Feedback and Suggestions
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Feedback and Suggestions

inGame: JC Case

Rank: Co Admin
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
965 Posts
Your Feedback will be a very important to improve the F1-75 mod and I hope that you´ll use this Thread to share that with me and the other members of this Team. Here is also the place to give suggestions on how you would like the mod to be improved, and if possible also how to.
Tamas had for instance some very interesting thoughts and solutions on how to enhance the off-line racing against the AI-cars, which I hope that he will continue to develop so that they can be included in the mod at a later stage.
So, please share your thoughts and Feedback with me and the rest of the team here, both positive and negative.
---------
Cheers
JC
Tamas had for instance some very interesting thoughts and solutions on how to enhance the off-line racing against the AI-cars, which I hope that he will continue to develop so that they can be included in the mod at a later stage.
So, please share your thoughts and Feedback with me and the rest of the team here, both positive and negative.
---------
Cheers
JC
"We're having chassis, aero and motor problems.
Other than that, things are great."
Other than that, things are great."
Re: Feedback and Suggestions

inGame: csr_maxxad

Rank: Site Admin
Joined: 10 Apr 2008, 00:02
Online: 13d 10h 36m 17s
Location: Sweden
Age: 40
Medals: 2
Joined: 10 Apr 2008, 00:02
Online: 13d 10h 36m 17s
Location: Sweden
Age: 40
Medals: 2
1231 Posts
A few wishes before testing...
At least for me it would help to know some guidelines and goals etc. For instance, how can I judge the engine sound if I don't know it's an F1 car I am listening to and it needs to get improved sounds when it hits the rev-limiter.
Giving us proper goals and also some references would help alot. No one here has driven or even stood near a F175 car revving at the top. Giving us some links to how it should sound or how it did sounds might help.
When I drive a F1 75, I can compare to normal street cars and I haven't even driven any race-spec car before. Comparing it to a race-bike would be possible, but not fair. Bikes are bikes and cars are cars.
I think realistic judging and testing is a large chapter as any other in racing or testing. I't should not be overlooked, nor simplified.
Therefore - I think it would be a good idea to test at tracks we have videos as reference from. Material from Youtube or whatever can be studied to make realistic brake-distances for the mod. Youtube videos can be watched to compare the recreated sounds - only taking into consideration that driving the car was done with earplugs fitted and a helmets on, and onboard microphones were not inside the helmet. So the sounds should be realistic taking this effect/fact into consideration.
Looking forward to do some testing.
At least for me it would help to know some guidelines and goals etc. For instance, how can I judge the engine sound if I don't know it's an F1 car I am listening to and it needs to get improved sounds when it hits the rev-limiter.
Giving us proper goals and also some references would help alot. No one here has driven or even stood near a F175 car revving at the top. Giving us some links to how it should sound or how it did sounds might help.
When I drive a F1 75, I can compare to normal street cars and I haven't even driven any race-spec car before. Comparing it to a race-bike would be possible, but not fair. Bikes are bikes and cars are cars.
I think realistic judging and testing is a large chapter as any other in racing or testing. I't should not be overlooked, nor simplified.
Therefore - I think it would be a good idea to test at tracks we have videos as reference from. Material from Youtube or whatever can be studied to make realistic brake-distances for the mod. Youtube videos can be watched to compare the recreated sounds - only taking into consideration that driving the car was done with earplugs fitted and a helmets on, and onboard microphones were not inside the helmet. So the sounds should be realistic taking this effect/fact into consideration.
Looking forward to do some testing.
Re: Feedback and Suggestions

