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rFactor Mod - McLaren F1 Challenge V1.1

19 posts by 13 people · 27 Jun 2006 12:15 UTC - 29 Jun 2006 12:59 UTC

Handling problems with the McLaren F1 rFactor mod

Pat Dotson found the McLaren F1 Challenge mod for rFactor swung from entry understeer to snap oversteer. Others noted frequent physics updates, including a new v1.2, and suggested setup changes, while some complained the many versions caused online mismatches.

mods/tracks/carssetup/driving techniquerFactor

Automated summary.

Pat Dotson 27 Jun 2006 12:15 UTC#10430
Anyone else tried the McLaren F1 Challenge mod for rFactor? I drove it quite a bit last night on the Mills sprint track, but never really got comfortable with it. The cars invariably go from a entry push to snap oversteer. I can dial out the apex/exit oversteer easily enough, but that leaves a car that won't go through the corner any faster than a Chevette. The car won't change direction unless it's almost at a stand still. I was really jazzed when I first loaded the mod and saw the cars, but left without much enjoyment. Has anyone found a more comfortable setup for these cars? Pat Dotson
On 27 Jun 2006 05:15:56 -0700, [email hidden] wrote:
Quoted text (13 lines)> Anyone else tried the McLaren F1 Challenge mod for rFactor? > > I drove it quite a bit last night on the Mills sprint track, but never > really got comfortable with it. The cars invariably go from a entry > push to snap oversteer. I can dial out the apex/exit oversteer easily > enough, but that leaves a car that won't go through the corner any > faster than a Chevette. The car won't change direction unless it's > almost at a stand still. > > I was really jazzed when I first loaded the mod and saw the cars, but > left without much enjoyment. Has anyone found a more comfortable setup > for these cars? >
Pat, are you running the latest version of the mod? The physics changed quite a bit in the later releases. Just an idea. Cheers, uwe -- GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
Uwe Schürkamp wrote: > On 27 Jun 2006 05:15:56 -0700, [email hidden] wrote: > > Anyone else tried the McLaren F1 Challenge mod for rFactor? > > Pat, are you running the latest version of the mod? The physics changed > quite a bit in the later releases. Just an idea. I downloaded V1.1 yesterday. That's the newest version I was able to find. One thing that occured to me was that maybe these cars have traction control as a standard feature. That would explain why they are such a handful. I haven't tried driving it with traction control on yet because I never use any driving aids. In fact, I'm not sure I even want to try it with TC enabled. It might just be time to move on. Pat Dotson
[email hidden] wrote:
Quoted text (15 lines)> Uwe Sch�rkamp wrote: >> On 27 Jun 2006 05:15:56 -0700, [email hidden] wrote: >>> Anyone else tried the McLaren F1 Challenge mod for rFactor? >> >> Pat, are you running the latest version of the mod? The physics >> changed quite a bit in the later releases. Just an idea. > > I downloaded V1.1 yesterday. That's the newest version I was able to > find. > > One thing that occured to me was that maybe these cars have traction > control as a standard feature. That would explain why they are such a > handful. I haven't tried driving it with traction control on yet > because I never use any driving aids. In fact, I'm not sure I even > want to try it with TC enabled. It might just be time to move on.
No, a McLaren F1 has no TC in real life. > Pat Dotson
No. I will tell you why. Today I will download this mod, and install it, and attempt to play. I will connect to a list of servers, and find about 5 running this mod. I attempt to connect to each and get an error message each time. I must not have the correct track. I take a piece of paper and write down each track that each server is running. I then exit Rfactor and download these 5 tracks. I then go back to Rfactor. Two of the servers have switched tracks, I am down to 3. The first one has installed this mornings update of the track (which was not yet on the website) so I cant run that. The second server is empty. I connect to the third server and it switches to a track I do not have. Tomorrow morning I wake up bright and early, and download every single track. I attempt to connect to a server, and it wont work because they have updated the mod to version 1.11 to correct an inverted Marlboro texture on the #11 car. I'll stick to LFS, where i can just race. [email hidden] wrote:
Quoted text (15 lines)> Anyone else tried the McLaren F1 Challenge mod for rFactor? > > I drove it quite a bit last night on the Mills sprint track, but never > really got comfortable with it. The cars invariably go from a entry > push to snap oversteer. I can dial out the apex/exit oversteer easily > enough, but that leaves a car that won't go through the corner any > faster than a Chevette. The car won't change direction unless it's > almost at a stand still. > > I was really jazzed when I first loaded the mod and saw the cars, but > left without much enjoyment. Has anyone found a more comfortable setup > for these cars? > > Pat Dotson >
