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Messages - Tech G

Pages: [1] 2 3 ... 11
1
General Discussion / Happy holidays
« on: December 27, 2017, 05:18:04 pm »
Just a quick note to say I hope your all having a great holiday season and all the best for 2018  :).

2
rFactor 2 General / Re: This could be the most fun I have had with AIs
« on: November 12, 2017, 07:01:18 pm »
Yes RWD is the key, the front wheel drive cars just feel funny, but I am sure could be setup ok and just take a different way of driving, where you accelerate to pull the car straight rather than turn the car.

This mod had a recent update too, not sure if that changed much.

3
rFactor 2 General / This could be the most fun I have had with AIs
« on: November 12, 2017, 04:18:25 am »
I am thinking of doing some races in these, but had never tried them before today and well I just  had to share this in case its one of the best kept secrets of rF2, as this car is just sooooooo much fun.  Just a short 10 minute race in the end, as a full course yellow cut my joy short.

BTCC - BMW 125i - Barber GP Alabama - default set up besides cambers and tire pressures, AIs at 112%

If you haven't tried these cars and you like the new GT3s, well I think you will also really like these, the FFB  and physics seem good, the cars are very stable and seem to do what you would expect, your welcome  ;).

https://www.youtube.com/watch?v=EHDu-PyMnvg&feature



4
Vehicle Setups / Crew Chief - Spotter
« on: November 03, 2017, 03:02:36 pm »
There have been a few discussions on Whatsapp about Crew Chief recently and, as it now seems to be the official spotter for S397, I though I would start a specific post where people could share setup tips and other info.

The second link is a post explaining the last update, which has some nice new features for rFactor 2.


https://forum.studio-397.com/index.php?threads/crew-chief-v4-5-with-rfactor-2-support.54421/

http://www.racedepartment.com/downloads/simhub-diy-sim-racing-dash.10252/

5
General Discussion / Re: SimHub, DIY Sim racing Dash
« on: November 02, 2017, 03:10:34 am »
I have been meaning to put up a screen shot for those missing their screen overlays once you move from Dx9 to 11.  This is the best one I have found so far in terms of resource usage it has a very low foot print and seems very flexible, although I am still learning how to use it.  Free to try with ads, but there is also an ad free paid version.  It has a live lap delta, track map,  relative position, plus lots more and you can modify every thing.

 

6
rFactor 2 General / Re: The debate URD, APEX or rF2 GT3
« on: October 29, 2017, 02:36:18 pm »
I think like the EGT mod where the C7R and Aston seem to be generally ahead of everything else.  I think it will always be the case that certain cars in each mods will be better than others.  If we think he C7R is ahead of the others we can easily give it a very small weight penalty.

Also, it's not just about single lap speed, from my testing the McLaren and Radical might be the best handling, so what they lack in speed they could make up in consistency over the race duration.

Maybe we could do some pre-season races with mixed grids of both the EGT and S397, as I actually think they could be quite closely match, even though they are actually different classes, and this might give the best of both worlds.

7
rFactor 2 General / Re: The debate URD, APEX or rF2 GT3
« on: October 28, 2017, 07:09:26 pm »
A nice post that was linked in the S397 forum explaining GT3 cars, including the fixed gears.

http://shakedownracing.com.au/index.php/forum/tech-talk/161-tech-talk-gt3-homologation-explained

I would also like to firmly put my vote behind the S397 GT3 pack for the following reasons:
  • The setup changes actually do what the label says and have much more expected/predictable results
  • There are much more limited setup options, so this process is simplified
  • The cars handle great and give great FFB
  • The tire model seems much improved
  • We have five cars to choose from, which is exactly the number of cars we currently use in the EGT mod

However, the main reason is the promotion of better closer racing.  One of the things we have all enjoyed this season is the odd moments where we get the chance to race wheel to wheel with someone for a few laps.  These moments are still often fleeting and whilst the fast guys will always be fast, I think this mod may lead to closer racing up and down the field and isn't that why we race in a league  ;D.

