That`s why the GT3 and LMP`s cars in RF2 are so realistic
are they?
how close to the real thing do you reckon they've gotten it. Let's say on the Audi, Oreca and the Norma to pick as three examples in three classes.
That`s why the GT3 and LMP`s cars in RF2 are so realistic
Don't instigate Wayneare they?
how close to the real thing do you reckon they've gotten it. Let's say on the Audi, Oreca and the Norma to pick as three examples in three classes.
i couldn't pass it upDon't instigate Wayne
Did a bug report of the Oreca on the RF2 forums when it had 30% too little downforce and caused quite a storm. Now it's only 10% wrong.
isn't it this?Anyone created a 3D template for the car?
which trace is what car
which trace is what car
^Black is the sim, I think.
Most variance due to driving or wind. Can take T1 slow enough if I use real steering inputs (big gains with higher entry speed though, as can be seen), carousel lines up better with a crosswind, and I botched the last corner. Also the real longitudinal G trace is flatout wrong. Should replace that one. Tire data would have helped, tooi wanted to make sure
very interesting indeed.
close yes, could be closer
I think that’s another thing - 1. Real life has some smoothing 2. I think AC’s calculation is wrong (which is fine since it only shows up in telemetry) Will make a math channel for it to compare manually.i wasn't looking at anything else other than corner entry yaw rate tbh. Or rather, the yaw acceleration
which is where we agree that tire data would've helped
GamerMuscle and (some) RF2 fans may hate it, but the data doesn't lie.