I was joking. There was a period there where that was the case it felt like.
What more do you want? It's a free track /s
I did wonder if the reason the AI FCY bug never gets fixed is that S397 never encounter it, only ever racing amongst themselves. I guess that post confirms my suspicions.
Yes! It really is very good, I drove it quite a bit the first couple days it came out (then the VRC Bentley Speed 8 came out and took almost all of my seat time!). Challenging on the brakes, but satisfying to get right, and tyre management is key. This and either of the GP2/F2s are RSS' best open wheelers by far. They did a good job to release it for free, it's great advertising for their quality.
iRacing has changed quite a bit in that time if you haven’t kept up.Yes! It really is very good, I drove it quite a bit the first couple days it came out (then the VRC Bentley Speed 8 came out and took almost all of my seat time!). Challenging on the brakes, but satisfying to get right, and tyre management is key. This and either of the GP2/F2s are RSS' best open wheelers by far. They did a good job to release it for free, it's great advertising for their quality.
On a junior formula related note, someone made a Skippy for AC:
I haven't driven iRacing in about six or seven years, but they've really captured the feel I remember it having there (at least on those older tyre models); that weight transfer, the direct steering feel, the bite if overdone. If I could hold and bounce the upshift off the limiter, I think it'd be almost perfect. It's really rather impressive considering this is the maker's first mod (don't let that put you off, it's very well done), I've been having lots of fun with this!
The Skippy is tons of fun, and I'm not an open-wheeler fan in general.Dijital_Majik You're right about tyre management. It's a fun to car hotlap, but it's extremely rewarding to race with. I love most of the RSS cars but I haven't bonded with either of the F2/GP2 cars very much. I find that both, but especially the F2 version to be very vague at the front and unpredictible at the rear. I've played with various setups and driving styles but just haven't meshed yet. I'm sure it'll come with time as both cars are very well regarded in the community.
On the topic of the Skippy, I did a lot of development driving for Daniel before release and I must say it was a very rewarding and enjoyable experience. It's exciting to finally have the Skippy in AC and see people enjoying it. I'm looking forward to working with him on his next project once the Skippy is fully finished.
What a coincidence, great job on nailing it! Hopefully you're helping on that Radical SR3 ;)On the topic of the Skippy, I did a lot of development driving for Daniel before release and I must say it was a very rewarding and enjoyable experience. It's exciting to finally have the Skippy in AC and see people enjoying it. I'm looking forward to working with him on his next project once the Skippy is fully finished.
Thanks! The guy who did the physics did great work, and Daniel is a talented, fast learning and eager 3D modeler. I'll be doing development driving on the next car, but I don't think it will be a Radical. It does have SR in it's name though :P
Check out the teaser trailer for our new racing simulator - Automobilista 2, scheduled for release in December 2019!
Automobilista 2 is the culmination of a project developed over the course of nearly a decade. At its core, it is a comprehensive simulation of the brazilian motorsports scene, featuring all major brazilian racing series, race tracks and manufacturers.Automobilista 2 will also celebrate Brazilian motorsports heritage by featuring some of the country´s most iconic heroes and achievements through its rich history in the sport.Packing an even larger roster of diverse cars and tracks than its predecessor, Automobilista 2 will venture further into the best of international motorsports, including prestigious brands such as Mclaren and BMW along with iconic venues such as Brands Hatch and Imola, at the same time continuing to explore the more exotic and exciting forms of motorsports from around the world.Boosted by a new technical partnership with the developers of the award-winning Project CARS series, Automobilista 2 is built on the MADNESS engine, providing incredible graphical quality, the most advanced dynamic weather and track condition systems in a racing simulator and superior VR support, to deliver a substantial realism upgrade and a fully immersive visual experience.With Automobilista 2 we aim to combine the strengths that made its predecessor unique with major evolutions in all areas. The sim will offer some exclusive features for both single player and multiplayer, which we look forward to sharing over the remaining months of development!
I doubt it as SMS will need to do the coding to right their wrongs although Reiza worked wonders with the isiMotor 2 engine.
