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rFactor2 [Greek]


mad_dog

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Guest liakjim

rF2 physics...
Να γιατί κολλάω . Κοίτα πόσο εύκολο είναι ο έλεγχος στην over the slip area. Εκεί τα πράγματα καταρρέουν.



Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk

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Είσαι κολλημένος το παραδέχτηκες :bleh:

Χτές που το έτρεξα σε 3 πίστες αυτό που δείχνει ο τυχάρπαστος στο βίντεο σε αγνώστου ταυτότητας πίστας και αγνώστου grip ΔΕΝ ΓΙΝΕΤΑΙ!

Μπορείς σε κάθε έξοδο των στροφών να υπερστρέφεις αλλά χάνεις σε χρόνο και λάστιχο. Και το Skip το κάνει σε μικρότερο βαθμό επειδή έχει λίγα άλογα.

Η περίπτωση να γίνει είναι μόνο σε χαμηλή πρόσφυση ασφάλτου και αφού το έκανε σε μοντ πίστα δείχνει πόσο καλοζυγισμένο είναι το φορμουλάκι και έχει την ιδανική ροπή και δύναμη για να κρατιέται στο πλάι και αν δείς στα 10 δευτερόλεπτα το χάνει κοινώς κατέρρευσε το grip. Δεν ξέρετε από drift μου φαίνεται...

Αυτά το φορμουλάκια είναι εύκολα στην οδήγηση δεν είναι F1.

Δεν αφιέρωσες χρόνο στο αμάξι και γίνεσαι παπαγάλος των άλλων, λυπάμαι πολύ για την τακτική σου εδώ μέσα....

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Guest liakjim
Είσαι κολλημένος το παραδέχτηκες :bleh:

Χτές που το έτρεξα σε 3 πίστες αυτό που δείχνει ο τυχάρπαστος στο βίντεο σε αγνώστου ταυτότητας πίστας και αγνώστου grip ΔΕΝ ΓΙΝΕΤΑΙ!

Μπορείς σε κάθε έξοδο των στροφών να υπερστρέφεις αλλά χάνεις σε χρόνο και λάστιχο. Και το Skip το κάνει σε μικρότερο βαθμό επειδή έχει λίγα άλογα.

Η περίπτωση να γίνει είναι μόνο σε χαμηλή πρόσφυση ασφάλτου και αφού το έκανε σε μοντ πίστα δείχνει πόσο καλοζυγισμένο είναι το φορμουλάκι και έχει την ιδανική ροπή και δύναμη για να κρατιέται στο πλάι και αν δείς στα 10 δευτερόλεπτα το χάνει κοινώς κατέρρευσε το grip. Δεν ξέρετε από drift μου φαίνεται...

Αυτά το φορμουλάκια είναι εύκολα στην οδήγηση δεν είναι F1.

Δεν αφιέρωσες χρόνο στο αμάξι και γίνεσαι παπαγάλος των άλλων, λυπάμαι πολύ για την τακτική σου εδώ μέσα....

Αν ήξερες ποιός είναι ο David Dominguez , δεν θα τα έλεγες όλα αυτά.

Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk

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On 23.11.2016 at 3:38 PM, spyder said:

Mike Peters, an engineer for John Cumminsky Racing, was working on the mod himself at the time. He contacted Tim Wheatley to ask whether the USF could become a third party affiliate mod. We were immediately on board, and the Studio 397 content team got behind the car. From there the USF started evolving and taking shape. Initial testing reports from our test team were overwhelmingly positive, giving the development effort an extra push.

Eδώ μιλάνε μηχανικοί...δεν μιλάνε πεταλούδες...

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  • 2 weeks later...
  • 2 weeks later...
Quote

What you analogously saying is that cars in AMS feel similar. What is clearly a shortcoming of physics- and tyre-engine behind this sim!
rF2 Tyre is calculated VERY differently than those in AMS!


rF2 FFB is calculated DIRECTLY from suspension and steering-geometry of the car, as stated a 1000 times now!

