sat off week race discussion

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Sat, 02/09/2013 - 13:58
CProRacing's picture
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Just got back from the Inlaws!

So glad it wasnt a WTCC night!!

 

Anyway will be on TS in around a hour or so and will be doing some iRacing.

Sat, 02/09/2013 - 14:11
kurupt's picture
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To much throttle on exit...one thing I've noticed untamed is alot of guys mistake oversteer with understeer...car doesn't turn in/rotate fast enough add an extra throttle blip to correct causeing the back end to whip around looking front and rear grip. Best example is the srf in iracing a lot of people think its tail happy but its. Actually has severe understeer and a slow rotation...feels like iam trying to turn the titanic lol Running stock iam in the mid 54's adding more rear arb I've hit high-low 50-51's on the edge but settle with a high 51-52 flat race speed
Mon, 02/18/2013 - 10:08
kurupt's picture
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Id like to run the wtcc extreme cars this sat if everyone has the gtr evo add on?

there the perfect blend of everything  V8 600hp rwd wtcc body with DTM body flares and loads of grip some maybe too much lol!

I did a race at zolder this morning and it was pretty fun, cars handled very well, physic were good and sounded awesome.....bit understeery and need a tad of throttle response coming out of corners cant just floor it like a fwd, but nothing 2 laps wont adjust too......IMOA a very good rwd trainer.

Theres a few wtcc extreme add on cars at nogripracing iam gonna test that caught my eye, theres only 4 ingame cars.

BMW, Chevy, Seat and Alfa

there was a chevy cruz, honda accord, volvo s60 and mercedes car add ons ill try, some of the mods had 4wd versions for those that arent comfortable with the rwd grip levels. 

ill post them once i give them ago, and will just run ingame tracks.

Also if enough people are interested in a btcc season 2 in the spring I wanna use the stcc cars with the BTCC tracks....if guys can afford $2.99 for STCC addon we can use both the stcc and stcc2 cars which will give us a heap load of choices and allow me to run the audi a4 next season :)

Mon, 02/18/2013 - 10:16
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I will probably be out this weekend and I don't have GTR Evo either. 

As for season 2 that sounds like a good idea Kurupt. 

Mon, 02/18/2013 - 10:31
kurupt's picture
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didnt gtr evo come with race injection?

 

Mon, 02/18/2013 - 12:07
Neverender158's picture
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Nope.

RACE Injection includes the following RACE 07 expansions:

  • STCC 2
  • Formula RaceRoom
  • GT Power Expansion
  • The Retro Expansion
  • WTCC 2010
Mon, 02/18/2013 - 12:11
Sherb's picture
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I'm out of town this coming Saturday.  157

Mon, 02/18/2013 - 12:21
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will give it a go another weekend

 

Tue, 02/19/2013 - 14:05
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Okay give in, I have STCC 1, so that SSR mod works as well now.

Thu, 02/21/2013 - 06:26
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Have u tried yhe ssr mod yet? Basically its stcc 1&2 with a vector and btcc skins...I havent come across any issues to date
Thu, 02/21/2013 - 11:14
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Yeah, seems fine.

Sun, 03/03/2013 - 14:01
kurupt's picture
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Since Iam having some issues with the DTM mod, I had a few ideas for moving forward toward the next gen of games.

1. we replace The DTM :( with the 2012 WTCC mod i posted a while back and run that till BTCC

or we can run and test the online betas for rf2 & pcars which help gain info on bugs so Knight can report back to ISI and I can do the same with SMS.  Most of us have the 2 for those that dont have pcars i might be able to help I currently have 6 accounts that i might be able to share my info with but not 100% sure if it will work but will try.

Sun, 03/03/2013 - 15:09
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You know I was thinking along the same lines, but unsure how many of us had both games. so count this as a yes from me.

Thu, 03/07/2013 - 15:50
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If we are running rf2 this Saturday, any idea what track/car we will be running?

Fri, 03/08/2013 - 07:21
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My vote, if we are running RF2 this saturday, is for the track Mid-ohio and either the Nissan's or the Renault Megane cars.  I have had pretty good luck keeping these cars on the track and decent pace. 

Fri, 03/08/2013 - 08:05
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What ever you guys would like, not sure which cars are further along in there builds than others, knight would know best. As long as the track is something familar iam cool.....iam.interested in running a green track with the added track rubber....not sure the full details or if there implimented yet?
Fri, 03/08/2013 - 08:14
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I know that the Renault Megane have been out since they first released RF2 and driving it last night was 1000 times better then when I first tried it back in may 2012. Also the Nissan's have been around for a while too. They both seemed to handle really well.  But I would like to see what Knight has to say about them and the tracks. 

Fri, 03/08/2013 - 09:05
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There are updates due for all the early cars, tire models physics etc (quite soon) Even the Corvette the latest is running with an incomplete rear tire model. On saying that the megan is quite biddable as it is.

Real road is implemented just running at an accelerated rate, so set the real road to Naturally progressing and the track will start green and rubber in over time.

Mid Ohio is grand, or LRP

If we do run the Megan watch out for the time of day, that dirty windscreen can be quite off putting when the sun is low.