inGame: JC Case

Rank: Co Admin
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
965 Posts
Here you are, maxxad , some reference material 
The Grand Prix Collection - 1975
File size: 697.48 MB
http://www.megaupload.com/?d=GW9QECH7
I´ve got all of those The Grand Prix Collection videos from the 70´s and I can Upload those too.
I actually have video´s of all the F1 seasons (and a lot of old races too) since it began in the late 40´s. We´re talking about over 70 Gig of historic racing here, which I of course can´t Upload at once, but I´m willing to share those with you guys here at Calluster if you wanna.
*I even have some racing videos that contains a whole lot of old sportscar racing that I think that you would really like maxxad, such as A Gentlemans Motor Racing Diary 59-61, 61-66 and 67-73 and stuff.
----------
Cheers
/JC
* I use to tell maxxad that I´m a single seater driver and that tin tops isn´t my coup of tea, but I don´t have to drive the tin tops in those videos so I can and do actually enjoy them too
The Grand Prix Collection - 1975
File size: 697.48 MB
http://www.megaupload.com/?d=GW9QECH7
I´ve got all of those The Grand Prix Collection videos from the 70´s and I can Upload those too.
I actually have video´s of all the F1 seasons (and a lot of old races too) since it began in the late 40´s. We´re talking about over 70 Gig of historic racing here, which I of course can´t Upload at once, but I´m willing to share those with you guys here at Calluster if you wanna.
*I even have some racing videos that contains a whole lot of old sportscar racing that I think that you would really like maxxad, such as A Gentlemans Motor Racing Diary 59-61, 61-66 and 67-73 and stuff.
----------
Cheers
/JC
* I use to tell maxxad that I´m a single seater driver and that tin tops isn´t my coup of tea, but I don´t have to drive the tin tops in those videos so I can and do actually enjoy them too
"We're having chassis, aero and motor problems.
Other than that, things are great."
Other than that, things are great."
Re: Feedback and Suggestions