Bunch of shit. -- David G Fisher "rex roland" <[email hidden]> wrote in message news:QMhog.35961$[email hidden]... > No. I will tell you why. Today I will download this mod, and install it, > and attempt to play. I will connect to a list of servers, and find about 5 > running this mod. I attempt to connect to each and get an error message > each time. I must not have the correct track. I take a piece of paper and > write down each track that each server is running. I then exit Rfactor and > download these 5 tracks. I then go back to Rfactor. Two of the servers > have switched tracks, I am down to 3. The first one has installed this > mornings update of the track (which was not yet on the website) so I cant > run that. The second server is empty. I connect to the third server and it > switches to a track I do not have. Tomorrow morning I wake up bright and > early, and download every single track. I attempt to connect to a server, > and it wont work because they have updated the mod to version 1.11 to > correct an inverted Marlboro texture on the #11 car. > > I'll stick to LFS, where i can just race. > > [email hidden] wrote: >> Anyone else tried the McLaren F1 Challenge mod for rFactor? >> >> I drove it quite a bit last night on the Mills sprint track, but never >> really got comfortable with it. The cars invariably go from a entry >> push to snap oversteer. I can dial out the apex/exit oversteer easily >> enough, but that leaves a car that won't go through the corner any >> faster than a Chevette. The car won't change direction unless it's >> almost at a stand still. >> >> I was really jazzed when I first loaded the mod and saw the cars, but >> left without much enjoyment. Has anyone found a more comfortable setup >> for these cars? >> >> Pat Dotson >>
<[email hidden]> wrote in message news:[email hidden]...
Quoted text (15 lines)> Anyone else tried the McLaren F1 Challenge mod for rFactor? > > I drove it quite a bit last night on the Mills sprint track, but never > really got comfortable with it. The cars invariably go from a entry > push to snap oversteer. I can dial out the apex/exit oversteer easily > enough, but that leaves a car that won't go through the corner any > faster than a Chevette. The car won't change direction unless it's > almost at a stand still. > > I was really jazzed when I first loaded the mod and saw the cars, but > left without much enjoyment. Has anyone found a more comfortable setup > for these cars? > > Pat Dotson >
This is how I fixed the handling problem, I switched to the proton mod! Handles great now!
"rex roland" <[email hidden]> wrote in message news:QMhog.35961$[email hidden]...
Quoted text (17 lines)| No. I will tell you why. Today I will download this mod, and install it, | and attempt to play. I will connect to a list of servers, and find about | 5 running this mod. I attempt to connect to each and get an error | message each time. I must not have the correct track. I take a piece of | paper and write down each track that each server is running. I then exit | Rfactor and download these 5 tracks. I then go back to Rfactor. Two of | the servers have switched tracks, I am down to 3. The first one has | installed this mornings update of the track (which was not yet on the | website) so I cant run that. The second server is empty. I connect to | the third server and it switches to a track I do not have. Tomorrow | morning I wake up bright and early, and download every single track. I | attempt to connect to a server, and it wont work because they have | updated the mod to version 1.11 to correct an inverted Marlboro texture | on the #11 car. | | I'll stick to LFS, where i can just race. |
I'll admit, it is sometimes difficult to get things straight when trying to join a server with rFactor. Typically, I don't have much of a problem. But there are a lot of versions of this and that, which makes things difficult. Once a uniform patch is released, the situation should improve. Moders are quite content with releasing something that was not fully tested, and then within an hour or two coming out with some new version. Still, I can join a server very easily. rFactor offers so much variety over LFS that I tend to race rFactor online more than I do LFS. You might try joining the R.A.C.E.R. club, mentioned here a bit earlier. All the needed files are available at the club site and all club members stick to the available downloads, which makes it easier to join one of their servers. They usually have three or four servers up regularly. Alanb
"Stephan Paskert" <[email hidden]> wrote in news:44a19866$0 $26273$[email hidden]:
Quoted text (13 lines)>> I downloaded V1.1 yesterday. That's the newest version I was able to >> find. >> >> One thing that occured to me was that maybe these cars have traction >> control as a standard feature. That would explain why they are such a >> handful. I haven't tried driving it with traction control on yet >> because I never use any driving aids. In fact, I'm not sure I even >> want to try it with TC enabled. It might just be time to move on. > > No, a McLaren F1 has no TC in real life. > >> Pat Dotson >
