

- #Rfactor 2 tire model update
- #Rfactor 2 tire model full
- #Rfactor 2 tire model mods
- #Rfactor 2 tire model trial
#Rfactor 2 tire model mods
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
#Rfactor 2 tire model update
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.
#Rfactor 2 tire model full
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.
#Rfactor 2 tire model trial
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. Haven't checked the AI lately.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. 5000 Total vehicle rolling loss (all tires) (N) 0.1 0 Change in CRR 0 2 4 6 8. You will have battles with real people, very fun to do (overtaking is a bit harder though, as AI in offline has the tendancy to be very kind to you when you want to pass them)ĮDIT: just see that you also posted it on ISI forum, and someone said that a lot still has to be done with the AI to work properly, he seems to be better informed than me. We state that Rfactor return factor 14 fuel consumption change/RR. When I was still driving offline and against AI, I just adjusted the strength of the AI in race to my own racepace, but than again, driving to manage your tyres takes a while to learn.īut try to join a clubrace once, put in some practice beforehand, you will see that some people can be as consistant as the AI drives, but those people who can are only a few, and others also have difficulty with the tyredegradation. The AI so seem to lose some time with batteling eachother and making small mistakes now and then. If it's that consistant in real life that they always stay within 1 second of their own laptime over +- 50 laps I don't know. Taking that in account they probably have a realistic racepace, and not driving on the edge the whole time probably makes they can be consistant for such a long time. What I always noticed with AI that qualy times can be 2 or 3 seconds quicker than their race pace. Well to be honest, driving against AI is more difficult than driving online, if you consider the consistancy the AI has comparing to tyredegredation.
