Doesn't work for me unfortunately as it clashes :(
If you guys also happen to do some random mid week events then let me know.
Will do!
Doesn't work for me unfortunately as it clashes :(
If you guys also happen to do some random mid week events then let me know.
Doesn't work for me unfortunately as it clashes :(
If you guys also happen to do some random mid week events then let me know.
rF2 on sale..
Base game 50% off: https://store.steampowered.com/app/365960/rFactor_2/
DLC 40%-50% off: https://store.steampowered.com/itemstore/365960/browse/?filter=Packs
Enduro pack not on sale.
AI Flood is on this screen (I posted this earlier up the page)
Another good tip is to unlock 'dev mode' in Content Manager. From memory you do this by clicking several times on the CM version number near the top left of the 'About' screen. A pop-up should appear letting you know if it works. I'm not sure exactly what gets unlocked when you do this but I mainly use it for unpacking/repacking mod car data (when the car doesn't have an accessible 'data' folder) to get access to things like removing the copilot from rally cars, changing the default driver's eyes position for those that start hopelessly out of position (as using the sidebar app to do large adjustments causes big misalignment with HUD elements), beefing up the brakes, correcting gear ratios etc etc .
I'm sure 'dev mode' does a lot of other useful stuff. I really need to do some investigation.
If you like karting, then very much yes. It's the best simulation of karting available at the moment. KartKraft might surpass it next week, who knows.
I haven't altered them at all from the defaults. The only thing I've done is add the opponents, finding the sweet spot for performance. This will generally be whatever works during a normal race.I really need to mess with it. I noticed the entire new menu screen in CM for the shader patch over the weekend but I haven't made myself sit down and drive. Do you have a screenshot of your AI flood settings?
(that's quite the frame rate!)
Seems like a great little track. Never driven there before.Botniaring: Now available for free: https://steamcommunity.com/sharedfiles/filedetails/?id=1553094081
I'd like to pick this up but kinda simmed out at the moment. Perhaps I'll purchase it when they add VR later in the early access cycle.KartKraft now available: https://www.greenmangaming.com/games/kartkraft
Yay. Another version of the Nords that I can race in 20 other games.
As I'd beta tested, I scored KartKraft for free which is a nice bonus from the dev team.I'd like to pick this up but kinda simmed out at the moment. Perhaps I'll purchase it when they add VR later in the early access cycle.
lol I guess I'm not just waiting for VR support then.The inputs available are keyboard, Xbox 360 & Xbox One X controllers and the T500 wheel ONLY & no way to add other wheels and pedals. What a stupid first impression by driving with a keyboard
Apparently more wheels and pedals are being added tonight however it is so stupid to release with just one wheel available. I know it's an Early Access game but it was also in beta testing 2 years ago and our wheels worked back then.
I understand there is market for AMS and rF2, but I also believe that it would be better if they joined forces. rF2 needs to release content more frequently to keep people interested. Tim has said some times that they have lots of content licenses signed but can't keep up. Let Reiza team take care of some of them.I cannot wait for the Reiza DLC to ship; it is wonderfully made and is more than a match for anything created by ISI or S397. Reiza and S397 should become partners as they could make magic happen with rF2 if they worked together on more than just DLC.
Does it fall apart as you drive it too ala the Top Gear & Fifth Gear tests?I don't know who did the TVR Sagaris mod for AC or where the doner car came from, but my God it's a top-quality piece of work. I absolutely love this car and it's typical TVR design quirks and muscular proportions, it's probably in my top ten of the most beautiful cars ever made, so being able to drive it in VR as an oh-so-rare RHD car mod with the gear stick on the left to match the one on my rig is fantastic. Whoever you are - thanks!
Sector 3 have the same issues as S397 - lots of licenced cars and tracks and not enough staff to build them quickly. I've seen renders in R3E that come out years before the actual cars do in-game and well before other sim dev teams make their announcements for the same vehicles.I understand there is market for AMS and rF2, but I also believe that it would be better if they joined forces. rF2 needs to release content more frequently to keep people interested. Tim has said some times that they have lots of content licenses signed but can't keep up. Let Reiza team take care of some of them.
New shaders are coming & hopefully these make a difference to rF2. Nothing on PC will touch the overall graphical presentation of a console game; Sony and MS pour millions into their console specific creations which most PC teams are lucky to spend over many releases (iRacing and pCARS are the exceptions). Yeah FH and FM are available on Windows 10 but we PC gamers are lucky to get ported Xbox games from MS.Also, we need the new UI, a new, easier way to open servers - I really don't like to create those vmods all the time :P
And as much as we say it is fine and way better now that it was before S397... a new graphics engine would benefit it a lot, imho. They have more visibility with the McLaren Shadow and other live events, but if someone looks at F1 2018, AC, or even GT Sport's graphics and then rF2, which one would they try first? (you can't feel physics in videos, they all seem perfect hehe).