inGame: JC Case

Rank: Co Admin
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
965 Posts
Ok, I will try to define my goals by making this into a Team project by making my longest post at Calluster so far. 
The purpose is NOT to change the overall feel of the cars or their drivebillity, but to refine what I´ve already made and to, and if possible to find someone who can and are willing to help me/us to fix the graphic flaws that the mod still has. And to do a lot of testing as a quality warranty and at the same time try the new tires and eventual other changes.
By that I mean that I´ve no intention of changing the overall feel of the cars or their physics other then to do minor changes that might enhance the driving experience and to set the performance of the cars more correct in relation to each other.
I´ve got a couple sets of new tires that might do that for instance, I´m not 100 per cent happy with the cars braking performance. And one members of the team also mention that he´s interested in trying to make new tires that might enhance the mod too.
I will not let the overall driving feel of the cars go to waist by changing tires though, it isn´t that big of a problem, it´s just me being meticulous with the way that I want the cars to feel and behave.
But as I´ve said a couple of times, I´m very open to suggestions that might enhance the mod or the cars feel and drivebillity, but not to change things just for the sake of making changes.
And to create more authentic sounds would be very nice addition if we could.
I´m not sure that anyone of us that has join the team so far has those skills though, I for one have not. But I think that it´s a great idea maxxad, and if we could achieve that AND it enhances the driving experience, I´m all for it of course.
....
I´ve started out by using the F1-88 sound as is was attached to the F1-Seven 88 mod that I´ve used as base for this project. But as I almost became death by using it when I was making the new physics I´d changed it to the F1-88LE sounds that was more lenient to my ears.
But by request I´ve changed it to what I believe is the best Formula 1 sounds from that era out there, the GP79 sounds, which I´ve then tweaked a bit to accommodate the Feedback that I´ve been given.
....
There are also other refinement and enhancement that would be great if they where to be made, such as the enhancement of the AI´s which Tamas so kindly have committed himself to do. There are other things too, like the windscreen on the Shadows isn´t as transparent as it should be and so on.
I tried to fix that windscreen today btw, but I couldn´t get it right (I´ve never worked with alpha settings and stuff before), and when I tried to solve the problem by open the GMT file the validation time on 3doED had expired.
--------
I have stood beside, or actually about 50cm behind a 70´s Formula 1 car when they started it up, which was a bit of a (unexperienced) mistake as I couldn´t hardly hear anything but the ringing in my ears for the rest of that day. They are really loud.
I´ve also jumped into and got seated in a Tyrrell008 for about one minute before a really angry mechanic saw it and shouted to me to get the f*** out of the car. They only had a thin rope to keep the crowd away from the cars outside the pits @ Anderstorp in those days, and when the mecanics left I just couldn´t hold myself, so I took the chance to jump into that car
--------------------
Braking distances and other historically correct stuff.
This is gonna have to be a bit long and I don´t really know how to express myself in English writing this stuff, so try to bear with me here a bit and excuse me if I´me using the wrong words or frases some times.
.....
When you start doing new physics to a mod you have to take a lot of things into consideration, and the whole process is not entirely straightforward, on the contrary it´s quite difficult and complexed.
And as you all know by now this is a "seat of the pants" kind of physics, not emphases on getting it historically correct, but to get the cars to feel great to drive. But even so there are trade off´s that has to be made regarding the cars speed vs grip, mechanical vs. aerodynamic grip and their lap times which has to be somewhat in relation to how fast the cars actually were.
.....
To begin with, one must of course try to find a good trade off between the speed and the grip of the cars and I think that I´ve done that, (after an awful lot of tests), with the Ferrari doing about 275 kph at the end of the straight at Kyalami with it´s wings set at 8/9 (14/15 is Max)
One should have in mind that these cars had a pretty high drag coefficient because of their wide rear tires, big rear wings and large air intakes. And they "only" had about 500 BPH (485bhp in Ronnie's Lotus for example), so they did not reach as high top speeds as the more recent and more effective car designs do.
On top of that you must also find the right relationship between the aerodynamic and mechanical grip, and doing so in a way so that it doesn´t destroy the cars overall feel or the relationship between speed and grip and their lap times.. a quite tricky trade-off in other words.
....
So I've tested a lot (to say the least) of different tires, aero, suspension and setup combos to try to find the "optimal" trade off and after a lot of testing I thought that I´ve had found that one, although the cars was a bit too fast at Kyalami for example.
But after a while I realized that the brakes wasn´t working as I wanted them to, I had to poor braking power at high speeds which meant that I had to brake very early to avoid to overshoot the corners, but when I came down to low speeds the brakes all of a sudden just locks up without giving me any "warning" of it at all.
So it was back to the drawing board again. I soon realized that it was due to tires Decel Slip Curves which interacts with Lateral Slip Curve and so on, so one has to be really careful when changing those too so they don´t change the overall feel of the cars (to much). And I tried a lot of combos but almost all of them that improved the braking also made the cars to easy to drive.
But I finally found a combo that improved the brakes and didn´t make the cars to easy to drive. The cars actually even felt better to drive then before which was great but, they had improved their laptimes with about 1s per lap too.
So I started to look at the Accel Slip Curves too, trying to find a solution.
