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#1
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rFactor Formula cars
I sure hope the online code works OK because offline is a joke. This is the
worst AI Ive seen in a looong time (an entire field of Pedro Rodriquez's sucks big time). Simbin needs to fix em up cause ISI failed miserably on the AI, the interface and the 3 activation crapola.... Sure "looks" good though, and really gives a good sensation of speed though nearly un-raceable against the drunk/stupid/lame AI... Mitch "Uwe Schürkamp" > wrote in message ... > > Hi guys, > > I just gave the FormulaIS a spin at Toban... positively frightening! > This is going to be good online with a full grid, looks like ISI have > really pulled the big one this time in creating a worthy successor to > GPL, and all that at the low, low price of 34 Euros. > > Cheers, uwe > > > -- > GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61 |
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#2
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"Mitch_A" > wrote in message . .. >I sure hope the online code works OK because offline is a joke. This is >the worst AI Ive seen in a looong time (an entire field of Pedro >Rodriquez's sucks big time). Simbin needs to fix em up cause ISI failed >miserably on the AI, the interface and the 3 activation crapola.... Sure >"looks" good though, and really gives a good sensation of speed though >nearly un-raceable against the drunk/stupid/lame AI... > I think the problem is that the F1s come up on you so fast they simply don'y get a chance to react. The friggers lap you after 2 laps at Mills GP - that how much of a joke the speed difference is. Actually, now that I come to think of it, you can choose the AI I think. Bloody stupid defaults in any case. |
#3
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> I just gave the FormulaIS a spin at Toban... positively frightening!
The AI at 100% run about 1:07 lap times at Toban GP, after about 40 minutes on and off, my best is a 1:09.2, so I've got a ways to go if the AI lap times are truly reflective of what's possible. There are 2 corners that the AI take faster than I can right now (they run 1 gear taller in these two spots). The speed is about the same at F1C99-02 though, just that the track is smaller, a sub 1:10 lap versus a 1:45 lap at Spa for example: http://jeffareid.net/cgi-bin/f1cspa.wmv or the real thing back in 2002 (qualifying setup here): http://jeffareid.net/cgi-bin/spaf1.wmv |
#4
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"Byron Forbes" > wrote in message ... > > "Mitch_A" > wrote in message > . .. >>I sure hope the online code works OK because offline is a joke. This is >>the worst AI Ive seen in a looong time (an entire field of Pedro >>Rodriquez's sucks big time). Simbin needs to fix em up cause ISI failed >>miserably on the AI, the interface and the 3 activation crapola.... Sure >>"looks" good though, and really gives a good sensation of speed though >>nearly un-raceable against the drunk/stupid/lame AI... >> > > I think the problem is that the F1s come up on you so fast they simply > don'y get a chance to react. The friggers lap you after 2 laps at Mills > GP - that how much of a joke the speed difference is. > > Actually, now that I come to think of it, you can choose the AI I > think. Bloody stupid defaults in any case. > Yes, I should almost apologise here but I wont since it's not my default! When racing offline, select all cars of the class you are driving - problem solved. |
#5
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Yeah, a lot of people over at RSC are bitching about the AI but as the ASS
review stated, if you drive properly, the AI is pretty decent. Not that I care at this point - the multiplayer is sublime. |
#6
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Yeah, I saw the 3 re-activation "without charge" crap.
I think this handles better than any ISI based game I've driven yet (I can actually 4-wheel drift this thing and feel it), but there's an awful lot I"m not liking. -Larry "Mitch_A" > wrote in message . .. >I sure hope the online code works OK because offline is a joke. This is >the worst AI Ive seen in a looong time (an entire field of Pedro >Rodriquez's sucks big time). Simbin needs to fix em up cause ISI failed >miserably on the AI, the interface and the 3 activation crapola.... Sure >"looks" good though, and really gives a good sensation of speed though >nearly un-raceable against the drunk/stupid/lame AI... > > Mitch > > > "Uwe Schürkamp" > wrote in message > ... >> >> Hi guys, >> >> I just gave the FormulaIS a spin at Toban... positively frightening! >> This is going to be good online with a full grid, looks like ISI have >> really pulled the big one this time in creating a worthy successor to >> GPL, and all that at the low, low price of 34 Euros. >> >> Cheers, uwe >> >> >> -- >> GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61 > > |
#7
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On Sun, 4 Sep 2005 00:30:43 -0400, "Larry" > wrote:
>Yeah, I saw the 3 re-activation "without charge" crap. > >I think this handles better than any ISI based game I've driven yet (I can >actually 4-wheel drift this thing and feel it), but there's an awful lot I"m >not liking. Are you referring to driving the F1s? I'm only driving the ZR, but I've already had several instances of not realizing there's a problem until I'm pointing the wrong way. Maybe there's some controller numbers/settings I need to tweak... Eldred |
#8
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I'm still playing with the controller settings.