8
rFactor 2 General / Re: Apex GT3 server
« on: October 24, 2017, 02:57:35 pm »
Nice Simon, i am going to be on this later

9
rFactor 2 General / Re: The debate URD, APEX or rF2 GT3
« on: October 23, 2017, 04:20:42 pm »
Well personally I would love to change, but understand why some would want to stick with this mod, it does feel and look good, but the setup issues are a big down side for me. 

Both Apex and the S397 mods continue to improve (new update for Apex today) while the URD mod has no information on any future updates.  I will race whatever this league decided to race, but I really do hope the decision is made on what we believe the best mod to be and currently I would now put the URD mod in 3rd place  :o.

10
Vehicle Setups / Re: Confused and Frustrated
« on: October 22, 2017, 11:23:53 pm »
So, because this bothered me so much, I did a quick analysis between my setup that was pulling hard left braking into turn one and the setup Scott sent me, which I then modified a little.

I was surprised how similar our setups were, mostly very minor differences, the only significant differences where in the spring rates, but i have summarized below the major differences:

                                               Scott's                    Mine
Front Springs                             219                        210
Rear Springs                              175                        201
Rear Slow Rebound                      3                            6
Rear Fast Rebound                       2                           6

The rear rebound does directly effect the cars behavior under braking, the weird thing is that you would normally need a higher number to slow the transfer of weight off the rear tires and keep more weight on them under braking.  So reducing this number should have made the problem worst  ::).

11
Vehicle Setups / Re: Confused and Frustrated
« on: October 22, 2017, 07:44:37 pm »
Thanks as always for the help guys and Scott special thanks for the setup, race saver.

12
Vehicle Setups / Re: Confused and Frustrated
« on: October 22, 2017, 02:07:09 pm »
Thanks for the suggestions guys, I was hoping someone would have something other than the normal suggestions. As you know I am pretty good at setups and I know how to modulate the brake pedal, so I also tried different braking techniques into this corner, but that snap left pull is always lurking.  Even when I tried Rick's exact set up, he do not have this issue but I still did, so I guess it's either driving style (braking in a straight line 🤔) or maybe my equipment.

Oh well I guess I will just see how it goes and drive until this strange issue takes me out.  I would suggest no one try to pass me on the outside here 😉.

13
Vehicle Setups / Confused and Frustrated
« on: October 22, 2017, 03:45:04 am »
In the braking zone for the first corner at Blackwood my car is pulling hard left for no obvious reason.  I have tried different setup up, different lines, brake bias, brake pressures, easing off more, braking earlier and it still pulls left only at this corner  :-\.  This does not seem like normal physics to me, I am braking in a straight line with zero steering input when the back end starts to go.  ::)

https://www.youtube.com/watch?v=Q_qxzMiotDM&feature

14
General Discussion / SimHub, DIY Sim racing Dash
« on: October 21, 2017, 03:29:26 pm »
Any of you guys ever used this?

http://www.racedepartment.com/downloads/simhub-diy-sim-racing-dash.10252/

It looks pretty cool, but as I have a power outage again at home so can't try it yet.  I am hoping I can run it as an overlay to my screen.  I started having a few issues with the ProRacing Dash app, so I am hoping this one might do the trick.

15
rFactor 2 General / Re: NEW! GT3 Pack - Now Available!
« on: October 19, 2017, 12:09:32 am »
Looks like I am in trouble with Matt again  :o.

I think we have all being saying how great the season has been so far and I wasn't complaining about the standard of racing or suggesting we don't finish the current season. Maybe I am reading your response wrong, but to be clear I am complaining about the EGT changes in setup not making sense IMHO and so taking to long, as it ends up being a lot of trial and error.

I do know quite a bit about what everything is supposed to do, and with the EGT mod it just doesn't.  Whilst there are more limited setup options on the new GT3 cars they still need to make sense, and so far I am happy to report that changes I have made have expected results, so now I have a benchmark it makes the lack of sense with the EGT setup changes more glaringly obvious  ::)

So for the avoidance of any doubt, we love you guys, the drivers here are excellent, and we are all looking forward to the rest of the season. Besides, Team Xtreme now has a new rivalry with those Overdrive guys  ;D.

Pages: [1] 2 3 ... 11

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