I drive this one with damage off, just to be safe...Does it fall apart as you drive it too ala the Top Gear & Fifth Gear tests?
That said, TVR in the latter years of being alive made some amazing cars - I agree on the Sagaris being a beautiful car and a lot of fun in PGR 2!
You can screw on each pedal of the CSLs individually to whatever surface. Could just screw it onto a plate of wood and mount that vertically or slightly angled.Does anyone here have experience with T3PA Pro pedals with the loadcell upgrade from Ricmotech? Any idea how they compare to the Fanatec CSL Elites with the loadcell. Can the CSL Elites be inverted?
I will treat myself to a pedal upgrade for Christmas but unsure of which direction to go in...
To some degree I fear that Forza might dive into real sim physics at some point and get it right over time in a way that plays excellent with a wheel and a controller with many very specific little aids and tweaks. At least half of the sim racing community might take that as their main game and having a hard time to go back to dated small developer games that don't even have the best physics anymore and only keep existing because their not walled off. Then there would be even less money left over for those devs.Sector 3 have the same issues as S397 - lots of licenced cars and tracks and not enough staff to build them quickly. I've seen renders in R3E that come out years before the actual cars do in-game and well before other sim dev teams make their announcements for the same vehicles.
New shaders are coming & hopefully these make a difference to rF2. Nothing on PC will touch the overall graphical presentation of a console game; Sony and MS pour millions into their console specific creations which most PC teams are lucky to spend over many releases (iRacing and pCARS are the exceptions). Yeah FH and FM are available on Windows 10 but we PC gamers are lucky to get ported Xbox games from MS.
S397 have accepted a no win situation with the development of rF2 which was visually dated when released in 2013 & even moreso now with SMS' Madness Engine and UE4 based graphics. rF2 remains poorly optimised versus the competition and apparently has a lot of half baked, half finished code waiting for someone to finish what ISI started. For ezample, S3 and S397 have added turbo modelling to isimotor 2 and it appears to be missing in isimotor 2.5.
I'm talking "next 10-20 years" btw, not next 3-5. Though, who knows, maybe in 20 years nobody even cares about cars anymore.
I thinks sims will be even MORE popular in 20 years time. It'll be the only chance a lot of people will get to drive a car with an engine instead of a motor.
This is true. Gjon however is not the driving force behind the gMotor engine. That is Joe Campana who, like Gjon, is still working at ISI today.None of the developers that license the isi motor engine have Gjon developing for them.
I will let them comment on what they are doing when they are ready to, because at this point I know as much as everybody else here.ISI is most likely doing their own thing, hope they are creating a new modern engine.
Honestly, I think both Race Room and Automobilista did a good job pushing the original gMotor engine by improving the shaders and possibly implementing a few other tweaks. I would not say Sector 3 are the only ones capable of creating a graphics engine or integrating an existing one. But time will tell! :)If anyone else can pull it off, I would bet on Sector 3 Studio, as the Race Room graphics engine is a hybrid of the isi gmotor engine and sector 3 own RendR graphics engine. So they do have experience in creating a graphics engine, look how beautiful Race Room looks, compared to the other sims that use the same technology.
Anyone with tips or tricks for FFB in RF2? I'm using the Thrustmaster TMX. I've played with smoothing and minimum gain but most of the rest of the options there are unfamiliar to me.
rF2 tries to put out steering forces exactly like the real world equivalent car would and calculates the forces on the wheel. Now if the real car's steering wheel would have 9Nm of torque trying to recenter the wheel against the cornering forces, most consumer wheels can't put out 9Nm and in order to scale rF2's forces, the game needs to know a lot of stuff about your wheel:Anyone with tips or tricks for FFB in RF2? I'm using the Thrustmaster TMX. I've played with smoothing and minimum gain but most of the rest of the options there are unfamiliar to me.
"Force Feedback":{
[...]
"Steering torque capability":2.5,
"Steering torque capability#":"The maximum torque capability of the wheel (in Nm, obviously)",
[...]