 

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Mια ακόμη διαφορά με το πτωχό AMS (το οποίο φυσικά είναι rfactor1)...

UltraChassis (Chassis Flex)

A short post again, covering the recently released Brabham BT44B (V0.21). First off, apologies for not syncing my blog post with the release. There were not a monumental number of changes, but the car was converted from the old rF1 style .pm (Physical Model) file to the latest UltraChassis file. This has a few advantages, firstly, the degrees of freedom are increased. Secondly, the steering response is slightly improved. Thirdly, some compliance’s can be included. Fourthly, the solver appears to be slightly more accurate. Fifthly, it allows special overrides to influence the mass, inertia, or re-positioning of rigid bodies or constraints. Finally, it allows chassis flex along with other constructions which are not possible with the .pm model. The final enhancement is the most significant change in relation to the BT44.


1. So what are degrees of freedom anyway?

Essentially, it means that each rigid body is able to move independently of another, have their position and orientation independently influence the vehicle dynamics. This results in an overall more accurate, more detailed behavior including gyroscopic effects. For the record, rFactor 1 has 15 degrees of freedom. This can be broken down as:
2 per wheel (height and pitch), 6 for the main body, and 1 for the engine (roll).
rFactor 2 on the other hand, had split the ‘wheel’ into 2 parts since it’s inception (as a result of the TGM tyre model). Which has split the wheel into a sort of tyre ring and wheel. Not only that, but each tyre ring had a full 6 degrees of freedom. This initially made rF2 a:
4*6+15=39 degrees of freedom model.
When UltraChassis was implemented this further improved the system by giving EACH sub-body the full 6-DOF’s. The main body of the vehicle is also typically now calculated in 2 parts. The result? rF2 now enjoys a 85 degrees of freedom system, consisting of:
4*6 (4 Tyre Rings @ 6 DOF) + 4*6 (4 Rims @ 6 DOF) + 4*6 (4 Spindles @ 6 DOF) + 2*6 (2 Sub-Bodies @ 6DOF) + 1 (Engine) = 85 degrees of freedom with a typical vehicle setup in rF2.
Furthermore, there are actually no restrictions on what you can do with UltraChassis, if you feel like adding more, you can. However, be warned that doing so will inevitably increase CPU usage. To compound this further, there is such a thing as diminishing returns. Therefore, we don’t typically recommend exceeding this, unless you absolutely have to. If you’re building a private project, to run on a very quick machine, then do feel free to go nuts.


2. Steering response

The improvement here, which is due to the need to incorporate some interpolation to the steering between input time steps. Simply put, UltraChassis does it slightly better.


3. Compliance’s

Compliance’s are basically flex / play in the suspension or other systems. Although a simplified compliance system, it does allow a degree of flexibility in the suspension components themselves. It would be possible to further enhance this, by adding more DOF’s, but this is impractical for a consumer based real-time simulation software.


4. Solver Accuracy

As with all complicated computations, there are multiple ways of doing things. Our coder had been very careful to make sure the solver accuracy was better than the old one. Therefore, the positional and reactive behaviors are slightly better than with the previous model.


5. Special Overrides

This is a great enhancement to the flexibility of setup parameters. You can adjust rim mass or suspension arm lengths, or pickup points. For example, you are able to change the geometry on the Formula Renault 3.5 as a result of this addition.


6. Chassis Flex, and Design Freedom

Yup, the biggest one, and quite significant in the case of the BT44B Brabham. I think it’s no secret that, as a generality, older cars were not as stiff as their modern counterparts. The BT44 is no exception, as we’ll see later on.

 

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Q: Rfactor2 or Automobolista?

A: They are different types of products.

