rFactor 2 Chit Chat (1 Viewer)

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Blue Monkey

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New roadmap is out: https://www.studio-397.com/2017/10/roadmap-update-october-2017/

Some outtakes:
DX11
As we said in a previous update, we feel our DX11 version is stable by now, so it is our intention to make it the default at our next major code update. That update will include some of the rain and lighting improvements we have previewed at SimExpo, which you can also definitely expect before the end of this year. There are three reasons for the delay here. First of all, we were getting some feedback at the SimExpo that we wanted to improve on. Secondly, some of these changes will also require us to do content updates, and finally, we are working on an improved HUD that contains some of the information that drivers were missing and were installing third party plugins for. As explained above, a completely new HUD system is something we are still working on, and you can expect that sometime next year.

Physics
As you already know, our core physics and, more specifically, tyre development is always ongoing. We are continually looking for ways to improve and push things further to get you to that next level of realism! Our own physics developer and tyre guru Michael Borda took some time out to fill you in on the latest in tyre tech, notably, developments that translate into improving tyre feel and overall handling.

“Since the inception of rFactor 2, we’ve calculated centrifugal forces in a ‘quasi-static model’, thinking this simplification was correct or close enough to reality to not require deeper adjustment. It was considered fact, when in reality, accelerations should be calculated localized as the distribution in the contact patch can vary significantly to the original behavior. Some correlation issues crept up over time, and as we’ve collected more data, it became apparent that it wasn’t on the data side. You may think that this might be sloppy, however, the reality is the way data is measured, interpreted (smoothed / adjusted / fitted), scaled, or worst of all, even copied between tyres, makes trusting data a very difficult thing to do. In this case we had strong suspicions that the data was measured under a single condition, simply offset and then applied to different data points. This doubt left plenty of room for us to believe that our model was probably correct, when considering the obvious short-cuts the manufacturer had taken in measuring the data. So everything was rosy, we thought, and then we finally obtained the same type of data from another tyre manufacturer. This time, they went to the extra step of measuring at multiple loads. Once we had this corroborating information, it became obvious there was a glaring issue with our tyre model. Of course, this was an original part of the tyre model that hadn’t been touched for years, taken for granted. This was also a essentially a non-issue before the introduction of the contact patch model. After a little thinking and investigating, it became obvious that our ‘harmless’ simplification, wasn’t so harmless after-all.

To describe the effect in practical terms, after some early testing, it is quite obvious that the ‘speed sensitivity’ of tyres is decreased. A reduction of speed sensitivity, meaning that the tyres lose less grip as a direct consequence of rotational speed. The resulting contact patch is a little bigger (longer), especially when compared to the previous tyres under a combination of both high speed and load. As you apply slip angle, the longer contact patch increases the sliding speed towards the trailing edge of the contact patch, making tyres more prone to overheat at high speed. A larger patch also increases cooling (as contact conductance is the primary driver of heat dissipation in a tyre). In general, tyre temperatures will probably be slightly higher, so you may need to increase conduction slightly to achieve realistic temperatures. In terms of overall feeling, this is the biggest change in rF2 since the introduction of the contact patch model. This also marks the first major change to the QSA model itself.

So now, with the latest newly-released build, we now calculate localized accelerations, and our QSA model, becomes a little bit less “quasi-static” than before.”

More details on this will be published soon as part of an upcoming physics blog, where Micheal will go more in depth on how to leverage these improvements.

Miscellaneous
Some other things we talked about in earlier roadmaps that deserve an update:

  • The Corvette C7.R GTE car is mostly done from a model point of view. We’re working on sound and physics and are looking at other options in GTE and related classes.
  • Our Motec implementation still has not started, mostly because we’ve prioritized other things at the moment.
  • Progress on Zandvoort and our first Radical have been slow, and we expect both to be completed in 2018.
  • We are already working on some of the Tatuus cars we’ve licensed, but those are still in early phases.
  • A final thing we reported on is improved spotter code. To be honest, there the community has come up with a great alternative, Crew Chief, so we’re reconsidering what we should be focusing on here.
Wrapping up this month’s roadmap I would like to thank everybody for their continuous feedback. A year ago we wrote our first roadmap with our main goal to give everybody more insight into our development. It is fair to say that some things went to plan, others maybe did not, but we still hope this openness is appreciated in the end. Happy simracing!
 
