Yup. It's quite bizarre, because I have no problem whatsoever pushing the Lotus to and past it's limit. In the Mazda I can get away with the most ludicrous of corrections at times, and other times a tiny balancing correction is met with instadeath. I reckon I have a WTF moment one in every 5-10 laps in it. Not good. So I think I'm done with it.
My favorite cars for now are definately the Skippy, Lotus, and now the Jetta as well. In LFS I tend to prefer the faster more challenging cars, simply due to how much more rewarding they are, but in iRacing the Jetta is so much fun in that pushing over the limit is very low risk compared to the Mazda. I've bought Sebring now, driven 10 laps or so so far, pretty good fun.
After having another shocker in the Mazda, (god that car just brings up all of iRacing's flaws, I'd like it to go burn in hell for eternity please) I decided to use $15 of my remaining $25 credits to get the Jetta. Man. So much more fun. I've only done a few laps at Laguna, but it's nice to be able to push a car without it snapping away from you before you have a chance to see what happened. In fact I might get Sebring for next week...
Neither do I, but only above 130 fps. Below that and things begin to get laggy. In LFS you get no lag with as low as 50 fps. (And no I don't mean capping the fps, I mean true fps.)
Heh. I actually always have the ingame steering wheel turned off for those exact reasons. I turned it on because the steering suddenly felt less connected to the front wheels after I turned on lots of AA, and I wanted to see if it was due to steering lag. So I only have it on for testing for input lag.
Just had a quick go with the new beta. Still not quite sure what to make of it. Seems like an improvement physically over 1.03, and the sound is definately much better than before.
Several issues though; the tyre squeal is very nice, and pretty convincing, but way over the top. You only have to push the car to within 50% of the limit before the tyres start screaming at you. From my experience you have to push a tyre pretty damn hard before it starts making so much noise. It would be nice to have a subtle scrubbing noise when you aren't pushing too hard. I'm also pretty certain that the front tyres aren't producing any tyre squeal whatsoever either. If you induce lots of full lock understeer, no noise, and even if you lock the fronts up, no noise..
The rumble strips are also extremely loud, and I'm getting no external engine sound when the car is not within a few metres of the camera.
Finally, why is it that LFS is the only sim which doesn't require 100+ fps to get managably low steering lag? I tried applying lots of AA, and my fps dropped to 80, but the steering lag was seriously poor at that framerate. I found it needed to be over 140 fps before there was no noticable input lag.
P.S. This is only what I've noticed with the F1600, as I only have the demo.
Ok. Basically the .wav engine sound samples included in your mod are all recorded / or edited to play at 3000 or 1500 rpm. However, if you set these rpm's in the .sfx files, the ingame engine pitch is too high, and equates to around 9000 rpm at the rev limiter. It might be an rFactor related cock up, but that's what happens. In the .sfx tweaks I posted above, I've set the natural played rpm's to 2025 and 4050 rpm to compensate for the "bug". If you try it out, both cars sound more natural, especially the GZ version, which in the original version had completely wrong rpm values causing pitch's to clash nastily on and off throttle. Both original's also had the idle rpm running half pitch ingame what it should be.
So anyway. Despite the shown rpm not matching the actual physical rpm, I've made a quick sound "fix" with slightly fudged values so it's sounds like a proper Supra revving to 6700rpm... Feel free to tell me off for fiddling with your mod Niels, if you'd rather I didn't post these.
Yup, the cars feel great for rFactor cars, good job with the physics Niels.
However, as crashgate says, the sounds are all over the place atm regarding pitch corresponding to the actual rpm's. I decided to fiddle around with the .sfx files, and made a wierd discovery. Niels, why is it that the car actually revs to 9000 rpm?? The in car rev counter displays less than what the actual rpm's are at, and therefore if I match the natural rpm's of the engine recording's to watch they should be, the car sounds like it's revving to 9000 rpm rather than 6700 rpm??
If we do have a return of a CTRA like system, this is a copy of the PM I sent to LR Race Center (who didn't respond), with my thoughts on how the points system could be bettered:
I think he's doing great so far. It's a lot to get accustomed to. He's only had 15 or so proper laps in the real thing, ever, so to be within 5/6 seconds from the fast guys on a near 3 minute lap is very good, and I'm sure he will improve further.
I agree it's not as amazing at it sounds IMO. I bet if you were to jump up and down on your toes on one foot you could be generating 2000N (equivelent of ~200kg) easily in short impulses...
And anyway, your body wants to move forwards relative to the car during braking so 100kg sounds easily achievable.
She hasn't got the hottest face, and the music is pretty horrible, but you can't argue, the ass is nice. Anyone who thinks she's a man needs to consult their own understanding of what makes a women attractive. lol.
Tweaked my setup quite a bit for Silverstone, such a blast. T1 flat is awesome. My best so far is 1:28.7, but a mid 27 is possible with more laps / tweaking.