4/4/2024 0 Comments Rfactor 2 track cutRain reflections and marshals also included in the track as well as all current surroundings 2016-2017 (wind generators, solar panels). Also the AIW is done from scratch to allow all rfactor2 features (block path added). I have reworked the road mesh in 3dsMax to allow realroad to work fine. Just subscribe to this one to get the track updated to v1.1 Getting stuck in second on Indianapolis exiting turn 11įreeze for several seconds in race.New update to Zolder 2016, this time uploaded to steam to allow better future updates to all users. PACE (PC) Rating dropped 89 to 69 in secondsīest way to setup reverse grid-second races offline? Game freezing for several seconds mid Race Loss controls for some seconds during the game ACC The 5 second penalty is still the worst I have seen from any of Sim, too much like Gran Turismo than simulation.Īutomatically restarting session Ĭars teleporting for a split second into pit lane and back If you want to see how bad an AI race steward works have a look at iceracing, race07, rFactor/2 they all have systems in place and not one of them is fit for purpose. I like the idea of sector times but as pointed out that can have it's limitations also, racing behind a slower driver, coming back on track, avoiding an accident/road block, slowing down for an infringement or to let someone take back a place etc. You only have to look at any sim that uses flag rules and the amount of false flags you can get are astounding. But the idea of a race being ruined by a over zealous AI race steward is abhorrent to me. This is all up in the air at the moment as we don't know how these admin server rights will be implemented, will we have server rights using a chat box or direct access via the sim.Īs I have stated before, the track is defined by the lines on the outside of the track, so cutting is not one of my favourite exercises. Have all the systems you wish for in the offline, but online should be controlled by the server admin or race control (group of admins). Multiplayer, either open or league servers, have people looking after the racers (well the good servers do anyway), so all this AI penalty system is second rate and pointless. On the other hand, being able to get one or two free passes (warnings) can mess up a race in the last lap. Getting a DT instantly when going off track without gaining time is harsh. Obviously there could be issues with sector time recordings when the car is off track. Racers will be able to manage their sector times a bit, like in real life, if you miss a breaking point and cut a chicane you can ease off to make sure your time is slower than average to avoid the DT. At the end of the race, there should be enough clean sectors, even in short races. For incidents at the start of the race, when no times are available, the incident should be "under investigation" until a number of clean sectors are recorded (or automatic DT penalty if this does not occur fast enough). If you go off track and record a faster sector time than your average clean one, you get a DT penalty (instantly, if over 5 clean sectors are recorded). The average clean sector time should be taken as a benchmark. The game should keep track of sector times during the races. Hotlap/Qualify session : Off track = invalid laptime In my opinion, it should work as follows: Been discussed before, I'm sure Kunos is looking at options to improve this aspect in the game.
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