rec.autos.simulators

rFactor Racing Line

pdot..

rFactor Racing Line

by pdot.. » Sat, 24 Sep 2005 00:56:34

Did somebody, namely ISI, finally implement varying traction across the
width of the track?  I seem to perceive more grip in the black groove
than outside of it.  Am I imagining it, or did they really do it?  No
other sim has that feature, correct?

Pat Dotson

Harr

rFactor Racing Line

by Harr » Sat, 24 Sep 2005 05:25:11


There was something I think was called "Live track" technology already in
GTR (built on an earlier ISI engine) which would gradually fill
the track outside the racing line with marbles as the race progressed. It
seems reasonable this has been implemented in the new engine as well.
Indeed, outbraking on the inside into a corner seems to take on a whole new
dimension here... :)

Now all we need is a good visual representation of this. As well as really
good wet track visuals, complete with drying line. (What CPU hit? Dual core
technology is here! Put it on the other processor!!)

Daru

rFactor Racing Line

by Daru » Sat, 24 Sep 2005 07:05:11

I <thought> I read that LTT was not used in rFactor. However, I feel
the same way. Running at Birmingham (wierd more as it's an addon) I
have gotten loose by running off line <thiiiis much> and then gathered
it back up. I also have had some doozies of shunts by totally missing
the line!
jason moye

rFactor Racing Line

by jason moye » Sat, 24 Sep 2005 07:48:51


> Did somebody, namely ISI, finally implement varying traction across the
> width of the track?

There might be different grip levels offline, but I'm fairly certain
they haven't implemented different slip curves for different surface
types, at least in the default tire and terrain files.  If it's
possible to do that, it would be incredibly awesome as it's something
only RBR has as far as I know.
John Smit

rFactor Racing Line

by John Smit » Sat, 24 Sep 2005 08:04:49



>> Did somebody, namely ISI, finally implement varying traction across the
>> width of the track?

> There might be different grip levels offline, but I'm fairly certain
> they haven't implemented different slip curves for different surface
> types, at least in the default tire and terrain files.  If it's
> possible to do that, it would be incredibly awesome as it's something
> only RBR has as far as I know.

I've noticed that in F1 2002, F1C and rF. It might be, and should be that
you are quicker taking the correct line. Let's hope that Doug A. doesn't get
too much say on the way the cars handle. I hate when someone comes out with
a patch and turns the tracks into ice..
R Keatin

rFactor Racing Line

by R Keatin » Sat, 24 Sep 2005 09:08:52

After experiencing GTR's "Live track", I feel it is a feature that
should be in all future driving sims.  At the start of the race you can
drive off the racing line, but as the race goes on it gets very slippery
there.  Very frustrating, but it adds as much reality (frustration) as
do the dirty tires in LFS when you go off track. (I'm not commenting on
the implementation, that can always be improved, but the fact it is
there is something as is!)

There are things in GTR, LFS and rFactor that if combined would make for
a killer sim!





>>>Did somebody, namely ISI, finally implement varying traction across the
>>>width of the track?

>>There might be different grip levels offline, but I'm fairly certain
>>they haven't implemented different slip curves for different surface
>>types, at least in the default tire and terrain files.  If it's
>>possible to do that, it would be incredibly awesome as it's something
>>only RBR has as far as I know.

> I've noticed that in F1 2002, F1C and rF. It might be, and should be that
> you are quicker taking the correct line. Let's hope that Doug A. doesn't get
> too much say on the way the cars handle. I hate when someone comes out with
> a patch and turns the tracks into ice..

pdot..

rFactor Racing Line

by pdot.. » Sun, 25 Sep 2005 01:11:19

Off-line traction difference never seemed to be that noticeable before
in other sims.  At least, it never seemed to affect lap times
significantly if you used some funky lines through the corners.  With
rFactor, sticking to the groove results in pretty significant lap time
decreases.  I like it!  It really forces you to drive well, and in a
more realistic fashion.

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