And as I´ve already had felt that the cars had a little bit to good grip under acceleration at low speeds and that they also were a bit too twitchy in high speeds I tried to solve those problem and slowing the cars down at the same time by changing the Accel Slip Curve.
So the same presider started all over again, a lot of trail and error testing until I found a combination that worked by changing the Accel Slip Curve on the rear tires, that not only slowed the cars down about 1s per lap by giving them a slightly poorer grip under acceleration at low speeds. It also gave them a slightly more predictable and increasing grip at higher speeds, sort of emulated the sense of raising downforce at high speeds, which is 100 per cent correct.
The downforce should increase by the cars velocity squared. (right word/expression?) But I wonder if that is correctly implemented i rF..?
I worked with 0.01 numbers when I was setting the downforce levels but to get some reference I raised the downforce by 2.0 and was just 1.2s faster @ Jerez then before. But when I took that amount away again and put the F1-88LE tires on the car I was nearly 6s faster.
Anyways, this was all very small changes to the slip curves, very subtle stuff that only made small changes to the the cars behavior, but they were all for the better IMO, and the cars were once again about as fast as before I started to change the slip curves.
JC was happy..
------
Until Fredrik, (who also have joined the team and who actually is very good at analyzing a cars behavior and giving feedback, despite what he said in his application), called me and said that the mod was nearly undrivebul for him due to way to much braking power, he said that he locked the wheels only by touching the brake pedal.
Me, who uses a load cell pedal system had quite the opposite proplem and had to press my pedal very hard. -Ok, here we go again I thought. But the solution was actually quite easy by creating different braking Upgrades alternatives using different braking pressures.
..........
After reading all of this you might understand that it isn´t easy to do changes like shortening or lengthening the brake distances without changing the overall feel of the cars, which I don´t want to do. It´s actually very hard and time consuming to do.
And one of the reasons why I am so reluctant to do any changes that aren´t necessary just to get the mod more historically correct. I know that these physics are good, really good even to be frank, and that the cars behaves pretty much as they once did from a layman's point of view, even if they aren´t historically correct so to speak. And last but not the least, that they feels great to drive.
And thats the most essential things to me, and for those of you that feels that that´s not enough, and really want to work on a project that is historically correct, this F1-75 Project isn´t probably for you.
-------------
This last note was not meant for anyone particular, and especially not to maxxad, who I regard as a friend and have found out to be one of the kindest and most helpful people I´ve ever met on the internet, and to whom I feel the most deepest respect for.
It was just to clarify where I stand on this matter, nothing more, and nothing less.
---------
Cheers
/JC
Edit: Changed the word "compromise" to "trade off" which I´ve been told is the right expression in English, and fixed some spelling errors at the same time too.
The purpose is NOT to change the overall feel of the cars or their drivebillity, but to refine what I´ve already made and to, and if possible to find someone who can and are willing to help me/us to fix the graphic flaws that the mod still has. And to do a lot of testing as a quality warranty and at the same time try the new tires and eventual other changes.
By that I mean that I´ve no intention of changing the overall feel of the cars or their physics other then to do minor changes that might enhance the driving experience and to set the performance of the cars more correct in relation to each other.
I´ve got a couple sets of new tires that might do that for instance, I´m not 100 per cent happy with the cars braking performance. And one members of the team also mention that he´s interested in trying to make new tires that might enhance the mod too.
I will not let the overall driving feel of the cars go to waist by changing tires though, it isn´t that big of a problem, it´s just me being meticulous with the way that I want the cars to feel and behave.
But as I´ve said a couple of times, I´m very open to suggestions that might enhance the mod or the cars feel and drivebillity, but not to change things just for the sake of making changes.
And to create more authentic sounds would be very nice addition if we could.
I´m not sure that anyone of us that has join the team so far has those skills though, I for one have not. But I think that it´s a great idea maxxad, and if we could achieve that AND it enhances the driving experience, I´m all for it of course.
....
I´ve started out by using the F1-88 sound as is was attached to the F1-Seven 88 mod that I´ve used as base for this project. But as I almost became death by using it when I was making the new physics I´d changed it to the F1-88LE sounds that was more lenient to my ears.
But by request I´ve changed it to what I believe is the best Formula 1 sounds from that era out there, the GP79 sounds, which I´ve then tweaked a bit to accommodate the Feedback that I´ve been given.
....
There are also other refinement and enhancement that would be great if they where to be made, such as the enhancement of the AI´s which Tamas so kindly have committed himself to do. There are other things too, like the windscreen on the Shadows isn´t as transparent as it should be and so on.
I tried to fix that windscreen today btw, but I couldn´t get it right (I´ve never worked with alpha settings and stuff before), and when I tried to solve the problem by open the GMT file the validation time on 3doED had expired.
--------
I have stood beside, or actually about 50cm behind a 70´s Formula 1 car when they started it up, which was a bit of a (unexperienced) mistake as I couldn´t hardly hear anything but the ringing in my ears for the rest of that day. They are really loud.
I´ve also jumped into and got seated in a Tyrrell008 for about one minute before a really angry mechanic saw it and shouted to me to get the f*** out of the car. They only had a thin rope to keep the crowd away from the cars outside the pits @ Anderstorp in those days, and when the mecanics left I just couldn´t hold myself, so I took the chance to jump into that car
--------------------
Braking distances and other historically correct stuff.
