![]() Some time ago they were toying with the idea of making rF2 backwards compatible with rF1 by allowing the player to use the same tire model as the AI (Essentially the rF1 model we all know so well) and we had HIGH hopes of that being the case. Hopefully they do it soon, and hopefully they don't break anything else in the process or (As has happened before) don't suddenly affect how existing mods work If you want me to take a look at something then report a post to bring it to my attention. I check this subreddit most days but don't have time to read all posts. Now the Devs at Studio 397 just acknowledged in their official Discord channel that the tire wall flex is broken in all cars since the last update and is going to be fixed in a future patch (No release date as of yet I believe). Unofficial: A reddit for discussing all things in the rFactor 2 world. I expressed -as quoted above- our concerns as modders regarding the rF2 tire model being out of our control and too complex. I just hope with time they make a more easily usable tire model that gives full control over it. This was written in the early days of rF2 but time has only confirmed it. So it's trial and error basically.Īnd all that, crossing your fingers to hope Studio 397 got it right to begin with, which isn't always the case as they had to rectify after discovering major bugs on their base concepts some time ago.īut if you want a well recognized expert's opinion (And also the reasons why he did not continue modding for the new rF2 engine), you can read Niels Heusinkveld's take on this here: So you have classic stock cars running on Transam tires, or classic F1s running on modern tires because there was no tire ever created purposely for them, and what modders have to do is start fiddling around with parameters that reduce grip or change characteristics in a manner that nobody has a clue how it works. 5000 Total vehicle rolling loss (all tires) (N) 0.1 0 Change in CRR 0 2 4 6 8. In the end what you have is many mods shod with tires that were never ever developed for those cars, so they might lack grip or have excess of it, or be radial instead of bias ply, etc, etc. We state that Rfactor return factor 14 fuel consumption change/RR. So modders are limited in general to whatever existing tires Studio397 has released, which get copied over and over to the new mods. The visible damage model is uniform and better than rF2. In general, a partially exaggerated yellow stitch can be seen. ![]() RF2 has a wonderful and well advanced tire model in real time 3D, but the problem is that nobody except the developers and payware contents creators (Not even all of them) have a fucking clue about it or can make new custom tires for mods. The low system utilization and natural color display are good. Everything can be customized by the community, including adding new tracks and cars, and a wealth of add-ons are available on-line.Working with several partners, rFactor 2 has been used in hundreds of esport championships all over the world – in particular McLaren’s World’s Fastest Gamer and Formula E.Alberto Ibañez wrote: Wilks knows much more about AC than most of us, but I can say some things about rF2 from my modder's perspective. You can run full 24 hour endurance events and in multi-player mode, driver swaps are also supported. Tracks feature "real-road" technology that changes the grip as more cars drive on it. rFactor 2 supports a full day-night cycle as well as dynamically varying weather conditions such as rain which dynamically builds into puddles. Race against a field of AI cars, or in multi-player mode against others. ![]() rFactor 2 features mixed class road racing with ultra realistic dynamics, an immersive sound environment and stunning graphics, perfect for top-level esports and a rich single-player experience. It offers the latest in vehicle and race customization, great graphics, outstanding multiplayer and the height of racing realism. RFactor 2 is a realistic, easily extendable racing simulation from Studio 397. ![]()
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