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rFactor 2 Discussion

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rFactor 2 Discussion

Post  HWKII on Thu May 02, 2013 12:10 pm

I spent some hours behind the wheel in rFactor2 and can at least share some initial impressions:

On medium/low graphics I get similar performance on my laptop that I do to iRacing. It does have an FPS 'lock' mode which lets you set a framerate you want your computer to aim for and try not to go below by adjusting the Level of Detail of objects, but I found it more distrcacting to have cars changing shape in front of me than saw a benefit from this setting.

On these settings it is.. not very pretty, so... My Laptop is running default Level 2 graphics in iRacing and getting between 35-84 FPS depending on track and number of cars. So if with a similar setting, you're getting similar FPS, expect rFactor2 to run about the same for you. I originally installed it on my desktop which is amazing and runs everything on High at a solid ~50-80FPS, but due to not being able to run 3 screens on it right now, and not wanting to move my wheel over, that's not the box I was testing it on.

On high I would say it offers a similar graphical level to GT5 with cars that appear similar in detail level to a really good Standard/Not so exciting Premium in terms of model and texture quality. On Ultra I think it looks excellent but on Ultra even my desktop was struggling.

Enough techno-babble; how is it?

Well, I spent the first 90 minutes at Brazia (Monza...) in the old configuration with the banking, and another 90 minutes at the old track in Monte Carlo. Before I start talking about how the car (Brabham BT-20) was to drive, I want to share some observations about Monza in the 50s (contrary to Grand Prix, they weren't racing on the banking in 1966, but whatever...) and Old Monte Carlo.

The Tracks:

Monza: WHY WOULD ANYONE DO THIS IN REAL LIFE!? affraid The oval starts on the inside track out of the Parabolica and you climb on to it like you get on to a highway on-ramp. If you're side by side going for it, do not be surprised if the AI tries to squeeze you towards the barrier. Climbing on the banking itself is probably one of the scariest things I've ever done in video game. I can't even imagine what it was like in real life. It's bumpy and the game models the fact that you have no suspension travel left from the centrifugal forces, which means that every time you hit a bump (and we're talking serious NYC potholes here...) the wheel wants to jump out of your hand and your car WILL change lanes.

Monaco: Similar thoughts here - this track is madness. Not a high speed track, it sure feels pretty fast when you're dodging lampposts on the apex of corners and trying not to run up on the curbing. Which, by and by, is not race track curbing but actual sidewalk curbing. "And here they are approaching Casino Hairpin, Will Katz has just highfived some spectators standing behind a sawhorse on the apex!". AND WHY IS THERE A DRAWBRIDGE IN THE MIDDLE OF THE TRACK!? After the harbor chicane you get to navigate a jump formed by what appears to be a wooden bridge. Good times.

The Brabham:

Tons of wheelspin off the line but I found it pretty easy to control by little the clutch slip, and I was off the line as fast and clean as the best AI. You can stall the car if you don't have the clutch in or the car in neutral when engine rumbles to life which was a fun and fascinating experience. The best is that the AI can do this too!

The brakes are, in the immortal words of Jeremy Clarkson, made of wood. It takes very little pressure to, what it feels like anyway, lock the brakes. I found it strange that the tires don't appear to lock when the car starts to slip but I think the default brake balance is just rearward so that's explains that. Brake too late and you just die. Brake too hard and you die. You just about have to be on the brakes right out of the tunnel at Monte Carlo to avoid locking them going downhill to the chicane. The old chicane is awesome by the way.

The abiding memory is one of understeer, which was a stark contrast to what I was expecting. There's very little in the way of off-throttle oversteer, I suspect because the car appears to have no anti-squat whatsoever and it does sometime feel like it's sprung on mattress springs. The way I was extracting my best laptimes was by braking early and lightly, turning in to the corner, entering a slide, and steering the nose with the throttle. More throttle = more understeer in the high speed corners. In the low speed corners, getting very very slow and stabbing the throttle to break traction was ideal. Because of the bouncy castle suspension the car did tend to be a bit unstable when changing directions rapidly, so you have to be really afraid of other cars on track.

Obviously, the Brabham is not a Lotus and I did not play with the suspension setup at all, but I was surprised how little the car fought back. Catching slides was a bit easier than expected, but extracting a reasonable lap is far, far from simple. I ended up in many, many trees. And in the harbor a few times. And on top of the Casino.

I haven't tried the Eve or Spark F1/F2/F3 cars yet, the fictional '66 Formula cars designed to run in the classic series.