This is gonna have to be a bit long and I don´t really know how to express myself in English writing this stuff, so try to bear with me here a bit and excuse me if I´me using the wrong words or frases some times.
.....
When you start doing new physics to a mod you have to take a lot of things into consideration, and the whole process is not entirely straightforward, on the contrary it´s quite difficult and complexed.
And as you all know by now this is a "seat of the pants" kind of physics, not emphases on getting it historically correct, but to get the cars to feel great to drive. But even so there are trade off´s that has to be made regarding the cars speed vs grip, mechanical vs. aerodynamic grip and their lap times which has to be somewhat in relation to how fast the cars actually were.
.....
To begin with, one must of course try to find a good trade off between the speed and the grip of the cars and I think that I´ve done that, (after an awful lot of tests), with the Ferrari doing about 275 kph at the end of the straight at Kyalami with it´s wings set at 8/9 (14/15 is Max)
One should have in mind that these cars had a pretty high drag coefficient because of their wide rear tires, big rear wings and large air intakes. And they "only" had about 500 BPH (485bhp in Ronnie's Lotus for example), so they did not reach as high top speeds as the more recent and more effective car designs do.
On top of that you must also find the right relationship between the aerodynamic and mechanical grip, and doing so in a way so that it doesn´t destroy the cars overall feel or the relationship between speed and grip and their lap times.. a quite tricky trade-off in other words.
....
So I've tested a lot (to say the least) of different tires, aero, suspension and setup combos to try to find the "optimal" trade off and after a lot of testing I thought that I´ve had found that one, although the cars was a bit too fast at Kyalami for example.
But after a while I realized that the brakes wasn´t working as I wanted them to, I had to poor braking power at high speeds which meant that I had to brake very early to avoid to overshoot the corners, but when I came down to low speeds the brakes all of a sudden just locks up without giving me any "warning" of it at all.
So it was back to the drawing board again. I soon realized that it was due to tires Decel Slip Curves which interacts with Lateral Slip Curve and so on, so one has to be really careful when changing those too so they don´t change the overall feel of the cars (to much). And I tried a lot of combos but almost all of them that improved the braking also made the cars to easy to drive.
But I finally found a combo that improved the brakes and didn´t make the cars to easy to drive. The cars actually even felt better to drive then before which was great but, they had improved their laptimes with about 1s per lap too.
So I started to look at the Accel Slip Curves too, trying to find a solution.
And as I´ve already had felt that the cars had a little bit to good grip under acceleration at low speeds and that they also were a bit too twitchy in high speeds I tried to solve those problem and slowing the cars down at the same time by changing the Accel Slip Curve.
So the same presider started all over again, a lot of trail and error testing until I found a combination that worked by changing the Accel Slip Curve on the rear tires, that not only slowed the cars down about 1s per lap by giving them a slightly poorer grip under acceleration at low speeds. It also gave them a slightly more predictable and increasing grip at higher speeds, sort of emulated the sense of raising downforce at high speeds, which is 100 per cent correct.
The downforce should increase by the cars velocity squared. (right word/expression?) But I wonder if that is correctly implemented i rF..?
I worked with 0.01 numbers when I was setting the downforce levels but to get some reference I raised the downforce by 2.0 and was just 1.2s faster @ Jerez then before. But when I took that amount away again and put the F1-88LE tires on the car I was nearly 6s faster.
Anyways, this was all very small changes to the slip curves, very subtle stuff that only made small changes to the the cars behavior, but they were all for the better IMO, and the cars were once again about as fast as before I started to change the slip curves.
JC was happy..
------
Until Fredrik, (who also have joined the team and who actually is very good at analyzing a cars behavior and giving feedback, despite what he said in his application), called me and said that the mod was nearly undrivebul for him due to way to much braking power, he said that he locked the wheels only by touching the brake pedal.
Me, who uses a load cell pedal system had quite the opposite proplem and had to press my pedal very hard. -Ok, here we go again I thought. But the solution was actually quite easy by creating different braking Upgrades alternatives using different braking pressures.
..........
After reading all of this you might understand that it isn´t easy to do changes like shortening or lengthening the brake distances without changing the overall feel of the cars, which I don´t want to do. It´s actually very hard and time consuming to do.
And one of the reasons why I am so reluctant to do any changes that aren´t necessary just to get the mod more historically correct. I know that these physics are good, really good even to be frank, and that the cars behaves pretty much as they once did from a layman's point of view, even if they aren´t historically correct so to speak. And last but not the least, that they feels great to drive.
And thats the most essential things to me, and for those of you that feels that that´s not enough, and really want to work on a project that is historically correct, this F1-75 Project isn´t probably for you.
-------------
This last note was not meant for anyone particular, and especially not to maxxad, who I regard as a friend and have found out to be one of the kindest and most helpful people I´ve ever met on the internet, and to whom I feel the most deepest respect for.
It was just to clarify where I stand on this matter, nothing more, and nothing less.
---------
Cheers
/JC
Edit: Changed the word "compromise" to "trade off" which I´ve been told is the right expression in English, and fixed some spelling errors at the same time too.
"We're having chassis, aero and motor problems.
Other than that, things are great."
Other than that, things are great."
Re: Feedback and Suggestions