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Blue Monkey

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See resource section for a app that provides a partial replacement for trackmap for DX11 users.
I tried it a few days ago and for me the game starts to stutter slightly with the overlay. Using OBS to record, it is even worse and you can only record with Display Recording, which makes it even worse.
Btw for full version you must donate, but you are free to chose how much. Generally it would be not a bad program, but at the moment I can't recommend it.
 
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Blue Monkey

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Updated CarStat Tool here in the resourcemanager (@Tech_G)
https://revolutionsimracing.com/resources/carstat.97/
Really useful for setup tuning and driving the car to its (programmed) material limit!

Finally the VIPER is readable @Battenberg @The Wayfaerer, so be sure to download and check out the stats for your car. Especially interesting is, that your car gets engine damage above 5700 RPMs.

@Elodyr have a look for your GT1 car and the TCR (P1 24h) aswell, so you can optimally tune your car.
Be sure to not forget to tweak your car also in case it gets warm (so your engine does not overheat blow).
 

Jamesl91

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Hey guys, Iv been testing the Rfactor demo recently and have just downloaded Rfactor2. Im looking to join you guys for some endurance racing! I understand i need to do the SRCA to gain licence 4?!
 

Tom

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Hey guys, Iv been testing the Rfactor demo recently and have just downloaded Rfactor2. Im looking to join you guys for some endurance racing! I understand i need to do the SRCA to gain licence 4?!

Nice one! Yep, check out this post for the next SRCA season. You'll have to be on their website the moment signups open at 20:00 CET (19:00 UTC), because it gets full very quickly. If you keep a low profile, you should get promoted after 1 season, and just in time for Round 4 or either championship @ Suzuka!
 

Jamesl91

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Nice one! Yep, check out this post for the next SRCA season. You'll have to be on their website the moment signups open at 20:00 CET (19:00 UTC), because it gets full very quickly. If you keep a low profile, you should get promoted after 1 season, and just in time for Round 4 or either championship @ Suzuka!
Thanks. planning on keeping a low profile and getting through but not always possible. would be great to join you guys for Suzuka
 
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Blue Monkey

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Thanks. planning on keeping a low profile and getting through but not always possible. would be great to join you guys for Suzuka
Important is to not get penalties and strictly follow the rules
Would be glad to help you get rF2 running :) and Elodyr for sure can help you with setups as he drove both cars already ^^
But just keep in mind, speed is not that important in SRCA
 

Jamesl91

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Important is to not get penalties and strictly follow the rules
Would be glad to help you get rF2 running :) and Elodyr for sure can help you with setups as he drove both cars already ^^
But just keep in mind, speed is not that important in SRCA
Thanks Monkey! i do have a question for you if your around later. i want to increase the FFB a little bit. thanks for the tips!
 

The Wayfaerer

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i hate the Formula E cars, they sound like my toothbrush xDD, but the street circuits where they race will be interesting with touring cars or something else
 

Jamesl91

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i hate the Formula E cars, they sound like my toothbrush xDD, but the street circuits where they race will be interesting with touring cars or something else
haha toothbrush!! basically formula X in pcars2 with the volume on Mute! I hate the cars too but maybe fun to try out...
the circuits however to look fun
 

m4nu

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Darksi

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I will be around from about lunchtime, as going to do a bit more practice before today's race.
 

The Wayfaerer

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i unfortunately don't have time until the later evening today
 

1185323118

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I don't think there is any human being on earth can resist a 50% off deal for rF2......
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Don't know if I can participate any endurance races since I still have school besides racing which limit my practice time......
And I'm a bit scared by tyre flat spots since I lock up non-ABS brakes regularly in iRacing :nailbiting:
 

The Wayfaerer

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The Wayfaerer

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so i've tried out that HUD on dx11 and for me it worked nearly perfectly, you can see all important data (the only thing missing for me was the relative screen). And also some nice additions that weren't available with TrackMap or vHUD like the real time delta time to your personal best lap.
20171228220304_1.jpg

Maybe in VR the Speedo with the current gear in the middle of the screen is a bit distracting, but i think they will bring a version without that later.

Maybe @t0daY or @Darksi can add the link to this HUD also to the setup guide as i think it is really helpful with the dx11 version of the game
 
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