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have a question regarding the pics: are those unedited ingame shots (on the first page)? im asking because those reflections on the car look really good (FG), would be cool to see it in the final version
Awsome to hear Gavin, any rough time frame for the new mod?
Any number of conflicts may occur as there is no standard File names for Mod builders.
The question to you all is do you want the cars you drive in rFactor to have this POSSIBLE degree of realism?
P.S. People if for some reason that I misted, You feel that either this post or the one above is BAGGING this mod or others. I wish that you go away and think on the post for what it is in it entire fullness not focus on one line.
However, I do not want these at a cost of delaying the next mods release.
PHYSICS in capitals.Questions for all of you.
Let's be honest here. Why are people not using this mod much? Don't tail me it's because the models are old. Has to be more to it then that. If this is all that is important to you, You would be using FVR.
Why don't you like the FVR mod. It has the new model cars. Up to date liveries.
I'm not a fan of FVR either. When it comes to a choice between the two V8Factor wins hands down old models or not.
... So I don't see this being the main issue. Not wanting to bag FVR for trying but their models aren't even close so what makes them so popular? Physics? I don't have the mod so I can't judge that. Hear say tails me their arcade like. Easy to drive without much practise. Again only hear say. So what do people want? I keep reading "We want realism" 1.3 isn't there as far as that goes. ...
Interpretation of Real Physics
... Fundamentally every car, race or road, will behave with quite a few rules and limations that are shared between them ...
... - Overdriving a car will ALWAYS have a penalty. Now this is a broad statement that covers many things. But essentially overdriving a car usually comes back to the tyres as well know, that is the only part of the car on the road. This will usually mean more wear, more heat, more bad things.
So for me the three big things that I find very very hard to get past in MOST mods is the fact that overdriving the car wont hurt me. Tyre lockups do nothing to me, increased camber does not penalise me enough OR will not allow me to go past the point where it hurts and overdriving the car is more than encouraged, its mandatory.
LIMITATION OF RFACTOR
The question here is how much heat - (grip penalty) should be applied for a lock up against how many unit's of grip the car has to spare and how much slip you let the tyre have before heat's put into it.
Those are the questions the games physics need to be answered.
Yes Tickford you right about the NAGT they do use a standard tyre. With the track being different in their grip levels this is also true but if you know your V8's you will also be aware that real life tracks have differing grip level not only from track to track but also with differing times of day and weather condition that can't be simulated in rFactor at this stage. It basically come down to driving the car and setting up the car to sought the track your on at the time. Just another step towards realism I would suggest.
My take on it goes like this, How quickly should a tyre heat on lock-up? In this case the tyre is stationary. Not rotating on the road. The result would be a flat spot. This not being possible to replicate in rFactor a penalty should apply almost immediately. Though in real like the flat spot would be the main problem for the driver as this spot under brakes will keep wanting to stop the tyre rotation on that same spot. This will in-turn slow the driver down and be uncompetitive till the tyre was replaced in a pit-stop.