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Rfactor 2 tire model
Rfactor 2 tire model




rfactor 2 tire model

The AI can still be a mixed bag if you don't run a practice session. Half of the cars in fact look like RF1 ports, trakcside characters are those creepy looking 2D picture scans (why include something that ugly at all?). after like over a year most of the cars released before it was introduced still don't have it. All they did was fixed some bugs, went through no idea how many tire models until the holy grail of CPM has been reached and.

rfactor 2 tire model

Some Nissan car I stopped caring about a long time ago? Not there. Water being drained from tracks when raining? Well kind of there. I was an early backer, played the game since pre-beta-alpha-borked preview whatever it was and hardly any of the features that have been promised at that level have been delivered. It's more of an implied slap in the face from ISI and not the first one.

rfactor 2 tire model

The reason people have trouble getting used to it is because RF2 punishes severely for even trying to go fast on cold tires than any other sim and because the default setups for nearly every car are near undriveable garbage.įor me this whole news is hardly anything good. The driving experience is fine, arguably the best out there. And since I havent personally driven this car, I can only imagine how it handles by looking at some videos and the data that lays on the internet.Click to expand.Wat? No they don't. The current setup is ok for most racing scenarios, previously did GT3 cars and was quite enjoyable. The current setup is quite close, but steering seems to need some improvements. I'm trying to achieve the best handling possible with my physics. Theoredically if you are clever enough, you could setup the car to drift, because it has 700+ nm and you can switch from grip tires to drift tires now with ease. Also if you feel like something needs to be setup differently hit F2, I enabled some quick tuning params this time. I'll add some controller setup parameters soon. For example if you go sideways, the helper steers to the direction of heading. Currently I'm lerping the steering and added some steering helper's, one will countersteer by angle. Just some minor tweaking&testing to get it just right.Ĭurrently I have disabled the steering wheel anyways, because I dont have room to use the wheel atm, So I'm developing it with a xbox controller atm, pretty hard to figure out the most logical approach to a arcade controller with sim behaviour. Alot more than I expected from my simulation! I will soon share the experience with all of you, because it's getting really complete now. Sports Car GT – 50 Hz Īs for the ffb, it feels really good after those changes, I can have a 300nm car with race setup and front wheels at camber -5 and you can feel the road through ffb, it really is an amazing experience. NASCAR Racing 2003 Season – 288 Hz (possibly) Live For Speed – 100 Hz (general) / 2000 Hz (tyre rotation)

#RFACTOR 2 TIRE MODEL PRO#

NetKar Pro – 333 Hz įorza Motorsport 2 – 360 Hz įerrari Challenge: Trofeo Pirelli – 60 Hz Test Drive Unlimited – 100 Hz (collision detection) / 1000 Hz (vehicle dynamics) Right now the car gets a little jerky at low speeds when running at 50hz.Īlso I'd like to point this out, that mostly car simulators are running at higher framerates. And I'm trying to find ways to get the simulation to run at 0.02 aswell without side effects. Now they behave the way the car is set up, if there is 70/30 braking the car will understeer at heavy braking. Found out an important part that was missing fro mthe simulation that made the cars oversteer after heavy braking. But as for now The handling seems to be good. Doing some tests with powerfull cars to see how the clutch can handle it. A quick update, I set the simulation speed from 0.02 (unity standard) to 0.001 ( industry standard for tire model simulation)īasically it's a change from 50hz simulation to 1000hz simulation.






Rfactor 2 tire model