rec.autos.simulators

rFactor Formula cars

Uwe Schürkam

rFactor Formula cars

by Uwe Schürkam » Sat, 03 Sep 2005 00:03:58

Hi guys,

I just gave the FormulaIS a spin at Toban... positively frightening!
This is going to be good online with a full grid, looks like ISI have
really pulled the big one this time in creating a worthy successor to
GPL, and all that at the low, low price of 34 Euros.

Cheers, uwe

--
GPG Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61

Mitch_

rFactor Formula cars

by Mitch_ » Sat, 03 Sep 2005 03:18:23

I sure hope the online code works OK because offline is a joke.  This is the
worst AI Ive seen in a looong time (an entire field of Pedro Rodriquez's
sucks big time).  Simbin needs to fix em up cause ISI failed miserably on
the AI, the interface and the 3 activation crapola....  Sure "looks" good
though, and really gives a good sensation of speed though nearly un-raceable
against the drunk/stupid/lame AI...

Mitch


Byron Forbe

rFactor Formula cars

by Byron Forbe » Sat, 03 Sep 2005 04:38:07


    I think the problem is that the F1s come up on you so fast they simply
don'y get a chance to react. The friggers lap you after 2 laps at Mills GP -
that how much of a joke the speed difference is.

    Actually, now that I come to think of it, you can choose the AI I think.
***y stupid defaults in any case.

Jeff Rei

rFactor Formula cars

by Jeff Rei » Sat, 03 Sep 2005 05:43:06

The AI at 100% run about 1:07 lap times at Toban GP, after about
40 minutes on and off, my best is a 1:09.2, so I've got a ways to
go if the AI lap times are truly reflective of what's possible.
There are 2 corners that the AI take faster than I can right
now (they run 1 gear taller in these two spots).

The speed is about the same at F1C99-02 though, just that the track
is smaller, a sub 1:10 lap versus a 1:45 lap at Spa for example:

http://jeffareid.net/cgi-bin/f1cspa.wmv

or the real thing back in 2002 (qualifying setup here):

http://jeffareid.net/cgi-bin/spaf1.wmv

Byron Forbe

rFactor Formula cars

by Byron Forbe » Sat, 03 Sep 2005 06:55:50




>>I sure hope the online code works OK because offline is a joke.  This is
>>the worst AI Ive seen in a looong time (an entire field of Pedro
>>Rodriquez's sucks big time).  Simbin needs to fix em up cause ISI failed
>>miserably on the AI, the interface and the 3 activation crapola....  Sure
>>"looks" good though, and really gives a good sensation of speed though
>>nearly un-raceable against the drunk/stupid/lame AI...

>    I think the problem is that the F1s come up on you so fast they simply
> don'y get a chance to react. The friggers lap you after 2 laps at Mills
> GP - that how much of a joke the speed difference is.

>    Actually, now that I come to think of it, you can choose the AI I
> think. ***y stupid defaults in any case.

    Yes, I should almost apologise here but I wont since it's not my
default! :)

    When racing offline, select all cars of the class you are driving -
problem solved.

Steve Simpso

rFactor Formula cars

by Steve Simpso » Sat, 03 Sep 2005 11:31:28

Yeah, a lot of people over at RSC are ***ing about the AI but as the ASS  
review stated, if you drive properly, the AI is pretty decent.  Not that I  
care at this point - the multiplayer is sublime.
Larr

rFactor Formula cars

by Larr » Mon, 05 Sep 2005 13:30:43

Yeah, I saw the 3 re-activation "without charge" crap.

I think this handles better than any ISI based game I've driven yet (I can
actually 4-wheel drift this thing and feel it), but there's an awful lot I"m
not liking.

-Larry


>I sure hope the online code works OK because offline is a joke.  This is
>the worst AI Ive seen in a looong time (an entire field of Pedro
>Rodriquez's sucks big time).  Simbin needs to fix em up cause ISI failed
>miserably on the AI, the interface and the 3 activation crapola....  Sure
>"looks" good though, and really gives a good sensation of speed though
>nearly un-raceable against the drunk/stupid/lame AI...

