****Official rFactor 2 Thread****

In terms of car tuning/setup. what are the key things i should do if i want to do the below:

1. reduce or increase oversteer
2. reduce or increase understeer
3. Accelerate quicker
4. Have a faster top speed
5. Reduce wheelspin when breaking(i think someone said to reduce break pressure)

Setups define are driver preference, not a source of grip

1: Increase oversteer
2: reduce understeer
3: You want to be hitting the limiter as soon as you stand on the brakes at the longest straight. If its a tight track with long straight, set it up with a long top gear.
4: Not every fast car has lots of top speed. downforce is key to getting more grip, more downforce less top speed.
5: Dont lock up, it flat spots your tyres and makes you have more under/oversteer depending on where you lock. To set this up, its driver preference. My driving style suits loads of front brake so i can turn in smoothly.

I was on rf2 this morning, meganes around mills metro. I can get a 1:06.7 with default setup :) Just time in seat, take it smooth and dont be to aggressive.
 
Meganes - mills metro full wet and low temp i can get a 1:10 easily :D

Havnt tried a proper lap in the wet in any of the other cars. Perhaps tomorrow i will try and force myself to get a good lap in on the f3.5s
 
I have meganes and mills metro server running. Im off to have a run on my bike so i could be an hour or so before i can join. Practice is 165mins long, qauli is 10 mins and race is 7 laps. There are no flag rules, so no random DQs.

Server admin is overclock
 
Got a server going, bit of a change this time. 30 mins practice, 10 mins qauli and 5 lap race. Meganes and mills metro and estoril (Portugal track)
I always thought the track was jerez D: i keep getting mixed up between them to :\
 
Just had an hour on iracing ;( didnt enjoy it....to much fiddling around with the wheel :\ cant seem to get it straight enough so when it is centre the car goes straight.

I was bashing around in the mx5 cup on that okalyama track. In the first few laps i was getting 1:01.5s and nobody believed it was my first time...I enjoy a challenge.
 
It has arguably the simplest wheel setup of any of the sim racing games, and there's too much fiddling? ¬_¬

Turn fully left, then fully right, then let the wheel go to the centre (adding centring spring here might help I guess) and press Done.

Turn wheel 90 degrees left and press Done (I actually try to get it exactly 900 degrees, but doesn't make much difference)

Let wheel go back to centre and press Done.

And that's it ¬_¬

Rfactor i just plugged it in and played, Also my g27 didnt spring back to centre in iracing.
 
http://isiforums.net/f/showthread.php/4557-The-second-update-Build-68
Hi folks,

Thanks again for being testers.

Here is my post on the previous update, if you wanted to read that first.

Build 68 is available on the auto updater. Bit of a stress test for that updater.

A torrent, if you wish to download and install manually, is available here. You will also notice a torrent for the GT rfmod in the same place.

The GT mod has some known issues, none of which affect what we need testing, so we have released it as-is and will tidy up soon with an update.

I will be setting up fresh bug report forums for use with this build shortly...

Thanks,

Tim
 
Build 85
http://isiforums.net/f/showthread.php/1396-Downloads

UPDATE 4 Changelog (MAY 18, 2012):
======================================


GRAPHICS:
---------------------------
Improved lighting math
Improved HDR rearviews
Fixed mirrors too dark when using HDR
Improved post-processing in multi-view mode
Fixed side-channel clearing in multi-view mode.
Fixed HDR in multi-view mode
Viewport fix for multi-view
Improved dynamic road
Changing shadow detail level now causes a shader re-compile
Changed base turbidity to 1.8 to brighten sky a bit.
Reduced minimum vertical FOV from 20 to 10 degrees.
improved graphical steering pivot for non-player vehicles
Now applying heat haze to graphics, note new PLR option "Heat FX Fade Speed" which can be used to completely disable.
Fixed broken HDR lum histogram
attempt to fix body parts disappearing in multiplayer


GAMEPLAY:
----------------------------
Added support for gear ratio sets.
Added ability to have gear-specific ratios.
Added DRS rules.
Added some GDB-configurable atmospheric conditions.
Changed flap buttons to act as toggle by default, but with a controller.ini option "Hold Flap Button" if the user prefers to hold it down.