I just saw there is a v1.2 with setups available. I don't know any of the details...just another version of the physics... dave h
> > > I just saw there is a v1.2 with setups available. I don't know > any of > the details...just another version of the physics... This is getting to be a bad habit. I just stumbled on the details of version 1.2 this is a cut and paste from the rfactor torrent site: ------------- Description Due to the work on the graphics component of the 1.2 update taking longer than expected, and that a few things needed adjusting in the physics, I am releasing the physics update 1.2 as an interim "patch". Braintez has been delayed by real life stuff, and there is several important updates in the new physics that many have been waiting for, and a couple that are important to human drivers as well as those that are for the AI. A recent discovery is that the car numbers as defined in the VEH files, are alphanumeric, not numeric. They were in the form "MCF1_01" rather than just "1" or "01". This has caused the xml files exported from online races, to be incomplete or incorrect by not containing those cars in the race stats. Addon cars with proper numbers did show up, however. At least one league running the McLarens found this problem. This problem, and the lack of heating of the rear brakes, (causing front lockup or poor braking), combined with the delay in the work to improve frame rates, made it urgent enough to release this now, rather than wait for the full 1.2 update. The following is from the 1.2 readme: Physics Update v 1.2 May 24 2006 by Dave Purdy This is an interim update/patch for the McLaren mod for rFactor. It presumes you have version 1.1 already. Only the newly updated files are included. Fixes and updates in this version: 1. Rear brake heating / cooling adjusted so the rear brake temps are similar to the front brakes for any brake duct setting used. 2. AI tire grip parameters adjusted to allow the AI to be competitive for an entire fuel run. 3. Many setups provided for the AI, which can also be used at least as starting points for human drivers. 4. Sound programming adjusted for improved sounds, for now. Some new recordings may be included with the full update. 5. Tire wear factors for the soft, medium and hard compounds brought closer together, so the tire compounds can be used according to the different heating effects that different tracks produce. The soft tires will provide better results, when temperatures are too low with medium tires. Qualifying tires remain solely for qualifying. I wanted those to go at least a second faster, but only for one or two laps 6. Small adjustments to various things to improve the ranges of engine brake mapping, engine cooling, as well as brake duct cooling to make things work better. 7. Addition of three levels of "power steering" in the upgrade options, so you can pick the level without changing your base control settings from this mod to others, (hopefully). 8. The car numbers in the veh files have been updated to just 01 and not MCF1_01, (for example). This was causing a problem with xml results files. 9. Overall base downforce reduced very slightly, but the rear wing opened to 12 to account for some tracks. Existing setups may be slightly looser, as the car steers and turns better, with a suspension geometry improvement. Graphics updates will come with the final full 1.2 update. So frame rate improvements aren't ready yet. (A 7800 will cure it too, heh. Since the rFm file is remaining the same for now, no new "official" version number will be displayed online. I would ask servers updating to this physics update, should indicate "1.2" in the server name for now, so people will know which servers are updated. I am not sure at the moment what the time frame is on the rest of the update. Sorry for the delay. Unzip this file to your \rFactor folder. There is a \GameData folder only in there, with the usual \GameData\Vehicles\McLaren-F1 subfolders. All of the team folders are included, but with only the veh files in them, as the car numbers have been updated. NOTE: that this patch is to update version 1.1, and will NOT work correctly as an update to 1.0, since the MAS files are not included. If you still have 1.0, please update to 1.1 first, then apply this patch. I guess this will be sort of a public beta test of the update since any issues that may be found, (if any), can be addressed when the full 1.2 arrives. Dave Purdy Update 1.21: a veh error in update 1.2 was corrected.
On Tue, 27 Jun 2006 18:59:45 -0400, David G Fisher wrote: > Bunch of shit. > > I think the OP has a point. Dave's been rather busy esp. on the McF1 physics, and of course that means frequent updates as I have come to know Dave as a man obsessed with quality, so more power to him. Of course the downside is readily visible, read frequent updates, online mismatches and so on. It's a bit of a dilemma that has been with rF from day one, so I agree to a point with rex when he says that he can "just race in LFS". It's more work to keep up with rF, so much is true, but it also means that we get better mods and tracks all the time; looks like a bit of a "cup half full / half empty" situation. Cheers, uwe -- GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