> Mitch



>> Hi guys,

>> I just gave the FormulaIS a spin at Toban... positively frightening!
>> This is going to be good online with a full grid, looks like ISI have
>> really pulled the big one this time in creating a worthy successor to
>> GPL, and all that at the low, low price of 34 Euros.

>> Cheers, uwe

>> --
>> GPG Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61

Eldre

rFactor Formula cars

by Eldre » Tue, 06 Sep 2005 02:07:14


>Yeah, I saw the 3 re-activation "without charge" crap.

>I think this handles better than any ISI based game I've driven yet (I can
>actually 4-wheel drift this thing and feel it), but there's an awful lot I"m
>not liking.

Are you referring to driving the F1s?  I'm only driving the ZR, but
I've already had several instances of not realizing there's a problem
until I'm pointing the wrong way.  Maybe there's some controller
numbers/settings I need to tweak...

Eldred

Larr

rFactor Formula cars

by Larr » Sat, 10 Sep 2005 02:06:50

I'm still playing with the controller settings.

MY MSFFW finally died so I'm having to get used to this black Momo.  The
Logitech software almost has _too_ many settings/adjustments, and I'm still
working towards the perfect feel.

-Larry



>>Yeah, I saw the 3 re-activation "without charge" crap.

>>I think this handles better than any ISI based game I've driven yet (I can
>>actually 4-wheel drift this thing and feel it), but there's an awful lot
>>I"m
>>not liking.

> Are you referring to driving the F1s?  I'm only driving the ZR, but
> I've already had several instances of not realizing there's a problem
> until I'm pointing the wrong way.  Maybe there's some controller
> numbers/settings I need to tweak...

> Eldred

Mitch_

rFactor Formula cars

by Mitch_ » Sat, 10 Sep 2005 03:45:15

I used someone's FF setup in the controller.ini and it seemed to stiffen up
the feel on par with GTr.  Just replace these lines in your
/userdata/playername/controller.ini and check it out (back up the orig
first).  The person who tweaked this didnt specify whether he has the Force
or the Racing wheel but I use the Force and this works very well for me.

[ Force Feedback ]
FFB Device Type="1" // Type of FFB controller: 0=none 1=wheel,
2=stick/custom, 3=rumble pad.
FFB Effects Level="4" // Number of FFB effects to use: 0=No Effects, 1=Low,
2=Medium, 3=High, 4=Full, 5=Custom.
FFB Gain="1.00000" // Strength of Force Feedback effects. Range 0.0 to 1.0.
FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis,
1 = throttle effects on steering axis.
FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake
effects on steering axis.
FFB steer vibe freq mult="0.20000" // Controls frequency of steering
vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.03500" // Magnitude of steering vibration
at 0mph (reference point).
FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a
function of frequency (used with FFB steer vibe zero magnitude).
FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine,
1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB steer force average weight="0.60000" // How much weight is given to new
steering force calculations each frame (0.01 - 1.0). Lower values will
smooth out the steering force, but will also add latency.
FFB steer force exponent="1.00000" // Steering force output "sensitivity".
Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 =
lower sensitivity.
FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if
controller pulls in the wrong direction).
FFB steer force output max="5.00000" // Maximum force output of steering
force, recommendation 0.8 to 2.0
FFB steer force grip weight="1.00000" // Range 0.0 to 1.0, recommended: 0.4
to 0.9. How much weight is given to tire grip when calculating steering
force.
FFB steer update thresh="0.01500" // Amount of change required to update
steer force/vibe (0.0 - 1.0). Lower values = steering force updated more
frequently = lower frame rate.
FFB steer friction coefficient="0.17500" // Coefficient to use for steering
friction. Range: -1.0 to 1.0
FFB steer friction saturation="1.00000" // Saturation value to use for
steering friction. Range: 0 - 1.0
FFB steer damper coefficient="0.17500" // Coefficient to use for steering
damper. Range: -1.0 to 1.0
FFB steer damper saturation="1.00000" // Saturation value to use for
steering damper. Range: 0 - 1.0
FFB throttle vibe freq mult="0.17000" // Scales actual engine frequency to
force FFB vibration frequency. Suggested range: 0.10 to 0.50
FFB throttle vibe zero magnitude="0.09000" // Magnitude of engine vibration
at 0rpm (reference point).
FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a
function of frequency (used with FFB throttle vibe zero magnitude).
FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine,
1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB throttle vibe update thresh="0.08000" // Amount of change required to
update throttle vibe (0.0 - 1.0)
FFB brake vibe freq mult="0.90000" // Scales actual brake rotational
frequency to force feedback vibration frequency.
FFB brake vibe zero magnitude="0.10000" // Magnitude of brake vibration at
0mph (reference point).
FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a
function of frequency (used with FFB brake vibe zero magnitude).
FFB brake vibe wave type="0" // Type of wave to use for vibe: 0=Sine,
1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB brake vibe update thresh="0.05000" // Amount of change required to
update brake vibe (0.0 to 1.0)
FFB rumble strip magnitude="0.35000" // How strong the rumble strip rumble
is. Range 0.0 to 1.0, 0.0 disables effect.
FFB rumble strip freq mult="0.60000" // Rumble stip frequency multiplier 1.0
= one rumble per wheel rev.
FFB rumble strip wave type="0" // Type of wave to use for vibe: 0=Sine,
1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB rumble strip pull factor="-1.50000" // How strongly wheel pulls
right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.
FFB rumble strip update thresh="0.07500" // Amount of change required to
update rumble strip effect (0.0 - 1.0)
FFB jolt magnitude="2.00000" // How strong jolts from other cars (or walls)
are. Suggested Range: -2.0 to 2.0.


