I still have hopes for a proper hybrid implementation in rf2, given that many of the top endurance series use them and the wec license that motorsport games have. That would allow modders to came with even more modern cars (if the hybrid system is documented). ... Not having my hopes high, given that I haven't read any ai tweaks for oval racing and it's more than a year that nascar ignition was launched (and crashed).
But yes... I'll be buying the Q4 contend. S397 is quality contend, the tracks details are awesome and the cars drive great.
@Paul Jeffrey since this car is made by vanwall themselves , do they created new tyre for this car or are they building on top of goodyear tyre ?
What will the performance of the Vanwall be like compared to say the Cadillac DPI? Will this be the fastest official content LMP in Rfactor2?
does someone have problems with losing info on high speed corners? steering is just heavy without road effects. Seems like clipping but it's not. I have Simucube OSW set to 30% and ingame ffb at 100%.
maybe test with osw at 60% ffb in game at 70% other filters : damping : 6% friction : 6% inertia : 4%
Toyota has the most on track experience with this category and their car looks clunky compared to some of the newest designs especially when compared to the Ferrari 499. I wonder if Toyota's racing has dictated the design? In the IMSA series, when they went to the DPi category, the Multimatic/Mazda was the clear winner in best looking car design. But it also took the longest of the 4 builders to achieve any race wins.
Very good. I can't say I'm a fan of the prototypes, but the Vanwall exceeded all expectations - the driving experience is amazing. For me, it's unequivocally the best thing about the Q4 package.
Reduce the ingame multiplier and raise the ffb Level in the Simucube software otherwise you have to live with Software clipping. The Most cars produces Software clipping with the ingame multiplier set to 100 because it gains low signals to such a high Level, that there is no more signal headroom for higher forces. Reducing the multiplier, gives you the neccesary headroom and the Simucube Pro with higher Settings for example would not be limited to only 7,2Nm with your Settings and provides enough Hardware Power headroom for stronger peak signals. I have to Reduce the multiplier to 60 - 75 percent for most cars to prevent sodtware clipping. You can use even 50 percent and adjust the ffb Power only in the Simucube Software. That's the way it works
Nice... an actual review of the content instaed of Whinging about something else! I am glad you enjoy it and do to your review, I think I'll give it a go!
I hope you enjoy it ) Jardier has a good review. At first I thought it would be hard to control since the TC is constantly running in the video, but in fact it's fine.
Vanwall Vandervell VR Issue Enjoying testing out all the new stuff but i've found a problem. I can't use the Vanwall Vandervell in VR. For some reason, with this car in VR, it causes the left eye to intermitently go black, it goes black for a milisecond and happens randomly but regularly. It happens at every track i've taken it to. At first I thought there was something wrong with my headset but after further testing its just with this car, all other cars i've tried so far are fine. Its extremely annoying, I just can't drive it in VR Anyone else noticed this? Try it at Barhain, its so bright there it makes it very obvious
Ok, its bloody scary is'nt it because your first thought is "Sh*t my HD is failing!". Cheers for reply!
The flickering problem in vr has been around for a few months now => https://forum.studio-397.com/index....lickers-in-vr-with-porsche-gt3-cup-car.72360/
Thanks - we are aware of the issue and currently trying to replicate it with our developers, so we can look to review and fix. Currently, not having any luck getting the issue replicated here across a number of VR headsets, but we will of course continue to review and look to fix it soon. Cheers