SOUNDS:
----------------------------
Scrub sound improvements via the SFX file: can now have tire-specific samples, can be played individually rather than combined into one output, and more control over the frequency modulation.
Defaulting ScrubIndividually to true


AI:
----------------------------
fixed safety car incorrectly pitting for a tire change (and leaving the rest of the field in limbo)
fixes for AI pit lane behavior when no dedicated pitlane exists.
some minor tweaks to AI stalking behavior.
AI more likely to stay on throttle when along side a car they are trying to pass.
fixed a bug where cars would move towards rather than away from a car next to it going into a corner
fixed bug where sometime AI, at start of formation to standing start, immediately tries to park.
better handling of grip lose around fast corners
AIs will turn on and off rear flaps as required.
Tried to ease up on the throttle cuts caused by tires bouncing off the ground for a tick while otherwise being in control


PLUGINS:
----------------------------
Screen interface added to Internals Plugins in order to facilitate 3rd party overlays; currently untested and subject to change.
Now reporting to internals plugin whether blue flag being shown for each vehicle.


UI:
----------------------------


fixed the calculation of the "X display not available" X coordinates for MFD when under AI control.
added some gizmos and actions to facilitate multiplayer auto mod download and install from a dedicated server
added download mod status bar & cancel button
allowing problem mods to show up in lists (so that the problems can be displayed on the info screen)
added info buttons and code for rfm scrollbox to show new state of uninstalled mods with virtual components that are missing.
LED and HUD support for DRS status
changed scaling scrollbox gizmos (rfm, veh, track, hud, showroom & ui) so that they can accept textures other than 1024x1024 uncompressed textures.
Removed PLR file option "Wheels Visible In Cockpit" which was made obsolete by the VEH variable "FrontWheelsInCockpit" a long time ago.


BUG FIXES:
----------------------------
Fixed some unresponsive keys when using soft vsync.
Fixed problem with keyboard repeats in time acceleration.
Fixed warmup time increasing by 1 each time a server is set up.
Fixed problem where re-attaching a wheel in the pits would result in phantom collision.
Improved thread safety by using local file finder classes.
Fixed a error message that was incorrectly saying missing RCD files.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.
Fixed 'Temporary Boost' button.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.


FUNCTIONAL ADDITIONS:
----------------------------
Added mod downloading to sim
Added settings for HTTP Server and rfmod sharing.
Added PLR variable "Car Vibration Mult2" in order to allow separation of orientational vs. positional effects, and added PLR variables "Seat Pitch", "Seat Yaw", and "Seat Roll" to allow an offset from which direction the cockpit camera points.


MOD MODE/PACKAGING
----------------------------


fixed not being able to switch UIs in mod mode.
removed "no ai" restriction from public dev build
added a scale value in HUD editor for flags & stat bar positions
got digital gages working in the HUD. Can now expand in any of four directions.
HUD editor stability fixes
HUD editor fixes. instead of numbers, will write out the function and font names for led, text, and digital gages
 
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A button box would be useful depending on what wheel you have. A logitech g27 with shifter attached can do almost everything you want. But 10 extra buttons wouldn't do any harm.
In rfactor 2, you can pre set anti rollbar settings, brake bias and other things

You can have 3 rows with 3 buttons on each, 1 row could be brake bias pre set, 2nd row anti roll bar pre set and 3rd row suspension stiffness pre set. This would help you with a setup big time instead of going into the garage every 2 laps.

Other things could be a flick switch which can be ignition on and off, and a big red button saying start to start the engine.

as for telemetry info, rfactor 1 has lots of programs for that. Rfactor 2 how ever is still in its beta. You might find something but i wouldn't trust it.
 
Had a go on a friends pc. The formula ISI is amazing! You really feel the difference with the DRS open (rear wing flap in settings). It took a while to adjust, as if you open to early it feels like someone just lifted your car up and spun your around. Once its gone, its gone!

Renault meganes to me have taken a big hit. Cant seem to get a good laptime around mills metro now. Could be me using a different wheel and setup but i couldnt even get 1 sec close to my best time.
 
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