rFactor 2 Developer Q&A

Status
Not open for further replies.
I mentioned this months ago on the wishlist thread but I will reiterate..

REALISTIC CARBURETOR SIMULATION

No point in making vintage tracks with vintage cars and calling it a simulator if you don't need to pump the gas to start it and fuel mixture and choke aren't bound analog hotkeys!

 
Or better yet, have pre-race shakedowns. The cars go out on track a little bit before the start, but cant go on the front straight because of the festivities happening on the grid (you drive-through the pit lane to do another lap)
That is already in rF 1 - recon lap. Just set late pit closure (like 120 seconds before start of the race) and a good few minutes where the pits are open.
For example, in real FIA GT4 series, pits are opened for 5 minutes and then another 5 minutes when they are closed and you have that time to set yourself on the grid.... and then you have formation lap with flying start.
 
Will rfactor2 have an new or an overhauled Replay-System (that you can access during the session)?

regards
 
Will rfactor2 have an new or an overhauled Replay-System (that you can access during the session)?

regards

Can't confirm access during the session. It used to be that the main reason why devs allowed instant replay was because hard drives were too small to record the whole race for later viewing.

In any case, the replay system is being done now, primarily by the same person who did the tire model.
 
In the same way you can edit these things, can you make some AI bettter in the Wet than others? The Shane Van Gisbergens of the AI world so to speak :P

No idea on that, but another good follow-up question. :)


I have a few questions regarding this new packaging system:

- If I release a mod and want to include some smaller fixes afterwards (fixes in the physics) will I have to release a complete package or can I release some sort of small patch?
- Will tracks also be released as packages?
- If yes: is it possible to change some textures/objects (advertising) for different racing series? For example: F1 has other track side sponsors than DTM etc.
- What about trackpacks? If I want to release a complete trackpack for a racing series mod will these tracks all reside in one package or one package per track?

These are things we will wait to answer.

http://isiforums.net/f/showthread.php/299-rFactor-2-WIP-Reflections-Cockpit-Screenshot But In the opening post of that thread I can see "driver" doing something with right his hand?

More likely it was feeding the wheel after spin or something.

Will servers be able to store a teamspeak address so that drivers that joins the server can auto-connect to its teamspeak server?

No.


So my question is, will i be more connected to the car in this one than rf1 and will i have some idea of what the rear is doing?

Also will we have a huge built in ruleset, or the ability to create our own with ease? as in for different F1 seasons they had different rules and lenghts on practice sessions and quali (single lap, knock out, with fuel without fuel etc) because the dodgey way some modders get around it is a bit poor frankly, this isnt something that should be hard-coded.

I do. But I can't say you'll feel the same. I can catch slides, control slides, all the things you expect to be able to do when you can properly feel the car. With most simulations I have felt like it was track, jelly, tire. I do feel more connected with rF2.

Can't confirm rule implementation yet.

Will rF2 have a text-to-speech engine where spotters can say other drivers' names?

I don't believe so.


Oh one more, damage model.

Is this going to be significantly improved over the old? frankly the current is a little average in this day and age, and i mean if your going to have day night cycles and dynamic weather, a half decent damage model surely cant be too hard?

Small improvement (see the Q&A) for initial release, probably more later. It's about priorities and time, not difficulty.

I have a serious question now. Since the tire model video I have thought about and forgot this question 3 times.

Will the heat of the tire/patch of tire be the determining factor for the generation of tire smoke. Because it is a bit ridiculous in rf1. Every turn was a no opacity smoke screen.

A lot of graphical elements were produced before the new tire model, but with the new model in mind. This was done because there was a different person working on each and one couldn't wait for the other. The effects are still being tied into the new model, so can't give info yet.

When is the website for rfactor 2 finish?

When graphics are more final for screenshots, etc, most likely.

Just out of curiosity. What's not working as should?

Should is different to will. Everything is working as it "should", but those may not be working as it "will".


Thanks Tim,

I was pretty sure that this is not a guaranteed process. As a sim driver I just would like to experience a mod which reflects the best the physics of a real F1 car. I know it raises lot of commercial and legal issues (copyrights, licences, etc) and I am not greedy at all...just encourage you to get the physics of a car from 2009 and put in the package :)

All the best,

brigo

We have Formula ISI, which should give you this experience. But we are working hard for more... As I said in an answer above it's often not about difficulty, it's about priorities at that moment and time.
 
Good point Tim! :)


So...
What about suspension physics in rfactor 2? Haven't really heard anything about it, yet. In rfactor the suspension model is very basic and lots of settings in the setup wont affect the car how they are supposed to.

Are there going to be any improvements on that?
Just out of curiosity. Which settings does not affect a car in rF 1 as supposed to? :)
 
Not sure this has been asked before.