Overall, I think the sim has a lot of promise - as the graphics get optimized for better performance and the physics get more dialed in, it'll be quite good. The ability for the community to develop the game is always a double-edge sword but rFactor has a long history of great mods. iRacing's laser scanned tracks are obviously an advantage when it comes to learning how the 'real' tracks are going to feel (in so far as a sim is able to send that information through the wheel) but with rFactors FFB code (quite good) and track details (quite good) I didn't find myself wondering if St Devout really had a divot in the pavement at that exact spot in real life. I just knew that when I hit it, my hands had to correct. I'm definitely not regretting the purchase.

I am possibly regretting the fact that now I am going to end up going out and spending more money on my PC... Laughing

TL;DR - Iz gud.

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Re: rFactor 2 Discussion

Post  Forgetful on Thu May 02, 2013 1:41 pm

Neutral Damnit Katz Neutral Now I'm tempted Neutral

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Re: rFactor 2 Discussion

Post  HWKII on Thu May 02, 2013 1:44 pm

Forgetful wrote: Neutral Damnit Katz Neutral Now I'm tempted Neutral

Right? ... You know you want it...

You can do it Stephen, you can love more than 1 sim at once... Plus, I'd love to race you guys around hay bales and lampposts. Laughing

I forgot to mention, I feel like the FFB is really very good as well. The only thing I wish was that they exaggerated the FFB that comes on from braking a bit more. It can be hard to tell when you're locking up without blowing up the tire sound compared to engine sound.

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Re: rFactor 2 Discussion

Post  HWKII on Sun May 05, 2013 3:07 pm

I've dialed in the graphics a bit more so I can play on my laptop with a few more settings on high. I'm very much looking forward to their optimizations, because as far as I can tell from the report out in the settings menu it's running on DirectX 9.0c...

2'31.615 at Brianza with the banking, which has me in the top 3 with the AI set to 100% and 35% aggressiveness. I noticed today when I went through a whole weekend (Practice, Qualifying and Race) that the track actually does rubber in, both graphically and I think in terms of performance as well. I can't tell how truly dynamic it is but it was cool to see never the less. The high speed corners get a little blacker and blacker as you go, and it is saved between sessions from what I could see.

I'm downloading the Skip Barber Race School mod right now with LRP and the Skippy so that I have some frame of reference when comparing the physics.

The Brabham turns out to have it's Brake Balance set to 55/45, I set it up to 60/40 and it keeps the car more stable at Brianza when braking from insane speeds. I think that the reason I can't break traction on the front wheels is how much the weight comes forward on the soft springs. When in the grass you can definitely lock up the front wheels.

I tried the long configuration of Spa last night, through the towns and what an incredible track. It reminds me a bit of the Nurburgring, though not quite as intricate, because every corner is 4th/5th gear and your laptimes are going to have a lot to do with your experience and bravery at the track.

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Re: rFactor 2 Discussion

Post  clacksman on Sun May 05, 2013 8:01 pm

Poked around the rF2 site. rF1 mods don't work in rF2 rite?

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Re: rFactor 2 Discussion

Post  HWKII on Sun May 05, 2013 8:08 pm

clacksman wrote:Poked around the rF2 site. rF1 mods don't work in rF2 rite?

Don't believe so, but it does seem that I've been reading about rF1 to rF2 mod conversions as being in the wings. Everyone's expectation is that they keep optimizing the performance before the modders are prepared for a mass exodus. I believe the Sim WDC that uses rF1 is expecting to convert to rF2 around August.

Gained another second in the Brabham around Monzabanking. After looking more closely at the banking, I'd say that the rubbering in is either completely dynamic or a very very good facsimile of dynamic, because you can tell where the 'jumps' on the banking are by the 10m of clear, unrubbered, track ahead of them. A useful tip to avoid dying in fire, by the way.

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Re: rFactor 2 Discussion

Post  clacksman on Sun May 05, 2013 8:33 pm

HWKII wrote:
clacksman wrote:Poked around the rF2 site. rF1 mods don't work in rF2 rite?

Don't believe so, but it does seem that I've been reading about rF1 to rF2 mod conversions as being in the wings. Everyone's expectation is that they keep optimizing the performance before the modders are prepared for a mass exodus. I believe the Sim WDC that uses rF1 is expecting to convert to rF2 around August.

So modders will be able to convert their existing mods to rF2, or rF1 mods will suddenly work?

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Re: rFactor 2 Discussion

Post  HWKII on Sun May 05, 2013 9:28 pm

clacksman wrote:
HWKII wrote:
clacksman wrote:Poked around the rF2 site. rF1 mods don't work in rF2 rite?

Don't believe so, but it does seem that I've been reading about rF1 to rF2 mod conversions as being in the wings. Everyone's expectation is that they keep optimizing the performance before the modders are prepared for a mass exodus. I believe the Sim WDC that uses rF1 is expecting to convert to rF2 around August.

So modders will be able to convert their existing mods to rF2, or rF1 mods will suddenly work?

