Congrats for the onboard roll bar cam, great attention to details, uncommon for rf2 standards. The interior is very well done.
Like many, I've just started to return to rF2 thanks to LFM. The Cayman is the car I've picked for the rookie series. You subscribe to a mod car and don't expect too much, but I am really impressed with this one. I didn't know where it had come from before seeing this thread and it has been great to see passionate level of detail that went into building it. Thanks
Most of the mod... or even 'official' content for that matter... ... I give it a try... and uninstall... ... this one I kept. Looking foward what you come up next. Thanks for sharing... both the progress and the 'final' result.
I've done some races with the Cayman... here some feedback. - Cars is a lot of fun even more so during racing... same as the first impression I had. - Very nice job on the liveries... so many... for any taste... and very well done. (I think I noticed one with weird lightning) - The dashboard doesn't look bad when zooming out on a single screen with default FOV... but for those who use 'correct' fov on a triple screen... we can get very close to the dashboard... and could use an higher resolution... for the big gear indicator. - The FFB is very informative... even more so that S397 content... it's a plus on my book... it make sense and give me what I need. - On the physic side itself... I would slightly make the car less stable, just a notch... even with TC and ABS off... the car still seem a bit too stable... if you compare to S397 content for example... Porsche cup or GT3... if you are to aggressive you're able to make the car oversteer and spin 'easily'... with the Cayman... it's possible but very hard... a bit too hard imo... I wouldn't change the physic drastically... just a slight touch less stable without driving aids... and let people choose the level of stability by cranking up TC and ABS. - I also noticed that the virtual wheel doesn't follow my movement... I double check and it seem to be a specific issue to the Cayman... also check other... on twich... they had the same issue... don't know if it's a know issue. The point above are just thing that I noticed using the Cayman... just in case it come up this way... not even suggesting anything need to be change... just sharing some thought/observation using it. At the end of the day... it's great car as far as i'm concerned... maybe not perfect... but made me want to race again... after a long pause simracing... so even if it never get updated again... I'll probably keep enjoying it on track... for year to come... so thank again for sharing.
First of all, today we reached Also in a 26 hour run from 3D to game I have the dash done aside of few minor details like Porsche logo that is missing and a knob at ABS. New modelled dashboard, fresh shader tricks and new physics with better tires and BOP are coming very soon. Started to OBS record the AO baking and how I use it in my shaders. Full WIP is visible here from scratch: Discord For those waiting, thanks for understanding and supporting. It's what kept me going. It took me longer then I wanted but I had too much work with other NDA work. I kept my promise, same for Fuji. @lemming77 aka April did amazing work again on the physics side. Together with GEM we where able to get some 'Aliens' on it to press the lemon out. Based on them we got new BOP for Cayman and Supra + future GT4's.
I do my best to wrap it up asap. First the Cayman mod will get an update on steam followed directly after with the BOP pack
is there any MOZA DD wheel owner here? I just have very very light FFB feel on my R9 and cant find any tuning in Pithouse that would make the car pleasant to drive. thanks in advance
Perhaps you have had the Moza R9 not working to its 100% potential since day 1: The profiles for the Moza R9 in the "Controllers" folder a while back, when I bought my R9 were all wrong, as they mentioned the maximum torque output of 16Nm (corresponding to Moza R16's) and, as well, came by default with the in-game maximum FFB effects at -4000 (-40%), instead of -10000 (-100%). So, check what your controller.json file, which I believe is inside the Userdata folder as a loose file sitting alongside the player.json which has the other ingame parameters stored. So, open the controller.json file with Notepad or Notepad++ and look for those two two parameters, which could be wrong, due to rFactor 2 taking the from those preset profiles in the Controller folder. ie. to be clear: maximum torque: change it to 9Nm maximum FFB effects: change it to -10000 Now, in the Pithouse menu, stick with S397's recommended settings shown here: https://docs.studio-397.com/users-guide/wheel-and-pedal-guides/moza-racing Fun fact: S397 made a very nice guide on their recommended setting and then shat the bed when placing the presets for the R9 and the R21 in the game, with all 3, R9, R16 and R21 having the R16 maximum torque of 16Nm... This caused a number of cars to feel numb and uncommunicative... As a fall back alternative solution, just ramp up, instead lowering, the car specific FFB...
thanks for the detailed feedback I will look into the json files if I find discrepancy. Just to be clear, I have several profiles in MOZA Pithouse that I pick up from Sim to Sim or even inside same Sim with some specific cars I am not satisfied with the FFB I have a generic RF2 FFB profile for example, I am considering to use the FFB curve tweaking as i did with a couple of cars in AMS2 and ACC for example Maybe the CAYMAN needs some camber tuning possibility...
For rF2 I simply remove all and any interference from the wheelbase software and let it interpret the FFB signal 100% pure.
Ok thanks don’t want to interfere with this thread so I will contact you separately to completely understand your pit house settings
Version 3.0 is up on Steam. Sorry for the long wait, was seriously busy with so much all at once. New stuff on V3: Sounds by Cosmo Dashboard 3D/PBR Steering 3D/PBR Outside Place LCD behind the front window Wipers, animation and rain-wiping stuff Delta screen that updates each lap, great to motivate yourself -> you also have flags on the screen and red line of engine rpm Rim lod fix Improved PBR's Roof supports 3D/PBR New tires and small physics tweaks all around. VR ready, you might want to adjust the front/rear position on the steering with a button to tweak how close you want the steering to be. I tried to adjust the cam file so you are in the right zone at one screen while in VR you are a bit too close to steering (I rotate a button to move my seat 10 cm more to the rear). FFB-wise I recommend 5% smoothing on the VRS as this is completely what I had in real life (even a bit to many details still).
Someone pointed out that the rain tires can make the car faster in dry, as I doubt the lifetime I wonder if someone can test 30min or till both tires need replacement. With this info I can tweak the rain tires as I actually did not tweaked these yet. Only the Slicks are new in V3 but I can copy over the grip stuff we have tweaked for over a year.
Car sound and looks excellent now. Thanks for your hard work. The AI seems to have some serious problems with the car. I see a lot of understeering of AI driven cars, causing them in going off the track (tested at Mugello) although they are slow in turns. Being no car modding expert but AIgripmultiplier in tbc seems to be low with a value of 0.85. Other cars use a value of 1.00 or above. AI driven cars also have a blocking/standing inner front wheel when going through narrower turns (tested at Mugello and Nürburgring GP) - look at attached screenshot. Tested with an AIgripmultiplier of roundabout 1.00 and the AI was much faster and had less problems with understeering but the blocking/standing of the inner front wheel was still there.
I'm aware of this as there will be a small update in the future. Rain tires will get an update based on the models I have. AI was lowered on grip as they would be way to fast now vs player. Some variables are at not at play in the AI tire code that actually are at play for the player. Online the car would be perfect now but offline we have new issues. I guess it will be always something new, on Spa they are a bit slower. Brasil faster and so on. V2 had the TBC files at 0.9 grip. So this small change does a lot. It's tested on official tracks only, some modded ones can give weird outcomes which I would not trust to be honest. Also I am in need for someone to help with physics, I pay for it.
Sorry to bother you, but Motec reports negative differential, first and second gear ratios so something is wrong. Here is a datasheet with correct ratios.