inGame: JC Case

Rank: Co Admin
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
965 Posts
I´ve got a little bit of feedback about the V0.97 Install and it´s setup window, and I´ve might have set the Front Camber a bit to Low on the Default setups, or rather to High to be precise as we´re talking about negative numbers.
As I´ve narrowed the Camber setup window from -5.0 front/back to -3.5 at the front and -2.5 at the back of the car, the new settings moves the numbers that defines the Camber angles to an other starting level (right expression?).
Meaning that the Camber settings on your own setups will be at a higher level then before by default. So you´ll need to adjust that to the same level as they had before to get the cars to behave in the same way again.
And I might have set the Camber settings at the front of the car a bit to high on the Default setups which will make the car to feel a bit more understeary. I do think that this setting was -3.0 on the V.096 Install, and I adjusted it to be at that level with the V0.97 Install too.
But I might have remembered that wrongly and set it to a too high number, so if you feel that the cars are a bit more understeary now with the Default setups compared to before, change the Front Camber setting from -3.0 to -3.2.
.......
I´ve got this Feedback, (which was very appreciated) by PM´s but I would prefer if you could use this Thread to share your Feedback so the rest of the Group also can get hold of that information.
And while we´re talking about Feedback, please give me your thoughts about the Update as a whole too. What you think about the new UI and it´s new Background pictures and Logo´s , the Intro and the Music, the slight adjustment to the Backfire sound, the new Team entry's and the updated Team information and so on.
It would be very valuable to me.
------
Cheers
/JC
As I´ve narrowed the Camber setup window from -5.0 front/back to -3.5 at the front and -2.5 at the back of the car, the new settings moves the numbers that defines the Camber angles to an other starting level (right expression?).
Meaning that the Camber settings on your own setups will be at a higher level then before by default. So you´ll need to adjust that to the same level as they had before to get the cars to behave in the same way again.
And I might have set the Camber settings at the front of the car a bit to high on the Default setups which will make the car to feel a bit more understeary. I do think that this setting was -3.0 on the V.096 Install, and I adjusted it to be at that level with the V0.97 Install too.
But I might have remembered that wrongly and set it to a too high number, so if you feel that the cars are a bit more understeary now with the Default setups compared to before, change the Front Camber setting from -3.0 to -3.2.
.......
I´ve got this Feedback, (which was very appreciated) by PM´s but I would prefer if you could use this Thread to share your Feedback so the rest of the Group also can get hold of that information.
And while we´re talking about Feedback, please give me your thoughts about the Update as a whole too. What you think about the new UI and it´s new Background pictures and Logo´s , the Intro and the Music, the slight adjustment to the Backfire sound, the new Team entry's and the updated Team information and so on.
It would be very valuable to me.
------
Cheers
/JC
"We're having chassis, aero and motor problems.
Other than that, things are great."
Other than that, things are great."
Re: Feedback and Suggestions

inGame: Redvaliant

Rank: Stunt Poet
Joined: 19 Oct 2008, 16:16
Online: 2d 3h 13m 35s
Medals: 1
Joined: 19 Oct 2008, 16:16
Online: 2d 3h 13m 35s
Medals: 1
153 Posts
Hi, nice mod and love these cars
I've just installed and tried the Ferrari around monza and 1 thing that is immediately problematic is the steering. At least for my config, I can't get the real feel to work right; it pulls massively to the left and right and is dead in the middle. Also, the rotation of the wheel in-car is way out of synch with my G25. I run about 320 degrees in the profiler and this works for most open wheelers, but here it is distractingly laggy behind the in-car wheel. I know i could turn the wheel off but I prefer having it displayed. Also tried to turn the setup steering degree down but this becomes too unreponsive. If anyone has specific Real Feel settings for this mod I'd love to see them.