I added some animated helicopters at Bernese Alps
Tracks - Balloons and Billboards and Helicopters for Bernese Alps - Latest Formula 1, Motorsport, and Sim Racing NewsMascot submitted a new resource: Balloons and Billboards for Bernese Alps - For the update by Nobody, found on GTP and the shader discord. Balloons...www.racedepartment.com
Great question. Our engine (including physics) is entirely open. The seta tyre model is a generation ahead of what's out there in some of 'the favourite sims'... What you do with it is up to you though. We didn't polish it as we would have liked. Reiza are experts at polish. I'll say no more.
I’ll say one thing that pretty much applies equally to AI, physics, audio which I think most agree were some of the strongest points of AMS1... Nothing can be ported over like a copy&paste flick of a switch - some fronts will demand a lot of work, others less. At the same time we would not have made the move if it meant starting any of those fronts from scratch. Most things are ingood shape already and it will only get better.
No idea about the 'standard' version of CM (dude - chuck Ilja a couple of bucks already!) but installing the shader patch and/or reverting to previous versions is literally one button click in the settings now. Sol is also a drag 'n' drop installation too (although follow the instructions carefully the first time you install it).I saw your post history on GT Planet - looks cool.
Mascot - Can you install the Shaders patch and SOL using the standard version of CM? I tried a while ago and the night feature never worked for me; all I got was clear blue skies with what apopeared to be a few stars added to the skybox even when setting AC to 12AM.
Clearly I screwed up the process somewhere...as for the rest of CM it is amazing and is how all mods should be installed (for those releases that allow it).
I'm using the standard version of CM as I've not been playing AC for quite some time - well over 12 months so I've lost touch with the modding scene as well as the SOL+Shaders patching. I feel there is no point in sending money to the CM dev if I decide to quit AC again which is why I don't buy the RSS and URD mods any more.No idea about the 'standard' version of CM (dude - chuck Ilja a couple of bucks already!) but installing the shader patch and/or reverting to previous versions is literally one button click in the settings now. Sol is also a drag 'n' drop installation too (although follow the instructions carefully the first time you install it).Sounds like you're maybe using a non-Sol PP filter or have older 'night' weathers installed (it was a little confusing when people started releasing their own crappy versions before Sol).CM/CSP/Sol is getting very slick now, with VAO patches, lights configs, track configs, loading screens etc all auto-download/install as soon as you visit the track. No more searching for the files and installing manually (unless you want to).Plus, the new CPU/GPU optimisations means than AC with all these bells and whistles actually performs BETTER than Vanilla AC through the Kunos launcher.
Renato said:Moreover the physics, Audio and AI fronts are for the most part an evolution of what we were already used to, so that has allowed us to continue progressing from the solid base we already had on those fronts; The SETA tyre model is a bigger departure to our old tyre model, which is always a tricky move considering how much of good racing simulation physics rely on not only an advanced tyre model but one that´s manageable to work with - luckily SETA has proved surprisingly accessible, very versatile and we´ve been achieving good results with it pretty much from the get-go.
The engine features models for a large range of drivetrain and aero systems, and a variety of rule sets, all of which suits us very well as Automobilista 2 is also due to feature many different motorports types.
Last but not least, Livetrack 3.0 is arguably the most advanced technology for dynamic track conditions in consumer level simulators, and that is a crucial feature for a truly realistic racing experience.
Naturally there are some things we´ll be adding or tweaking to our own preferences and requirements, but all in all we couldn´t ask for a better platform for the racing sim we aim to create.
Anyone part of the beta testing for the DLC will know what Renato is referring to :)While we find that S397 has made rF2 much better all-around over the last year or so and we very much enjoy using our content in it, the original Bundle was already partially done with the purpose of having a more in-depth investigation into the engine as an option for AMS2, and we already learned what there was for us to learn there.
From a development perspective it is also a step back for us to essentially revert to being a mod group just producing content and not the sim around it, and working on multiple engines at once ends up putting an extra strain in the team - at one point we were working in 3 engines at once and that is not sustainable. We still have an AMS1 update to deploy and after that focus is 100% on AMS2.
With this said I believe the rF2 Bundle was a very positive venture, it does provide us with a welcome extra source of income and I think we did a good job in it to deliver a worthwhile addition to rF2.
I had a link to the full archive but it's now dead. I've asked the chap to rehost it.