5/28/2023 0 Comments Rfactor 2 tire model![]() ![]() 5000 Total vehicle rolling loss (all tires) (N) 0.1 0 Change in CRR 0 2 4 6 8. The university's breakwater development effort, which began two years ago, has been funded by the Goodyear Tire and Rubber Company, as well as by the. organized on 1314 June and the race was played on the rFactor2 game 67. Image Space Incorporated plans to release the game this year and we can’t wait to get our hands on it. We state that Rfactor return factor 14 fuel consumption change/RR. Also, the weather conditions, tire and brake wear, and other actual effects. ![]() ![]() In addition to the tire wear and deformation, rFactor 2 will introduce various improvements to the modding-friendly simulation including weather, driver animations and a refined graphics engine alongside plenty of current and historic motor racing content. The second videosshows the tire deformations as the car goes over the curbs and moves around on the track. Great battle between 33 and 13 Curious what the tire model feels like in rFactor 2 Lap times look very realistic (if a bit fast). In addition, you will also notice the tire temperature readouts at the top left of the video. The first video shows the tire wear and flatspotting in action, the tire wear has been increased by 100x to show off the effect of a 100 lap run in one single lap. Moreover, Image Space Incorporated released today two brand new preview video, showing off some new tire features of their racer. 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.RFactor 2 is one of most anticipated racing games and although it doesn’t sport the polish of other triple-A racing games, it looks way better with amazing handling. 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 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). 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. 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. So modders are limited in general to whatever existing tires Studio397 has released, which get copied over and over to the new mods. 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. 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. ![]()
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