im sure that what ive read and it was either here (ie from niels or jtbo) or over at rsc so im pretty positive that its true
i did find it odd as well but apparently rfactors models cant handel links that change length
There is no mc pherson struts, you have to set up upper and lower arm so that it emulates mc pherson behaviour. With car factory you set roll camber rate so that it acts like an mc pherson, it is missing a bit of course, as it is missing a bit because all joints are solid, there is no flexible joints (bushes) also leaf springs are not possible so rear axle setup in some cases need to emulate it, also not perfectly possible. Limitations
But can you tell difference from plastic wheel and small screen front of your nose? Maybe it is enough for now, but certainly hope to see better enviroment where I could build mod in future, that is best there is and it is not fulfilling all needs we are having.
Been playing a bit more with the Corvette damage files, only problem is I cannot get the engine to die no matter how low I set the required impulse in the damage file or how hard I hit something. Is there some kind of additional value somewhere that's causing the problem? Maybe a feeler or engine position setting?
I went out and bought it because quite frankly, mods are getting better for rFactor atm, and LFS is quite boring with same tracks and cars day in and day out (Eric can really keep you all fooled can't he). There are some great tracks and cars out there for rFactor, and it is all quite fun trying new things... especially for a good driving experience and challenge.
I now realize how sad it is when people keep downplaying rFactor, this and that, and so on. It's stupid when in fact the game is quite good in many respects, you just have to be smart knowing what is popular and what to download (and oh, don't get me started on people stressing about easy 10 minute downloads of mods (cough Tristan)... it's SO easy).
My only complaint about rFactor is the online experience of "sessions", waiting for everyone to vote for the next session, and servers setting up long 40min Practice sessions, long qualifying, 10min warmup, and then finally the race... which sometimes wasn't worth all the time practicing for. But overall, the racing is fine online, but WGooden and I kick too many people's asses, there aren't many experienced players that play publicly, they are all in leagues. But enough about that, this is one area that LFS shines in. So forget the comparisons
I still hadn't tried your v1 of the Corvette, Niels. But I'll give 2.0 a go later tonight.
I _think_ I had the engine die once in the Vette, but it was from an accident in an awkward position.
From my XRT damage.ini file, I have the following:
[PHYSICAL] RadiusAdd=0.6 // Base radius to apply damage RadiusMult=0.00014 // Multiplied by collision impulse to increase radius RadiusMax=1.6 // Maximum radius to apply damage [B]Engine=12000.0 // Impulse to seize engine[/B]
The Vette has 30000.0 for the Engine entry.
I can bash the XRT about quite a bit (everything crunches, bumpers and bonnet / rear wing fly off).. but can quite easily kill the engine with a nasty shunt into a wall or similar.
Restriction spheres or force field spheres can have funny effects too, haven't tested myself so can't say what could be reason really, it should be simple as impulse to seize engine
There is bit more into damage but when I asked about it, this is a result, quite typical in RSC, imo.
Mechanical failures mean those random mechanical failures, so you can blow engine if revving too much and engine life set such way that it gets end of life because of it.
Damage is important for proper online racing as cars are not taking abuse for ever, adds ton to immersion, imo
ooh what a great driving experience, incredible work thank you!
what ruins it for me though are the stutters i can't seem to get rid of. no matter how i set any of the graphics options anywhere in the game/drivers it's still there and very noticeable...are there some secret mystery ini tweax i'm supposed to mess with? running vista with very few services etc..not much to tweak there i'd think. also, rf is installed on separate HD.
i do remember playing with the v1.0 with no stutters and Pretty Damn High settings but now i can't get there no more :/
I had been using the C6 player file and hadn't realised the multiplier was set to 50%, I changed it to 100 and now the damage is a little silly, if you bump it in a parking accident the wheels all fall off, but the engine still refuses to die. The impulse for both wheel detach and engine is set at 1500. One thing I can't find is a random setting for the engine (like for wheel detach) I guess there isn't one?
Yes, there is none, but from my experience it seems to be that certain collisions reduce engine life. Of course probelm can be that as Niels has set engine life probably to be something like 500 000km, collision is not enough to sieze engine, perhaps impulse to seize engine reduces engine life by X amount and it is now too small amount, however we can't change that so only way is to reduce engine life, which again is giving another problems (You can't run 4 weeks non stop on oval for example).
Those stutters.. I don't know .. we haven't had reports about that. There aren't many VISTA users probably so I wouldn't rule some odd OS / rFactor compatibility / driver isseu out..
What about directx7 mode, just to see if lots of fps helps?
thanks, tried dx7 mode with everything on low and it's much better. still there seemed to be a few skips but not after lap 1 so i'm guessing it's got something to do with loading the textures into memory. pretty much the same thing with high settings only more pronounced so it's all good for me...very happy to have this car to play around with, might even try hotlapping!1
i don't care for the digital speedo though, can it be turned off IRL? if so, couldn't it be an upgrade..?
Not big fan of offline racing but so far I kinda like this car. Although I had to buy rfactor to try this I don't regret this at all.
I must say that the car feels a bit too easy to drive; it kinda oversteers in a way that is always very controllable and understeers only when you know it is going to understeer. I did read some road tests and the C6 was said to be quite predictable so... In a way the car is very predictable as long as the road is level, the road surface hasn't too much bumps and the elevation differences are small. I don't know if it is an issue with rf or a short coming from me but all weight shifting and suspension movements don't feel always natural. This is most noticable when one of the tires loses ground connection or the weight distribution changes to asymmetric... Other thing is the lift-off oversteer, where is it?
Feels quite nice, although I haven't driven yet much. Haven't yet got many of those "wth just happened!!?" moments but I'll keep trying
I should get up and make small update to physics of it as I got new data, front camber should be -0.5 instead of -0.2, that is biggest change, but those tires annoy me to hell, does not work at all way I wish them to work, but at least engine dies