Re: Feedback and Suggestions

inGame: JC Case

Rank: Co Admin
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
965 Posts
Hi Red Valiant 
Your problems has nothing to do with the mod, but with your own settings, but I´ll of course try to help you.
The pulling of the wheel to the left and right is because of your RealFeel settings is dead wrong and has nothing to do with the mod in itself.
Try this one´s instead, they work really good with my Logi DFGT
MaxForceAtSteeringRack=-1900.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=40.000000
SmoothingLevel=5
I should perhaps have included those values in the Readme, but I somehow forgot too, so thanks for reminding me. I will update the Release Post with those values at once.
You set the rotation of the wheel In-Car to match your own wheel in your Controller.ini and the Controller that you are using. rFactor ReadMe recommends you to set it at half of your real rotation, ex 320 = 160.
It doesn´t always give you a perfect alignment / match your own wheel but it´s a good starting point.
Edit: I actually had attached my RealFeel settings to the V.0.98 Install, but I should perhaps have mentioned that the F1-75 DFGT RealFeel settings.txt file can be found in your UserData Folder in the ReadMe.
---------
Cheers
JC
Your problems has nothing to do with the mod, but with your own settings, but I´ll of course try to help you.
The pulling of the wheel to the left and right is because of your RealFeel settings is dead wrong and has nothing to do with the mod in itself.
Try this one´s instead, they work really good with my Logi DFGT
MaxForceAtSteeringRack=-1900.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=40.000000
SmoothingLevel=5
I should perhaps have included those values in the Readme, but I somehow forgot too, so thanks for reminding me. I will update the Release Post with those values at once.
You set the rotation of the wheel In-Car to match your own wheel in your Controller.ini and the Controller that you are using. rFactor ReadMe recommends you to set it at half of your real rotation, ex 320 = 160.
It doesn´t always give you a perfect alignment / match your own wheel but it´s a good starting point.
Edit: I actually had attached my RealFeel settings to the V.0.98 Install, but I should perhaps have mentioned that the F1-75 DFGT RealFeel settings.txt file can be found in your UserData Folder in the ReadMe.
---------
Cheers
JC
Last edited by J.C.Case on 18 Jan 2010, 00:52, edited 2 times in total.
"We're having chassis, aero and motor problems.
Other than that, things are great."
Other than that, things are great."
Re: Feedback and Suggestions

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Cheers, it is the incar rotation I really wanted to address. I'll give your settings a try.


Re: Feedback and Suggestions

inGame: Magnus Dahlgren

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Now Im not physics expert but the league-edition feels nice so far
, but is it possible to make the tyres look more 'rubbery' and less plastic like they do now? Like in the '79 mod and Legends mod.
(I realise its a rather low priority question but cant help asking!
)
(I realise its a rather low priority question but cant help asking!
Re: Feedback and Suggestions

inGame: BlackMagic

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Already addressed in 0.99
Will be available soon. 

Re: Feedback and Suggestions

inGame: Baubaal

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Please, more trepidation!!!
Re: Feedback and Suggestions

inGame: BlackMagic

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? What do you mean?

Re: Feedback and Suggestions

inGame: Baubaal

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Hello!
Sorry, I'll try to explain better: I feel that the only thing that bothers me in this long awaited and wonderful mod is the lack of vibration in the cockpit caused by speed and the friction of asphalt.
As it's now I think I'm riding on a velvet surface with little friction.
The car needs to vibrate a lot, my vision have to jump more frenetic inside the cockpit.
For me, this was real fine captured in mod F1 1993.
Congratulations and very, very, very thank's for this mod!
Sorry, I'll try to explain better: I feel that the only thing that bothers me in this long awaited and wonderful mod is the lack of vibration in the cockpit caused by speed and the friction of asphalt.
As it's now I think I'm riding on a velvet surface with little friction.
The car needs to vibrate a lot, my vision have to jump more frenetic inside the cockpit.
For me, this was real fine captured in mod F1 1993.
Congratulations and very, very, very thank's for this mod!
Re: Feedback and Suggestions

inGame: BlackMagic

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Ah ok, well if you like more vibe I suggest look in your cockpit ini file and find the line
cockpitshake=0.006 , if you make that value larger, the shake will become more voilent. You can also enhance cockpit shake by adding headmovement. Or using your PLR file.
For me cockpit shake as it is is fine, any more and my eyes will get sore in 1 hour races
cockpitshake=0.006 , if you make that value larger, the shake will become more voilent. You can also enhance cockpit shake by adding headmovement. Or using your PLR file.
For me cockpit shake as it is is fine, any more and my eyes will get sore in 1 hour races

Re: Feedback and Suggestions

inGame: Baubaal

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Thank you, BlackMagic!
But how can I find the cockpit.ini file?
But how can I find the cockpit.ini file?
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