@Imre Bende : thanks a lot to everyone involved, this is a very nice addition to rF2. I am really looking forward to DX11 and hope for tire physics improvements (noticed no flat spots). I am working on a tool called Crew Chief and my primary focus is rF2. I've added this series to our internal mapping, and have couple of simple suggestions: * Some driver names use year number. I understand why this is done, but this will confuse Crew Chief who tries to determine last name. * I would suggest using car class string for designating car class (like Enduracers does) not make and model (for example, WTCC_16, WTCC_17). Also, driver name collision problem will get sorted if there are 2 separate categories to pick from in session settings: WTCC16 and WTCC17. Once again, thanks for bringing WTCC to rF2!
1.31 out now 1.31 changelog - lower tire grip - edited damage model - more turbo sounds - updated textures (Gleason, Ehrlacher, Nagy) - new cars (Fernandes, Szabo) download link in first post
The grip level of the tyres seems ok. The problem is the car physics. They are impossible to spin. They look nice, sound good, the ffb is quite reasonable etc... but the physics still need work.
I think some of it has to do with the fact that those are FWD cars, also, not the most powerful, they are not so nervous under throttle.
I intentionally tried to spin the car, at speed, on the track, the curbs (green track), the gravel, and the grass, and with combinations of the above, and it is impossible to do. The car auto corrects itself (I didn't have driving aids on either) as the car tries to lose control. Perhaps the stability/traction control settings are too high as well? Perhaps Imre could get help from the community to fix the issue, as I would think these cars would make a great series?
Did you try adjusting your setup to make this happen? If it is using same physic as the AMS version the base setup is very user friendly (what is a good thing to me), people that want the car to spin have to adjust it
the wtcc cars have the physics too planted to the track. If you watch the real wtcc they even lift one of the back wheels under heavy braking in certain corners - that seems impossible to do in this mod. the models are nice and the cockpits are ok (im using vr so for me a good cockpit model is more appreciated), but the physics are definitely off. Hope it improves in the future
1.35 changelog - realistic tyres, grip, temperatures, pressure - edited rear wing aero - higher torque of engine - repaired damage model, splitter - much better AI - edited turbo sounds
Yes if you drive in the grass the car is “shaking“ in a strange way....as it would have tons of downforce or is tied on the ground with ropes out of rubber.
v140 out now in first message 1.40 changelog - created chassis file - real tyre sizes, slick and wet - edited weight balance - steering, ffb change - repaired minimum height - lower grip and wear - lower high speed - lower aero grip, lower speed in corners DX11 version is coming soon!
1.41 changelog - hotfix for 1.40 - repaired damage files - repaired chassis file link in first message