Automobilista is great sim based on rFactor 1 with some improvements and has more consistent quality out of the box content.
rFactor 2 is a new generation dedicated modding platform with dedicated modding tools such as Dev Mode and gJED, and is pushing the state of the art of vehicle dynamics and AI.

rFactor 2 is the only proper modding platform with modularized mod versioning and packaging system (so mods don't conflict each other) and with Steam workshop support with auto-updating of mods, and auto-downloading of mods during multiplayer, reworked AI code with better awareness that adheres to blue flags and move of their racing lines to defend and attack and are much more dynamic at race starts. They can be aggressive, yet disciplined. It's a major improvement.

rFactor 2 also has an extendable plugin-based race rule system, allowing for extensive oval rules. It also has much improved endurance features during multi-player and also resume from replay savegames. And a reworked plugin API that's more flexible. The UI also has improved functionality, with the ability to compare garage setups and much more.

rFactor 2 has a physical thermo-mechanical tire model, based on real tire construction from first principles, with full carcass, thread and contact patch simulation, where peak slip angles dynamically change with temperature, pressure and camber, instead of staying static. And don't forget proper flatspots resulting in mass imbalances and some more. Such a tire model alone took many years of research and development effort. rF2 also has an updated collision system, with vastly improved wheel-to-wheel collisions for open-wheel cars.

It also has fully dynamic Real-Road and wet weather / rain with dynamic drying line based on where the cars actually drive.

rFactor 2 also has a 85 DOF physics model including gyrospopics, instead of just 15 DOF, and also has chassis flex and even suspension compliance.

rFactor 2 also has a more physically based HDR gfx renderer.

rF2 can't be called a game anymore, it's a decade ahead of the rest regarding vehicle dynamics, it's in a league of its own.

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Ε καλά αυτό το ξέρουμε
Αυτό είναι sim το άλλο είναι παιχνιδάκι για κονσόλες με ωραία γραφικούλια και αμαξάκια για να παίζεις για χαβαλέ
Εννοείται για σοβαρά πρωταθλήματα και leagues οι sim racers τρέχουν μόνο με rF2

Gesendet von meinem SM-G928F mit Tapatalk

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  • 1 month later...

Σκέφτομαι αν θέλετε να κάνουμε έναν αγώνα 60 min με Flat6 build 2.00 στην Croft Circuit.

Δώστε likes να δούμε πόσοι ενδιαφέρονται.

Ημέρα Κυριακή

 

 

The Flat6 Series are back on rFactor2 has standalone mod ! The Flat6 GT3 cup car is featured with a high detailled quality model, with lot of details and accuracy for a perfect immersion like in the real car. The cockpit is full of details, the most beautiful paint shemes from the series around the world from the years 2010 to 2013 are included. The car comes with 2 types of sounds, several types of rims. The move over rF2 allows more features to be included, such as animated driver, deformable tyres, advanced physics and tyres behavior, and of course a complete refreshment of the reflects, lights and shadings compared to the rF1 version.

BUILD 2.00 - CHANGELOG
* GRAPHICS : Added New bodywork shader.
* GRAPHICS : Added New rims shader.
* GRAPHICS : Improved Windshield texture quality.
* GRAPHICS : Improved Motec writtings quality.
* UI : Added New UI background design (coming in a separate file).
* PHYSICS : Update of tires (understeer in front tire fixed).
* PHYSICS : Downgrade of performance (to reduce and back to laptimes closer than Cup).
* PHYSICS : Addition of Auto Blip Upgrade (Off by default).
* PHYSICS : The old setups are not compliant with new physics.
* PHYSICS : Update of AI performances.

MOD - FEATURES
* Graphics : High fidelity 3D models, with high definition cockpits.
* Graphics : Hundred's of real paints reproduced for each cars.
* Graphics : Highly improved car materials, reflections, lightnings and shadings.
* Graphics : Animated car driver, with high definition 3D Helmet.
* Graphics : Cars details with backfire, headlights with lens flares, deformable tyres.
* Graphics : Specific mod UI, to be downloaded and installed separately.
* Physics : Accurate car physics, created in collaboration with Gentlemen Racers physics team, with help from real teams and drivers.
* Physics : Up to date rF2 physics features for all cars.
* Sounds : Accurate and detailed sounds for all cars and engines.
* Sounds : Up to date rF2 sounds features for all cars.

Edited by mad_dog
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