Modders will be/are able to convert their existing mods to rF2. Having not tried modding I can't say how much work that actually is. study

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Re: rFactor 2 Discussion

Post  Forgetful on Sat May 25, 2013 1:43 pm

http://rfactor.net/web/2013/05/24/announcing-indy-500-licensing-for-rfactor2/

Announcing Indy 500 Licensing for rFactor2
Image Space Incorporated is very pleased and proud to announce the licensing of Indianapolis Motor Speedway and the Dallara DW12 Indy car for its rFactor2 racing simulation. The historic facility and new Indy car will join an assortment of historic vehicles from the Indy 500 to be added freely to the base product as their development is completed.

The licensing will give racers the ability to simulate as many different eras of competition as possible. Where possible, ISI will continue to work to license additional machinery.

Indianapolis Motor Speedway
Located in Speedway, Ind., and opened in 1909, this 2.5-mile rectangular oval is the home of the Indianapolis 500, Brickyard 400 and also includes an infield road course used by sports cars and motorcycles.

Dallara DW12
After winning the right to produce the next-generation Indy car in 2010, Dallara set about designing a capable replacement for its older Indy car. This car, initially named the IR12, was later renamed to DW12 in honor of the primary test driver, two-time Indianapolis 500 winner Dan Wheldon. The car features a number of features intended to encourage safer racing and has been the sole chassis used in IZOD IndyCar Series competition since the beginning of the 2012 season.

Reynard 95i
Driven by Jacques Villeneuve to victory at Indianapolis and a CART championship in 1995, the Reynard 95i was capable of incredible speeds. The shape and speed of the car in both oval and road course configuration represent an era of racing still loved by many fans.

March 86C
March Engineering dominated the Indy 500 in the mid-1980s, with the 86C filling most of the field for 1986. This iconic car took Bobby Rahal to victory in 1986 and Al Unser to his fourth Indy victory in 1987.

The 1987 Indy 500 victory was quite a feat. Unser drove a year-old 86C which had started the month as a show car in a hotel in Pennsylvania, to his historic victory.

Eagle Mk4
Bobby Unser and Dan Gurney finished one-two in the 1968 Indianapolis 500 using the Mk4. An evolution of Gurney’s Formula One beauties, this car is a perfect example of the pre-wing era at Indianapolis.

Cooper T54
Often forgotten, the Cooper T54 is the car that started the rear-engine revolution at Indianapolis. The car, driven by F1 ace Jack Brabham in 1961, was the first rear-engine car to really impress, managing to finish in ninth place despite significant teething problems.

Watson Roadster
A.J. Watson’s cars dominated the late 1950s and early 1960s, refining the ideas of the time to produce the ultimate front-engine roadster. The 1960 example drove to a one-two finish in the hands of Jim Rathmann and Rodger Ward after a classic duel.

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Re: rFactor 2 Discussion

Post  clacksman on Sun May 26, 2013 12:08 pm

Looks like rF2 intends to lead at vintage content.

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Re: rFactor 2 Discussion

Post  HWKII on Sun May 26, 2013 6:11 pm

clacksman wrote:Looks like rF2 intends to lead at vintage content.

I have no problems with this... What a Face

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Re: rFactor 2 Discussion

Post  clacksman on Mon May 27, 2013 10:19 am

HWKII wrote:
clacksman wrote:Looks like rF2 intends to lead at vintage content.

I have no problems with this... What a Face

Me either.

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Re: rFactor 2 Discussion

Post  HWKII on Mon May 27, 2013 5:39 pm

Installed the Skip Barber Racing School on the desktop - found the National version of the car to be quite interesting to drive. Unlike the iRacing Skip Barber (and I know the National and Regional are on different tires) the rFactor2 version of the car has power and throttle lift oversteer, not lift=spin and throttle=push.

Interestingly, the AI (100% skill, 30% aggressiveness) laptimes on a green track, in the National are broadly similar to what the aliens do around the same track in the Regional in iRacing. I don't tend to do well with unstable rear ends (on cars.... Heyooo!) so I am sure I am just slow right now but it's interesting to do a straight up comparison of the two side by side. AI in rFactor2 is actually pretty good. They are certainly racey and it feels actually quite similar to driving against people, as opposed to the GT5 (for example) AI who just bail out of corners when you try and race them.

The rFactor2 track is the newly paved surface.

