Hello guys, a short question by my side: Who know what's the realistic % of damage to be set in game? The default one is 50%, but to me it seems to arcade; if you set it to 100% everything seems to fragile. Cheers
Cars are fragile in real life. If you watch DTM which starts in a couple of hours by the way you will see that slightest contact provokes spoilers to break apart. It is up to you to use the percentage that fits best so that you can enjoy.
You are right Spaskis, but my main concern is about the fragility of the suspension on GT cars: e.g. with 100% damage, driving McLaren 650s gt3, every time I get the minimum contact with adversaries, I gonna broke something and my set-up become asymmetrical!
If you find it especially fragile compared to other GT cars, you can report it in the MCL thread. If it is a general issue, lower the damage% until the spot you find it realistic. Understand that fine tuning damage will probably not be correlated in the same way as the rest of the physics. It would be quite expensive.
I think I saw even Christopher saying 100% damage was too harsh Yeah GT damage (on Simtek and S397 McLaren) is just too much on 100% if you watch a real life race the guys have some heavy contacts and keep driving the same way as before while in rF2 you do a rather light contact hitting the full side of the car for example and it starts pushing to a side already, and then you have huge repair times that will equal to no damage fix if you let it repair for some time and skip it, even if you skip at like 80% of the repair time you leave pit with full damage I mean sure you'll get huge repair times in real life, but the way damage is done and repaired in the game need to change IMO Of course I may be just talking shit
I personally run at 100% because as SPASKIS said, in real life cars are fragile. I find it not fragile enough on some series, even at 100% (say, with F1). For some - very realistic, DTM, BTCC are nice at that setting. But if you want to adjust it to whatever feels real to you, you would have to readjust it for each series/mod, because there won't be consistency.
In my opinion some time 100% of damage can be too low. Every (really) light touch we have is not a problem. In real, if you touch really smoothly something like the "wall of champions" in Canada you're dead. If you get touch with another car you can have heavy damage. If you go outside the curb and you drive a wheel on the grass you can do that 1 time...because doing again could mean to see the tire and the suspension to fly away.
Some mods aren't fragile enough. Used some formula one mods where I or others have copped a whack and still got their front wings on.
@Christopher Elliott The new S397 are not at all fragile enough, it is not at all realistic. Compare with ISI cars
For me there is an important element to know. In rFactor2 the deformation are disabled compared to rFactor1. And this lead to amplify the damage on contact. On our mods, we stayed on the rF1 value because we understand the deformation will be activated again one day. So the car are fragile in rF2 for the moment with our values. @Christopher Elliott are the deformation planned to be back again in rF2 one day?
I haven't driven any official content in ages, so I can't speak for it. I did write a car off entirely in the 1996 mod though with a mid-speed accident at Barcelona.
If the component damage isn't relatively modelled correctly the overall damage multiplier could be very unrealistic. For example, you may find that at 100% damage the nosecone never breaks off in a frontal impact yet the suspension gets bent at the slightest nudge with the wall. I find many mods have their relative component damage set unrealistically.