Discussion in 'Vehicles' started by Slow Motion, Nov 22, 2018.
It works ONLY in devmode, suddenly at ISI time it stopped working in retail...
I posted your problem on 397's discord and only been told by some personal (no s397 guys, just some players) it's non priority and not suit to post there, the better place to report bugs is forum report section..
So you might need to post to bug report section (but I don't think it would help a lot...
IMO it would be important that S397 take into consideration the requests of SlowMotion, modder which brought so much to rF2.
We talked about it recently on the forum, talking about the specific suspensions of the Palatov D4 and the need to improve the physics engine of rF2 to be able to develop realistic AWD in rF2.
Thanks for interesting to the problem mate!
As I said I already posted internally opening a bug in the list, more than 5 years ago, recalling it in several posts, yearly... Recently other people internally complained for the bug, so Offermans knows very very well the problem as well as ALL people at ISI/S397.
Sometime people outside S397 that doesn't know things, better shut up... (without offending anybody, but I'm really tired to be ignored, ehehehe)
Because THAT IS WHAT THE BUG REPORTS SECTION IS FOR! Those on discord just told you it would get lost in the chat on discord. Do you really think the staff of S397 spend their entire day looking at discord chatlogs instead of checking reports for bugs in the BUG REPORTS section? If that offends you, being told the proper way bugs should be reported then I don't really know what you were expecting.
Doesn't need to be upset Woodee! S397 knows the bug since their managed rF2, because it was a very old bug and was added to the list... the main point is that in more than 5 years nobody took care to fix a so easy and quick thing to do... but the bug itself is not severe and we can live with it.
I did some laps with the car at Silverstone yesterday, very nice creation. Great feel from the tires and car balance is pretty much on spot after some basic changes. Not sure if there's too much grip somewhere since I managed a 1:45 without too much effort on a fairly green track and half tank. Though the game provides no wind velocity or direction, so lap time can be severely improved from that. I also did the usual setup stuff that tends to improve lap time a lot. I reckon the creators also judged from the perspective of the setup that's given in the chassis manual, so with that in mind, it's probably very close in terms of performance.
I was quite surprised to see such low pitch sensitivity. Most aero manuals that I've seen from Dallara's cars have quite a sensitive front pitch where you see a gain of around 2-3% in front aero.bal from just about 10 mm front travel, where the balance is very consistent with rear ride height changes. I have read that they did work on the pitch sensitivity on the car, so a great job by them if they managed to get it this good.
The only graphical issue I had was some weird grainy texture on the bodywork. I don't know if it's connected to my settings (it probably is), cause I'm running with the absolute minimum settings.
If this graphical issue already is noted I apologize for bringing it up.
@Robin Pansar everything lets me thinking that details are so low that it happens for this reason... if you look at the tarmac and ground you have same problem! In addition you maybe are driving a car that has a livery that shows more the "problem".
But sincerely I cannot call it a graphical issue, only "zero" (= too much low) level of graphics setting everywhere!
Just want to give a thousand THANK YOUs for this great car, it is my new favorite and goto when I fire up Rfactor2.
Bravo, and many thanks again! Now I just need to find someone to make me a classic McLaren Marlboro skin for it
1.04 chagelog: updated a couple of skins and improved the look of some detail, fixed a wrong visualization of rearwheeltrack in showroom.
first post has been updated
I have this exact problem with some of my scratch-made tracks, but it was a problem in the reflector part in my SCN file of the track, nothing to do with the mod, at least in my case. If its your track, just use the settings of one of the new tracks SCN, as Loch Drummond, for example.
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