> I'm still playing with the controller settings.

> MY MSFFW finally died so I'm having to get used to this black Momo.  The
> Logitech software almost has _too_ many settings/adjustments, and I'm
> still working towards the perfect feel.

> -Larry




>>>Yeah, I saw the 3 re-activation "without charge" crap.

>>>I think this handles better than any ISI based game I've driven yet (I
>>>can
>>>actually 4-wheel drift this thing and feel it), but there's an awful lot
>>>I"m
>>>not liking.

>> Are you referring to driving the F1s?  I'm only driving the ZR, but
>> I've already had several instances of not realizing there's a problem
>> until I'm pointing the wrong way.  Maybe there's some controller
>> numbers/settings I need to tweak...

>> Eldred

jason moye

rFactor Formula cars

by jason moye » Sat, 10 Sep 2005 07:11:52


> (I can
> actually 4-wheel drift this thing and feel it)

You really shouldn't be able to 4 wheel drift a high-downforce car.
Sidney H Bridg

rFactor Formula cars

by Sidney H Bridg » Sat, 17 Sep 2005 00:16:41



>>(I can
>>actually 4-wheel drift this thing and feel it)

> You really shouldn't be able to 4 wheel drift a high-downforce car.

Quite right. Don't people spout the oddest things when they try to impress!
pdot..

rFactor Formula cars

by pdot.. » Sat, 17 Sep 2005 03:16:19

If the car's handling is balanced, and the driver takes it right up to
the limit of traction, why wouldn't the car drift?  I don't know if F1
drivers get to the point where it drifts or not, but would be surprised
if they don't.
Larr

rFactor Formula cars

by Larr » Sat, 17 Sep 2005 04:07:19

You haven't seen me drive on a road course :)

-Larry





>>>(I can
>>>actually 4-wheel drift this thing and feel it)

>> You really shouldn't be able to 4 wheel drift a high-downforce car.

> Quite right. Don't people spout the oddest things when they try to
> impress!

Sidney H Bridg

rFactor Formula cars

by Sidney H Bridg » Sat, 17 Sep 2005 04:51:13


> If the car's handling is balanced, and the driver takes it right up to
> the limit of traction, why wouldn't the car drift?  I don't know if F1
> drivers get to the point where it drifts or not, but would be surprised
> if they don't.

They drift when they club the curbs and unweight the car. Doesn't do
much for their lap times though!

Look at some of the F1 replays on the net, note how pointy they are,
with the cars going in the direction of the nose. Then look at replays
of saloon cars with limited downforce, or go back further and look at
cars from the wing-less era.

Drifting is not the fasted way around a corner in modern F1!


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