Tried the Formula 2 car last night around Palm Beach, was .. not that impressed. The steering felt vague and the brakes locked up when you looked at them, to the point I turned down the brake pressure to 50%. I tend to drive with very light brake pressure these days, so this was pretty shocking coming from the Brabham. If there was more feedback in the steering wheel it might have been quite good fun. I'm waiting on ISI to update the Formula Masters car, but right now it doesn't recognize the updated versions of the 3 tracks as valid. Sad

Oh, tip for anyone wanting to get some performance out of rFactor (it's a bit of a killer even on my system right now) is to turn off Reflections on the road and environment, shadow blurring, and crowd/wind animations. It's a bit shocking going from a steady 75-84 FPS in iRacing to 45-50 in rFactor2 but it was even more shocking to not make those adjustments and be at 15-30 FPS... lolwut? There's some optimization left to do. I don't know what "MultiView" is in the options, and I notice no difference in how the game looks or renders on my 3 screens, but what I do notice is that it cuts my FPS in half... Rolling Eyes

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Re: rFactor 2 Discussion

Post  HWKII on Mon Jun 03, 2013 12:31 am

Confession Bear: I still nearly wet myself with nervous laughter every time I get to the La Source hairpin in Spa (1966)... What an absolutely astonishing place to try and race a car.

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Re: rFactor 2 Discussion

Post  HWKII on Sat Jun 29, 2013 7:23 pm

rFactor 2 just released a free-to-try Demo of their 240 build.Very Happy Also, Silverstone, which is always fun.

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Re: rFactor 2 Discussion

Post  clacksman on Sat Jun 29, 2013 8:16 pm

HWKII wrote:rFactor 2 just released a free-to-try Demo of their 240 build.Very Happy 

 Lazylinky?

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Re: rFactor 2 Discussion

Post  HWKII on Sat Jun 29, 2013 8:58 pm

clacksman wrote:
HWKII wrote:rFactor 2 just released a free-to-try Demo of their 240 build.Very Happy 

 Lazylinky?

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Re: rFactor 2 Discussion

Post  clacksman on Wed Jul 03, 2013 7:04 pm

HWKII wrote:
clacksman wrote:
HWKII wrote:rFactor 2 just released a free-to-try Demo of their 240 build.Very Happy 

 Lazylinky?

 Linky4Lazy

Very Happy 

1: Download that on Sunday
2: Wander onto ISI boards Monday in search of recommended G25 settings
3: get distracted by reading track modding threads
4: Read more track modding threads
5: ????
6: Still haven't played the damn demo ...

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Re: rFactor 2 Discussion

Post  HWKII on Sun Jul 07, 2013 3:17 am

clacksman wrote:
HWKII wrote:
clacksman wrote:
HWKII wrote:rFactor 2 just released a free-to-try Demo of their 240 build.Very Happy 

 Lazylinky?

 Linky4Lazy

Very Happy 

1: Download that on Sunday
2: Wander onto ISI boards Monday in search of recommended G25 settings
3: get distracted by reading track modding threads
4: Read more track modding threads
5: ????
6: Still haven't played the damn demo ...

 Found any good resources or guides? I'd be game to give it the 'ol college try. I think the game really needs a lot in the way of improving the efficiency of it's graphics engine, but it's a solid sim.

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Re: rFactor 2 Discussion

Post  clacksman on Sun Jul 07, 2013 8:56 am

Found G25 settings fine; doesn't want to use fancy grafficks card though.

The good news is there's two track makers under construction by nerd coding types - BTB is back under development, and Mario Morias (I think that's his name) has made/is making one too.

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Re: rFactor 2 Discussion

Post  Forgetful on Sun Jul 07, 2013 12:39 pm

Head in to the Nvidia Control panel, manage 3D settings, Program Setting tab, find Rfactor 2 in the drop down and then set the prefered graphics processor for this program to the NVIDIA processor. Should do it.

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Re: rFactor 2 Discussion

Post  clacksman on Sun Jul 07, 2013 11:15 pm

Forgetful wrote:Head in to the Nvidia Control panel, manage 3D settings, Program Setting tab, find Rfactor 2 in the drop down and then set the prefered graphics processor for this program to the NVIDIA processor. Should do it.

I would do exactly that ... if rF2 was in that dropdown.

edit: other dropdown in there ...

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Re: rFactor 2 Discussion

Post  Forgetful on Mon Jul 08, 2013 12:51 am

I think your edit means you found it...

You might have to uncheck 'only programs on this computer' or something like that.

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Re: rFactor 2 Discussion

Post  clacksman on Mon Jul 08, 2013 7:28 am

Something like that; the .exe that rf2 made for itself isn't on any list, so I had to trial&error it out, eventually using an rf1 exe out of the list. Haven't driven yet, but it works.

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clacksman

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Re: rFactor 2 Discussion

Post  Gar529 on Mon Jul 08, 2013 2:02 pm

Can play rFactor 1 on maxed settings at like 80fps. Can play rFactor 2 on minimum settings at 10fps. WTF

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Re: rFactor 2 Discussion

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