VWSR S3: Virtual World Series by Renault (F3.5)

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HDR Profiles

I packed Tosch his HDR profiles into 1 rar file, which you can download above.

place the file in the directory of the track you are racing, for example Mills outerloop c's folder is:
C:\Users\..........\Documents\rFactor2\UserData\player\Settings\Mills_Outerloopc

Make sure you have HDR enabled in the settings menu before joining a racesession, and select your HDR profile in the settings menu when you joined a race session.
 
I could be wrong;)
The way I suggested, has always worked for me in the past.:)
Perhaps they updated that problem since, I just renamed your skin ALT.dds and went on the server, it indeed shared it's skin on the server.:thumbsup:

The skinsharing should work for you, at least the file is fine. If it still doesn't work let me know.
If you would now go online with a skin called alt.dds on our server, you might not see the red and green box, as I just have that skin uploaded to the server when I tested it. Try call it jundtalt.dds and see if you get a red box, and if you wait for 2 minutes it should get green. Than you know it works correctly.

Issue is: I don't even see it offline. I added it under UserData\player\Settings\fr35_car\FR35_18\ALTJundt.dds, but it doesn't show the skin.

I can go under tuning and select ALTJundt.dds, but even after reloading it, the skin always stays with the red&black Marussia-like skin.

I use Build 382 Lite.
 
Issue is: I don't even see it offline. I added it under UserData\player\Settings\fr35_car\FR35_18\ALTJundt.dds, but it doesn't show the skin.

I can go under tuning and select ALTJundt.dds, but even after reloading it, the skin always stays with the red&black Marussia-like skin.

I use Build 382 Lite.
Issue is: I don't even see it offline. I added it under UserData\player\Settings\fr35_car\FR35_18\ALTJundt.dds, but it doesn't show the skin.

I can go under tuning and select ALTJundt.dds, but even after reloading it, the skin always stays with the red&black Marussia-like skin.

I use Build 382 Lite.

Sorry for the late respons, that is strange you should be able to see it, the skin did got shared last race, I could see your skin in my replay.

You can see skins that other people made? Is it only with this mod?
this is your skin, try to see if this one also doesn't show up? it does show up in my game
 
Hi all,
Does it exist a live timing for the server?
Good day.

I don't have on running. For the VWEC we had a livetiming, but I don't know how to run it but will ask later on if it is something I can use, and didn't want to have to much software running on the server. There are possibly alternatives but I haven't looked into that. Will have a look at some point, if you know good ones send me a PM to look into, when I have more time.
 
@Matt Sentell On another part of the forum you wrote stuff about new vs old collision model; would you use the old one with these cars ? So far I had rather good experience with the new one. Good meaning the small touches I had since then did not result in disaster.
 
@Matt Sentell On another part of the forum you wrote stuff about new vs old collision model; would you use the old one with these cars ? So far I had rather good experience with the new one. Good meaning the small touches I had since then did not result in disaster.
I would use the old one, yeah. I know what you mean about the small touches and that's the one thing I mentioned as a positive about the new one in that post (http://www.racedepartment.com/forum/threads/fsr-winter-series-2014.80754/page-4#post-1626255).

But if you go back to this video that Frederic uploaded before our Fuji race:

http://www.racedepartment.com/forum/threads/vwsr-s3-f3-5-media.78700/#post-1610212

This was on the new prediction code for both of us. But the crash at the end is because I got a bit sideways on exit, made a big lift, and Frederic saw nothing until suddenly he was inside my car. I can't say for certain because every situation is different, but I really don't think that would have happened with the old code. I just think the new code is too aggressive about keeping the remote car "moving along," so to speak, and trying to ignore what might be spurious data. It's the age-old problem of netcode prediction - make the cars appear to move around more smoothly or show a more "raw" presentation of the data received.

LFS would be a good example of an extreme adherence to the latter philosophy. I'm not even sure it does any prediction, in fact. The upside is that if you collide with someone on your end then you probably collided on their end too. The downside is it looks terrible on a broadcast or replay.

Anyway, longwinded answer, sorry. I wouldn't say it's a cut-and-dry choice but right now, for me, I feel the old code is "safer." The weakness of it is known - light side-to-side contact - but that's also something I rarely do in races, particularly in ultra high-performance cars like these.
 
Name : David Boulianne
Team Kimi Racing

Reason : I just accepted a new job where the money is much better, unfortunately I have to work 6 days a weeks and that includes sunday all day long, Since I live in canada and the time for races to me is 2 pm it is now impossible for me to race in this league anymore. This is unfortunate since I really like the mod and circuits and I had a great time chatting with my partner about setup and race strategies. I'll see how all of this pans out for the future.
Thanks for everything guys, I had a blast.
 
The light-contacts are usually not an intended choice, atleast not from my end :D
Yeah I phrased that the wrong way, saying it's something I rarely "do". :) I never actually cause those intentionally, and very rarely by accident. What I meant is it's something that rarely occurs for me in races, because I tend to give people a lot of room to race. That still doesn't mean it won't happen but for me, when I contrast the experience I have using the two prediction methods, the old is clearly preferable. I've done races both ways and the stuff I see with the new is just distracting and disturbing at times. I've also seen accidents involving others that I don't think would have occurred on the old code.

Hopefully we'll see a new build soon that improves the new code, because one would hope that the approach taken with it has the potential to be better than the old in every way.
 
Hopefully we'll see a new build soon that improves the new code, because one would hope that the approach taken with it has the potential to be better than the old in every way.

It desperatly has to. A lot of times your car shoots into the sky like a rocket after llight contact.

btw I trust you on this one, so I've also changed it to the old collision model now.
 
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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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