Why am I not surprised you agree with Rex... LOL -- "Don't pee an my leg then tell me it's raining" "Uwe Sch�rkamp" <[email hidden]> wrote in message news:[email hidden]... > On Tue, 27 Jun 2006 18:59:45 -0400, David G Fisher wrote: >> Bunch of shit. >> >> > > I think the OP has a point. Dave's been rather busy esp. on the McF1 > physics, and of course that means frequent updates as I have come to > know Dave as a man obsessed with quality, so more power to him. Of > course the downside is readily visible, read frequent updates, online > mismatches and so on. > > It's a bit of a dilemma that has been with rF from day one, so I agree > to a point with rex when he says that he can "just race in LFS". > > It's more work to keep up with rF, so much is true, but it also means > that we get better mods and tracks all the time; looks like a bit of a > "cup half full / half empty" situation. > > Cheers, uwe > > > -- > GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
Someone tell it..... -- David G Fisher "Mitch A" <[email hidden]> wrote in message news:Ogyog.57180$[email hidden]... > Why am I not surprised you agree with Rex... LOL > > -- > "Don't pee an my leg then tell me it's raining" > > "Uwe Sch�rkamp" <[email hidden]> wrote in message > news:[email hidden]... >> On Tue, 27 Jun 2006 18:59:45 -0400, David G Fisher wrote: >>> Bunch of shit. >>> >>> >> >> I think the OP has a point. Dave's been rather busy esp. on the McF1 >> physics, and of course that means frequent updates as I have come to >> know Dave as a man obsessed with quality, so more power to him. Of >> course the downside is readily visible, read frequent updates, online >> mismatches and so on. >> >> It's a bit of a dilemma that has been with rF from day one, so I agree >> to a point with rex when he says that he can "just race in LFS". >> >> It's more work to keep up with rF, so much is true, but it also means >> that we get better mods and tracks all the time; looks like a bit of a >> "cup half full / half empty" situation. >> >> Cheers, uwe >> >> >> -- >> GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61 >
rex roland wrote: > Mitch A wrote: > > Why am I not surprised you agree with Rex... LOL > > > > Dear Mitch, he did not agree with me. Well, I think McF1 is the best mod out there for rFactor. I also think it's the best mod out for GTR. I love driving these cars and I think they're a blast. In terms of the "fast" cars, I think these actually handle much better in the corners than the others. For your snap oversteer problem, I recommend trying the following: - try decreasing your rear anti-sway - try decreasing your rear spring stiffness - try increasing your wing - lastly (I would try this last) try decreasing your rear tire pressure One or some combo of these should give you the results you like. If all else fails, well you could try just slowing down on the curves. {:0)
Whats anti-sway? Martin "Elcabong44" <[email hidden]> wrote in message news:[email hidden]... > For your snap oversteer problem, I recommend trying the following: > - try decreasing your rear anti-sway
Tango 29 Jun 2006 11:51 UTC↳ reply to Marni#10466
"Marni" <[email hidden]> wrote in news:44a3ad6c$0$191 $[email hidden]:
Quoted text (11 lines)> Whats anti-sway? > > Martin > > "Elcabong44" <[email hidden]> wrote in message > news:[email hidden]... > >> For your snap oversteer problem, I recommend trying the following: >> - try decreasing your rear anti-sway > >
anti sway is the US term for anti roll bars Tango
Larry 29 Jun 2006 12:50 UTC↳ reply to Marni#10468
Those railings in Bar's that keep you from falling over. -Larry "Marni" <[email hidden]> wrote in message news:44a3ad6c$0$191$[email hidden]... > Whats anti-sway? > > Martin
Thanks for the sugggestions. As I said, I can adjust the exit oversteer out of the car, but there isn't any way to balance handling at entry with handling at exit. Fixing the exit problem results in a horrible entry push with no room for compromise. I'm no slouch through the corners as evidenced by a world record in these cars on one of the Mills track configurations. No bother, though. Looks like the makers of the mod recognize there are some problems, and are making some changes. Pat Dotson Elcabong44 wrote:
Quoted text (13 lines)> Well, I think McF1 is the best mod out there for rFactor. I also think > it's the best mod out for GTR. I love driving these cars and I think > they're a blast. In terms of the "fast" cars, I think these actually > handle much better in the corners than the others. > > For your snap oversteer problem, I recommend trying the following: > - try decreasing your rear anti-sway > - try decreasing your rear spring stiffness > - try increasing your wing > - lastly (I would try this last) try decreasing your rear tire pressure > > One or some combo of these should give you the results you like. If all > else fails, well you could try just slowing down on the curves. {:0)

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