Fri, 03/08/2013 - 10:09
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@ knight iam very interested in this green track rubber being added.....think its a great idea just curious since weather temps/ humidity are a factor this time around why they just didnt add rubber to all the corners and make the grip dependent on the track temp/time/yr etc. and add more tire mark visuals as the race progresses instead of starting on a clean slate each race and builing up the rubber grip?

Beside a brand new or repaved circuit most tracks would already have rubber build up on them .  Will the added rubber info be available to modders or is this tech. beining used for isi tracks.  Will they go further with this concept and add marbles outside the optimal line causing a lack in grip if ran over, they used a similar feature in shift 2 and i thought it added alot of realism especially when a big chunck would fly up and crack your windscreen

Understand if u cant answer these here :)

Fri, 03/08/2013 - 10:44
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Well they didn't add rubber from the off because different cars classes lay down rubber in different places, you can save the real road data to reload for another session if you want a pre rubbered track. So what you have is rubber that is actually being laid where is is actually being laid, not an approximation. Another trick to get rubber laid quick is to send out a bunch of AI and accelerate time...I do seem to recall there is an option to start with a pre rubbered track but not at my rig so cannot be sure.

Yes real road is available and used on non ISI tracks.

I believe that marbles are planned, even seem to remember them being in an early build.

Though it is true that tracks have rubber on them most of the time, we hear all the time of tracks rubbering in IRL, and you could for example run a race using AI say the clios, save the real road and load that profile for a GT race, giving the effect of running on a track just after a support race.

There is a lot of effort being put into creating an evolving race with everything changing over time, light, track, humidity, temperature and of course the cars.

 

Sat, 03/09/2013 - 15:18
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sorry guys i lost track of time and got distracted messing around on my pc.....was trying to solve some issues and made it worst so i had to restore it.....by then it was 1pm and i started messing around with pcars.......I also have no idea how to set up a rf2 server, ill need knight to walk me through and ill have one for next sat......this week was just to busy due to work i picked up 2 extra shifts and got home this morning.  Ill get my shit together for next week! :)

Sat, 03/09/2013 - 15:57
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Heh I havn't the first idea, F1 over at GBR has been doing it so he'll be the one to ask.

Sat, 03/09/2013 - 19:43
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I need some help with pitstops in rf2. I have a button for a pit request but I don't see where I can setup my pit options and how do I know which paddock is mine? In race 07 I used the autopit option so my car would just go to the right spot by itself.  

Mon, 03/18/2013 - 14:45
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Since we all have rfactor now would you guys be interested in revisiting the DTM mod i posted over at GBR a while back and run on sat 12 or 1 pm my time?

http://gbr.proboards.com/thread/1865/dtm-series

 

Mon, 03/18/2013 - 14:53
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At this point I am down for anything!  I am eyeing all the weeknight series over at GBR and have a few I want to get in on.  But yes, I would love to keep our Saturdays going.  I also wouldn't mind trying out that SSR2000 mod with you guys too, but we can get to that whenever.  Right now I am without a league and I am really needing some people to race against. 4

I didn't realize I was the only one without rfactor. If I had known that I would have gotten it months ago.

Mon, 03/18/2013 - 16:01
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I'm with Never, no need for such big breaks between series you know, sooner we get back to racing the better!

Tue, 03/19/2013 - 13:41
kurupt's picture
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you guys interested in running clios on a short track in rf2 this sat?

@ knight is there a ffb tool available to monitor clipping? Iam get getting good  ffb effects on a few of the mods but iam finding the effects to be quit harsh on the wheel and its really drowning the tire feedback.    If not would it be best to lower the ffb strength or adjust the ffb smoother? and in what direction does the ffb smoother do when increased or decreased.

Iam currently running 900 degrees 100% ffb strength and 15 smoother

Tue, 03/19/2013 - 14:38
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Smoother to zero mate, that is for Cog wheels, there are no canned effect at all so what you are feeling is directly influenced by the road, curbs etc. Make sure you have the button activated for...damn not at my rig...um...could be rotation set by car? something like that but it ensures you have the correct degree of wheel rotation for the car. Try reducing the FFB a tad, but like I say don't use smoothing.

ISI say this

At present, the only way is if you launch the developer mode, and press CTRL+V. This quite clearly shows clipping on the orange line in the top part of the screen. However, this is intended for modders only, and mods installed normally are not available there. It is up to the modders to ensure their mods are not getting into the clipping range too often. That said the rfmods we have released so far clip only rarely and generally hit this threshold for <1% of the lap, primarily over curbing and significant bumps. Unless of course you run multipliers greater than 1.00. If it feels like the mod is clipping too often you can try running a car-specific FFB multiplier of about 0.9.

Every other sim we run has canned FX so it does take a little getting used to having FX generated by suspension and road, but once you do it is great.

As for running Clios I'm champing at the bit, but it may be an idea to hold off for a bit if you get my drift wink

Run the DTM this week, I have yet to download and have a go but at this stage I would drive a milk cart to get back to some 2O2R racing 4

Thu, 03/21/2013 - 19:59
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Track, track track track track track track track track track track track track track track track track track track track track...oh and did I mention WHAT IS THE TRACK he he.

Thu, 03/21/2013 - 20:53
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Track? Track? We don't need no stinking track!  Oh, wait yes we do. Track request submitted. 

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