RFactor Mods/Updates/Fixes/Links/News

Posted by keiran 
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 02, 2007 02:53AM
Posted by: watercolours
i hope they also fix the clipping during crashes in open wheel mods.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 02, 2007 03:25AM
Posted by: Guimengo
I saw the BMW Sauber in Sepang with rain video, it's alright. The rain spray looks F1C quality and things look washed out instead of simply darker.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 02, 2007 08:19AM
Posted by: Guimengo
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 03, 2007 04:37PM
Posted by: mschumi
fsone 1.1 is out




Scuderia Ferrari Forever
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 03, 2007 06:28PM
Posted by: matt3454
I know its rude to ask but does anyone know how far CTDP are from completion on their 2006 F1 mod?

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Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 03, 2007 07:44PM
Posted by: Guimengo
On their website there's a slider bar with progress
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 03, 2007 11:12PM
Posted by: dolinseks
which wasnt refreshed for more than 2 months.

Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 04, 2007 02:28AM
Posted by: Guimengo
That sucks, then ;)
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 04, 2007 02:12PM
Posted by: mschumi
wow gui, alot of sig and avatar changes...




Scuderia Ferrari Forever
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 04, 2007 10:09PM
Posted by: Guimengo
twice :P
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 04, 2007 11:38PM
Posted by: matt3454
and its over 20kb's omg omg

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Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 05, 2007 10:59PM
Posted by: iCeMaN pAuL
i dunno if this has been asked before but is there any news on rain in a future rfactor release?




[en-gb.facebook.com]
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 05, 2007 11:56PM
Posted by: Guimengo
I read somewhere that it's still several months away from release
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 06, 2007 12:08AM
Posted by: mschumi
untill that rain patch will come out, we will have a new f1 game with next gen effects (yeah, i'm full of &%#%, but at least i'm optimist LOL )




Scuderia Ferrari Forever
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 06, 2007 06:15PM
Posted by: Gené and Tonic
On the demo the safety car seems to come out quite hastily and stays out for about 3 laps for no reason at all...only a front wing has come off or a few cars have spun.
Is this an issue or do mods have their own settings etc?

And what's with the feedback options? i.e. which is the best value? Mine's on -69 at the moment but I guess there is a better value :)
I think I would consider this game to be better than gp4..certainly in the graphics department..although I have to tune quite alot of things down for it to run smoothly on my system.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 06, 2007 11:21PM
Posted by: mschumi
there is a FFB menu mod, and the safetycar can be tweaked from the .plr file, increasing the number, that the safety car only comes out when alot of cars are involved ;)...oh, and theres a plugin at rfactorcentral, called real force feedback 0.6...wich is really good ;)




Scuderia Ferrari Forever
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 07, 2007 06:37AM
Posted by: Senna
I've some questions about the AI settings in rF, but for now, I am wondering WTF this line does in the PLR file...

AI Tire Model="0.40000" // 0.0 = use AI peak slip, 1.0 = use player's dynamic slip, or a blend between the two (can be overrode in TBC with AITireModel)


Could someone help me? I want to know because my AI tyre wear always goes through the roof, lets say, in a track where I've done 5 laps and still have green bars, only 1 gone in each tyre, AI has them yellow and 2 bars of them are gone ? :S

EDIT: Plus I have another question: When I am in a test session or races with other AI cars, why the hell they are +4s faster than my car controlled by an AI? (I just press race, then I - it makes AI take over my car and drive it)


"I'm an artist, the track is my canvas, and the car is my brush."




Edited 2 time(s). Last edit at 06/07/2007 08:31AM by Senna.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 07, 2007 06:39AM
Posted by: Guimengo
to add to his question, there's this line:

Auto Line Smooth="1" // 1 = fastest line, 2 = inside/outside, 3 = fastest and inside/outside


What does it mean? I am tempted to set it to 3! Also, need help on having the AI use my setups, just want to make sure I have it right..
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 07, 2007 08:38AM
Posted by: Dahie
@mat3454:

It's not rude to ask ...


@dolinseks

The fact that we don't refresh it to often is because it's hard to put our progress in a number. There are still so many things involved, that we can't increment it every week. However the actuall progress at the moment is quite well, having 4 cars ready, 3 more to go and 2 which are being made right now.

Website | Blog | Twitter | CTDP: Site Blog Twitter
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 07, 2007 09:23AM
Posted by: Gené and Tonic
mschumi Wrote:
-------------------------------------------------------
> there is a FFB menu mod, and the safetycar can be
> tweaked from the .plr file, increasing the number,
> that the safety car only comes out when alot of
> cars are involved ;)...oh, and theres a plugin at
> rfactorcentral, called real force feedback
> 0.6...wich is really good ;)


does the forcefeedback plug-in work with every mod then?
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