performance and how fresh you are), when you try to make the car do something (depends on your skills), and when car responds good to that with a pinch of its own character as it can be expected (depends on what you know about the car), then it feels good and right. Loop closes.

In the past Sderenno released the car almost entirelly on the Lola T70 physics. People were very happy about the physics. That happened.
 
Good FFB has always been and will always been synonymous with good physics. If FFB is good physics has a great chance of being good too. Although in some cases FFB can be good, but physics just might not be of what they should be. Simracers should always be aware and catch things that might not be true, not just things that might not be feeling right.

Right now people doesn't really talk about rF2 anymore, as if there would have been some silent agreement. But some years ago rF2 has been mentioned over and over again for its great FFB. But people doesn't mention great physics, although it is the reason why FFB is good.

For example. Did you know that tire flex has significant role for geometry. All the instantaneous roll centers, and pitch centers shift as tire contact patch deforms to every direction. Simulations such as AMS1 or AC might be more handy for some people to plug in some more traditional data they can get and achieve "wow correlation wowzers". But rF2 is simulating what is happening truly, therefore exact to reality effects are much more likely to be recreated in such simulation. There is so much nuance that is possible to apply to tires, it is complex and difficult at first, and for purely data driven guys with 0 senses it is probably impossible to work with, but guys who can feel and has some sort of understanding it is possible achieve very satisfying and very realistic results with rF2 tires. Also very important is chassis flex, it helps greatly to make car feel alive and more "itself", you can mess up more with all these options availbale too obviously.

Force feedback works in a loop with what the simulation is factually doing. The forces at the steering wheel are just torques. When they go together properly with what you see on the screen (depends on computer performance and how fresh you are), when you try to make the car do something (depends on your skills), and when car responds good to that with a pinch of its own character as it can be expected (depends on what you know about the car), then it feels good and right. Loop closes.

In the past Sderenno released the car almost entirelly on the Lola T70 physics. People were very happy about the physics. That happened.
thanks for the answer, i would also add that on most rf2 cars there is a dead zone in the middle of the steering, i.e. on straight sections of road, in ffb which feels unnatural because even on a normal car you can feel some movement in the steering wheel that is transmitted from the road surface to the steering wheel
e.g. in your cooper mods something is happening in the steering wheel all the time and the effects are strong enough on the g29 steering wheel. if the effects are too strong on some other wheels they can always be reduced
but for weaker wheels they should be strong enough.
e.g. cooper mods prove that good ffb is also possible on the g29 steering wheel
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When center is dead and there is no firmness. Might need looking at front end kingpin axis, inclination and caster, Ackerman setup, maybe something in general geometry movement arcs. Sometimes geometries has surprising effects that aren't very obvious till you try them.

Oh and I have remembered. To me personally it is huge deal if steering wheel in game doesn't match rotation of my FFB wheel. It just does something in my brain that it feels worse when they doesn't match. In other sims too AC or Dirt Rally, I had these things and they always make difference, to how car handling and ffb feels to me.
 
When center is dead and there is no firmness. Might need looking at front end kingpin axis, inclination and caster, Ackerman setup, maybe something in general geometry movement arcs. Sometimes geometries has surprising effects that aren't very obvious till you try them.

Oh and I have remembered. To me personally it is huge deal if steering wheel in game doesn't match rotation of my FFB wheel. It just does something in my brain that it feels worse when they doesn't match. In other sims too AC or Dirt Rally, I had these things and they always make difference, to how car handling and ffb feels to me.
thanks for the reply, I need to test those different control system settings
 
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