"Steering torque extrap time#":"Time in seconds to extrapolate steering torque based on current change (Range: 0.001 to 0.050. To disable, set 'blend' to 0.0)",
"Steering torque filter":2,
"Steering torque filter#":"Number of old samples to use to filter torque from vehicle's steering column (0-32, note that higher values increase effective latency)",
"Steering torque minimum":0,
"Steering torque minimum#":"Minimum torque to apply in either direction to overcome steering wheel's 'FFB deadzone' caused by friction",
"Steering torque per-vehicle mult":1,
"Steering torque per-vehicle mult#":"Per-vehicle steering column torque multiplier (this is a copy of the .CCH value)",
"Steering torque sensitivity":1,
"Steering torque sensitivity#":"Sensitivity curve applied to representable torques: 0.0=low 1.0=linear 2.0=high",
"Steering torque zero-speed mult":0.45,
"Steering torque zero-speed mult#":"Multiplier at zero speed to reduce unwanted oscillation from strong static aligning torque",
rF2 tries to put out steering forces exactly like the real world equivalent car would and calculates the forces on the wheel. Now if the real car's steering wheel would have 9Nm of torque trying to recenter the wheel against the cornering forces, most consumer wheels can't put out 9Nm and in order to scale rF2's forces, the game needs to know a lot of stuff about your wheel:
../rFactor2/UserData/Player/Controller.json:
Code:"Force Feedback":{ [...] "Steering torque capability":2.5, "Steering torque capability#":"The maximum torque capability of the wheel (in Nm, obviously)", [...] "Steering torque extrap time#":"Time in seconds to extrapolate steering torque based on current change (Range: 0.001 to 0.050. To disable, set 'blend' to 0.0)", "Steering torque filter":2, "Steering torque filter#":"Number of old samples to use to filter torque from vehicle's steering column (0-32, note that higher values increase effective latency)", "Steering torque minimum":0, "Steering torque minimum#":"Minimum torque to apply in either direction to overcome steering wheel's 'FFB deadzone' caused by friction", "Steering torque per-vehicle mult":1, "Steering torque per-vehicle mult#":"Per-vehicle steering column torque multiplier (this is a copy of the .CCH value)", "Steering torque sensitivity":1, "Steering torque sensitivity#":"Sensitivity curve applied to representable torques: 0.0=low 1.0=linear 2.0=high", "Steering torque zero-speed mult":0.45, "Steering torque zero-speed mult#":"Multiplier at zero speed to reduce unwanted oscillation from strong static aligning torque",
The most interesting ones (to me at least) are the torque capability (how many Nm has your FFB wheel at peak), steering torque minimum (how low forces are the lowest forces your wheel can communicate / what amount is swallowed by friction) and steering torque sensitivity (this changes the curve of the force so stronger forces can come earlier or later than they would as originally intended)
btw. ...no real idea how many Nm a TMX has. I think a T300 is around 3.9Nm and a G27 is slightly under 2.5Nm ??
Maybe yours is 2.2'ish with higher initial friction than a G27?
I'd keep the sensitivity at 1=linear for your wheel and for the torque minimim, if you have torque limiting wrench you could check at what you need to set it when trying to move the shaft... no, forget it, that's a stupid idea for multiple reasons.I know a T500RS is around 4.4nm but I have no idea about the other things mentioned. Any idea where I might be able to find that info? Or is there a way to get these figures using something like wheelcheck?
I'd keep the sensitivity at 1=linear for your wheel and for the torque minimim, if you have torque limiting wrench you could check at what you need to set it when trying to move the shaft... no, forget it, that's a stupid idea for multiple reasons.
Maybe you could try to extrapolate where your wheel would sit in this graph in terms of initial friction from your experience with other wheels (in the bottom left corner for minimum torque):
Also... I'd set the torque capacity higher than 4.4Nm, 5'ish should feel better. If you never changed the json settings, the torque capacity alone should make a world of difference for a T500, but friction is probably important too. Never played around with it personally, always used my TX for rF2.
60 for linear force build up. Though I don't know if the 60 for the T500 was ever checked scientifically. 100 is definitely very much non-linear on that wheel though.Cheers.
Once I do all this should I be setting strength of forces in the control panel to 100 or should I leave it at 60?
We need to remember ACC is an early access release so changes are bound to occur. AC had 10 tyre models in its short life.
That said, I've read similar thoughts by one other professional driver (who is not on YouTube). He also had interesting comments on rF2 as well. It pays to get real drivers with real world experience to test the sim and provide direct feedback. I don't mean the 'we are being paid to tell the world this is awesome' nonsense we often see for marketing reasons.
60 for linear force build up. Though I don't know if the 60 for the T500 was ever checked scientifically. 100 is definitely very much non-linear on that wheel though.
You should be able to dial back the smoothing in-game too, once the torque capacity is set correctly.
When you get to it, let us know if the game feels better to you.
I find him odd in that he craps on the iRacing tyre model in several videos and yet wont shut up about iRacing apparent superiority.Yeh that's the reason I've stopped watching Thiim. He's possibly the most blatant shill for iRacing that I've ever seen. I like iRacing but it annoys me because he's constantly got a hard on for it when playing other racing sims.
Lots to recommend it but the ergonomics are shitass, apparently.The new Samsung Odyssey plus will be $299 from the Samsung US web store for Black Friday. Looks like it will be a US only deal.
I'm very tempted to get one imported via a forwarder but it will probably cost me an additional $100 in shipping and import taxes... will need to do some thinking as I've not even upgraded my PC yet!
Lots to recommend it but the ergonomics are shitass, apparently.
https://www.reddit.com/r/oculus/comments/9vhcu1/samsung_odyssey_plus_review_specific_to_flight/
https://www.reddit.com/r/oculus/comments/9vfas4/my_odyssey_review_rift_owner_since_dk2/
https://www.reddit.com/r/oculus/comments/9v2wn9/samsung_odyssey_should_have_been_called_the/