MY MSFFW finally died so I'm having to get used to this black Momo. The Logitech software almost has _too_ many settings/adjustments, and I'm still working towards the perfect feel. -Larry "Eldred" > wrote in message ... > On Sun, 4 Sep 2005 00:30:43 -0400, "Larry" > wrote: > >>Yeah, I saw the 3 re-activation "without charge" crap. >> >>I think this handles better than any ISI based game I've driven yet (I can >>actually 4-wheel drift this thing and feel it), but there's an awful lot >>I"m >>not liking. > > Are you referring to driving the F1s? I'm only driving the ZR, but > I've already had several instances of not realizing there's a problem > until I'm pointing the wrong way. Maybe there's some controller > numbers/settings I need to tweak... > > Eldred |
#9
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I used someone's FF setup in the controller.ini and it seemed to stiffen up
the feel on par with GTr. Just replace these lines in your /userdata/playername/controller.ini and check it out (back up the orig first). The person who tweaked this didnt specify whether he has the Force or the Racing wheel but I use the Force and this works very well for me. [ Force Feedback ] FFB Device Type="1" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad. FFB Effects Level="4" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom. FFB Gain="1.00000" // Strength of Force Feedback effects. Range 0.0 to 1.0. FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis. FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis. FFB steer vibe freq mult="0.20000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration. FFB steer vibe zero magnitude="0.03500" // Magnitude of steering vibration at 0mph (reference point). FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude). FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. FFB steer force average weight="0.60000" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency. FFB steer force exponent="1.00000" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity. FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction). FFB steer force output max="5.00000" // Maximum force output of steering force, recommendation 0.8 to 2.0 FFB steer force grip weight="1.00000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9. How much weight is given to tire grip when calculating steering force. FFB steer update thresh="0.01500" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more frequently = lower frame rate. FFB steer friction coefficient="0.17500" // Coefficient to use for steering friction. Range: -1.0 to 1.0 FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0 FFB steer damper coefficient="0.17500" // Coefficient to use for steering damper. Range: -1.0 to 1.0 FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0 FFB throttle vibe freq mult="0.17000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50 FFB throttle vibe zero magnitude="0.09000" // Magnitude of engine vibration at 0rpm (reference point). FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude). FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. FFB throttle vibe update thresh="0.08000" // Amount of change required to update throttle vibe (0.0 - 1.0) FFB brake vibe freq mult="0.90000" // Scales actual brake rotational frequency to force feedback vibration frequency. FFB brake vibe zero magnitude="0.10000" // Magnitude of brake vibration at 0mph (reference point). FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero magnitude). FFB brake vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. FFB brake vibe update thresh="0.05000" // Amount of change required to update brake vibe (0.0 to 1.0) FFB rumble strip magnitude="0.35000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect. FFB rumble strip freq mult="0.60000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev. FFB rumble strip wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. FFB rumble strip pull factor="-1.50000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5. FFB rumble strip update thresh="0.07500" // Amount of change required to update rumble strip effect (0.0 - 1.0) FFB jolt magnitude="2.00000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0. "Larry" > wrote in message news:Pc_Te.11987$Cc5.4355@lakeread06... > I'm still playing with the controller settings. > > MY MSFFW finally died so I'm having to get used to this black Momo. The > Logitech software almost has _too_ many settings/adjustments, and I'm > still working towards the perfect feel. > > -Larry > > "Eldred" > wrote in message > ... >> On Sun, 4 Sep 2005 00:30:43 -0400, "Larry" > wrote: >> >>>Yeah, I saw the 3 re-activation "without charge" crap. >>> >>>I think this handles better than any ISI based game I've driven yet (I >>>can >>>actually 4-wheel drift this thing and feel it), but there's an awful lot >>>I"m >>>not liking. >> >> Are you referring to driving the F1s? I'm only driving the ZR, but >> I've already had several instances of not realizing there's a problem >> until I'm pointing the wrong way. Maybe there's some controller >> numbers/settings I need to tweak... >> >> Eldred > > |
#10
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Larry wrote:
> (I can > actually 4-wheel drift this thing and feel it) You really shouldn't be able to 4 wheel drift a high-downforce car. |
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