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  Click here to go to the first staff post in this thread.   Thread: Build 85 Discussion Mk II

  1. #201
    CdnRacer's Avatar
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    Guess

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    Quote Originally Posted by E.Neytman View Post
    Well, with this one we can race yes (once we have full rain system)

    FPS is great, FFB more or less ok, graphics improved a little...i terms of physics also a good step into pCARS direction (finaly not an "ice simulator").

    Problems - big lack of the grip sence.


    Wrong turn mate. Ian Bell is the other way.

  2. #202
    E.Neytman's Avatar
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    Moscow, Russia, Russia

     
    Quote Originally Posted by Tim Wheatley View Post
    I find that most people who have said with rF2 about lack of grip, feel a lot different once rubber is laid down... If you feel a lack of grip, please send the AI out for a few laps and see how it feels after that. If you STILL have a lack of grip, then we have an issue of course.
    the grip is ok, at least at F3.5

  3. #203
    E.Neytman's Avatar
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    Moscow, Russia, Russia

     
    Quote Originally Posted by CdnRacer View Post
    Wrong turn mate. Ian Bell is the other way.
    Wrong turn mate. rF2 and pCARS are going from different sides but in terms of physics the will meet at one point. b85 vs b217 is close

  4.   Click here to go to the next staff post in this thread.   #204
    Quote Originally Posted by B. Gant View Post
    the vmod system is fine if cars and tracks separated....So I admin an F1 league. I would need to create 20 vmods during the season for each round. just doesnt seem logical.

    the system is fine separated.point blank.

    Build 85 is Great. None the less. Not a "ice" sim. Think i'd be able to sell this to my league, if we work on simplicity as we move forward with rfmods,vmods, etc etc.
    No. You would create 1 vmod which references the cars and tracks (components),

  5. #205
    Ivy Bridge top-end i5
    AMD 6970

    Previous update I had everything on full bar shadows high and env and track reflections off and 2xAA and was getting 40-50fps on a full stock grid.

    Now I get a solid 60fps with just env reflections off and shadows high and 8xAA.

    I did have to do a clean install as I was getting horrible artifacts and HDR was 1000x too bright. Since then though all looks good.

    Overall looks good and a quick spin in the F Renault shows it to handle quite a lot better than before. Gonna be a good night

  6. #206
    mclaren777's Avatar
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    Olympia, WA

     rFactor2 Validated PC Specification in profile @rFactor2Updates 
    Quote Originally Posted by E.Neytman View Post
    rF2 and pCARS are going from different sides but in terms of physics the will meet at one point. b85 vs b217 is close
    I disagree. pCARS is intending to simulate what professional drivers experience when driving a car, while rF2 is intending to simulate what you or I would experience when driving a car.

    It's really quite different, though this thread probably isn't the best place to discuss this.

  7. #207
    buddhatree's Avatar
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    Susan G Komen for the Cure

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    OMG can we please stick to rF2

    Comments like the above ^ are really testing my Zen patience

  8. #208

    Nickname
    DavoTilly
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    Quote Originally Posted by E.Neytman View Post
    b85 vs b217 is close
    HAAHAHHAAHAHAHAAHAHAAHAA, pcars is nothing like rf2, rf2 is a genuine simulator, pcars is a genuine arcade gamey game with horrid FFB, physics and ordinary steering precision.

  9. #209

    Language
    English
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    Northern Ireland

     
    Quote Originally Posted by Tim Wheatley View Post
    The changes causing that won't be happening past the test phase I would think...
    Tim, the changes that caused this to break were an update to a car mod (the Meganes, v1.0 to 1.1). Can you run Searspoint now? Or the Masaratis? Unless this system is changed there will be horrible knock on incompatibilities, but imagine it with 100s of tracks and 100s of cars. It makes *my* head hurt!

  10. #210
    mirrors in 60s cars no longer work! whats up???

  11. #211
    greatly improved by ISI, fps, shaders, HDR (although I'm not convinced), physics and of course the Formula!​​, however, still so far from irancing, which would be the minimum that should offer, in terms of graphics.

    Anyway, i'm happy with this build.

  12. #212
    buddhatree's Avatar
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    Susan G Komen for the Cure

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    Quote Originally Posted by GUBBA View Post
    mirrors in 60s cars no longer work! whats up???
    http://isiforums.net/f/showthread.ph...-F3-no-mirrors

  13. #213
    Zizza's Avatar
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    Montepulciano, Siena, Italy

     rFactor2 Validated PC Specification in profile Facebook profile @71RzR17 
    Quote Originally Posted by CdnRacer View Post
    What FPS are you getting with max settings? single card and screen
    for me 50fps at start... after 2/3 laps i get 65/70fps
    Italian Racers Team ||| Andrea Team Club Autostoriche
    La vita è un rischio e se non si rischia che vita è?

  14. #214
    To me the grip levels with the ISI Formula (2011) Masters is way off.

    I think when the track has no rubber and its dry and warm the grip should be 60% more than it is now for that car

    When the track is rubberd in I think the grip should be about 5% more than it is now.

    I would also really like to see a pre set rubber option for when you run a race server. Not to remove the idea of a changing and dynamic track but to simply get the track to a basic level of grip so you can start racing properly sooner.

  15. #215
    feels3's Avatar
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    Quote Originally Posted by Jameswesty View Post
    I think when the track has no rubber and its dry and warm the grip should be 60% more than it is now for that car
    When the track is rubberd in I think the grip should be about 5% more than it is now.
    How do you know that it shouldn't be 65% and 3%? Or 45 and 10?
    I'm just curious.
    VirtualCircuits - blog .. "Stop waiting, start doing."

  16. #216
    Can I ask if you (ISI) are planning to release new car shaders documentation?

  17. #217
    Quote Originally Posted by Tuttle View Post
    Can I ask if you (ISI) are planning to release new car shaders documentation?
    +1, good question

  18.   Click here to go to the next staff post in this thread.   #218
    Quote Originally Posted by alister667 View Post
    Tim, the changes that caused this to break were an update to a car mod (the Meganes, v1.0 to 1.1). Can you run Searspoint now? Or the Masaratis? Unless this system is changed there will be horrible knock on incompatibilities, but imagine it with 100s of tracks and 100s of cars. It makes *my* head hurt!
    There was a software update released, graphical changes, and we modified how mods are handled. As we said all along, we will try for backwards compatibility, but is is not guaranteed DURING TESTING.

  19. #219

    Location
    Germany Bremerhaven

     
    In F-Masters the Ump meter is in end by ~ 7000 . ( sorry 4 my Unbelivibel bad English )

  20. #220
    FONismo's Avatar
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    BSNismo
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    UK

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    Quote Originally Posted by Tim Wheatley View Post
    Not yet. Next historics update which is due very soon.
    Thanks, can't wait!
    Just cause hes rich it don't make him a better man. Feel twice as good and everything i have is second hand!

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