Will you open up the ballast to more than 255 kgs? Perhaps to 2000 just so that the upper limit is really up there.

With 255 kgs, we're looking at 4% slower with the P2 Porsche in the ILMS mod. Just not enough IMHO. :)

Thanks
 
Regardless if the comments above, the question stands. Since I am sure it's just a parameter to change for max ballast, it would be nice.

Thank you.
 
Will rFactor 2 feature a Fail-to-Qualify system that will automatically keep drivers from racing if they don't qualify? Like if they don't make the top X fastest qualifying times.
 
I have a few questions regarding this new packaging system:



- What about trackpacks? If I want to release a complete trackpack for a racing series mod will these tracks all reside in one package or one package per track?

I have a question too for that. Will we be able to drive all tracks we have installed like in rFactor 1 or depends that of the mod itself?
 
One more, with the new trackside animations will pitboards be possible? Obviously a low priority but would be great for imersing ourselves, specifically in the older series.
 
One more, with the new trackside animations will pitboards be possible? Obviously a low priority but would be great for imersing ourselves, specifically in the older series.

We have talked about pitboards, and we definitely want to do them--it will PROBABLY not make the initial release, but I can't say for certain yet.

As for the packaging system, we will give out more information on that once the format is final for release and we know exactly what baseline features it will and won't have. It will probably SEEM a bit limiting at first (again, depending on what makes the initial release), but we will be expanding on it post-release (word according to Gjon :) ). The idea for the release is to at least get a stable system in place that accomplishes our two primary goals--no online mismatches and no cheating due to local file changes. Once we get that then we can build on it to accommodate the various special case needs that mod teams and leagues may require.

We know that rF's strength is the ability to mod it. We'll probably have to ask for a bit of patience for rF2 as we start with a solid base and then expand it outwards into a more robust system. Again, it really all depends on what we have time to finalize for release. That said, I, Lo, and Luc will be around (as well as ISI support) to assist mod teams and leagues in doing what they want/need within the confines of whatever system we offer initially. And of course we'll be working with the community post-release to figure out in which directions we need to take the packaging system to achieve specific goals.

Again though, our main goal is to get people in to online sessions and racing without having to worry about if they have exactly the same files as what's on the server. If it's on your server list, and no mismatch is detected, then you know you can join that server and start racing.Once we accomplish that then we can make the system more robust and fluid.

With that in mind, let me take a minute to talk about the various community wishlist items. We have gotten SO MANY great ideas from the community--items that we'd already thought of as well as many that we hadn't. I know for certain that not everyone's idea is going to be implemented on the first go--there is just no way to do EVERYTHING that EVERYONE wants. Let's face it, at some point we need to lock down rF2 and get it out to you all. I hope this doesn't disappoint people, but I'm sure it will some. Again, just keep in mind that, like rF1, rF2 is not a short-term title. We will continue to expand and refine it and hopefully give it the same legs that the original had.

I think what we'll have when we release is a title that offers new features that take the racing environment to a new, deeper, richer level; and hopefully will give you an idea of the many possible ways we can expand on it from there...
 
Thanks Scott for that, looks to me as though you/ISI are going to expand more on RF2 than you did with rF1, lets hope so anyway!

Tim adding to my earlier Wet AI query for a later answer heres another one! Do AI have different Driving styles? i.e., turning later or earlier into corners, braking earlier or later, that sorta thing, ta
 
our two primary goals--no online mismatches and no cheating due to local file changes.

This won't affect view/camera file changes I hope. Unless rF2 has a spectacular setup wizard *cough* http://img.photobucket.com/albums/v504/F12Bwth2/Forums/rF2MonitorSetup3.png and the ability to adjust the seat 200% of current, Plus some lateral side to side adjustment.

Or the original wishlist item - the ability to tweak and modify each car's view in-game (which you can do currently with freelook and cam keys) and the ability to save it on a per-car basis (preferably in a folder other than the mod's so backup of multiple adjustments is easier)

Engine and Tire modification.. Lock it down.

QUICK NOTE.. Any word on the usability of "all cars all tracks" because the system is flawed/broken in rF1 and multi-class races would be so much more fun.
 
Definitely worth checking into. However, I believe only one race does this in one series? It's really up to the devs if they want to put the time in... But I'll mention it.
Michigan also:


Also, can we change the number of parade laps before the start of the race?
 
@Scott Juliano:

So does that mean that the packaging system that comes with the rF2 release prevents the ability to mod the game? At least until it's "expanded" as you write? I'm worried that this new packaging system creates a closed environment that brings more con's than pro's to the users and especially the modders.
 
Status
Not open for further replies.
Back
Top