![]() Fast, challenging, and dangerous – depending on the car and your racing line, a driver may just have to breathe off the throttle to safely navigate their way through the steeply uphill section of track, before rounding the blind crest through Radillon and powering down the Kemmel Straight and into the more technically challenging portion of the lap. Instantly recognizable throughout the world, Eau Rouge and Radillon offer up some of the most iconic tarmac in motorsport. Hello sim racers, The time for talking is over, finally we are here, ready to go and locked and loaded the Q4 2022 rFactor 2 update and content drop is now live The final scheduled drop of the year, and one we’ve been looking forward to for quite a while here at the studio. This is one of the tightest corners on the track, and despite its relatively simple nature perhaps one of the most critical to get right for a competitive lap time – miss step on corner exit and you’ll be giving away time all the way down to perhaps the showcase corner of Spa-Francorchamps… Hope this helps.Consisting of some of the best sections of corners anywhere in the world, including the exceptional Eau Rouge / Radillon complex and the fearsome Pouhon (now called Double Gauche) – almost every one of the 19 turns on this historic venue are noteworthy in their own right – so let’s take a look at some key highlights as we see what we have in store for our rFactor 2 drivers: You only need to do this for 1 reynard to have all reynards use this for this track,for 1 penske, 1 swift and 1 lola. So select the track& customise the cars, select the oval package and click force setup. You have to force this on the car in the main menu. This depends per mod, but the car factor has 4 chassis configs.I tend to rejoin just before the pitstop because in car changes (lower tyre pressure for example) are lost as well so i hae to add this just before etering the pits. REMEMBER when you rejoin the game your tyres will be fresh, so its most realistic to rejoin during a pitstop. This is nice for 500 milers where you might not have time to play for 3 hours at once. You can replay a race from any moment you want by loading the replay of the race in the main menu and going to the driver and lap when you want to rejoin.i have qualifying set at 4 laps & private, meaning all ai are alone on track, so no slipstreaming affecting qualifying.You can set the sessions shorter if you want (time accelerating a 2 hour session still takes time).dont just finish a session but use time acceleration so that all ai has raced.start a weekend, load your setup, assign it to the ai & restart the weekend (in the event itself).Set the weight distribution ALLTHE WAY TO THE FRONT and the oversteer goes away CARTFACTOR is undriveable on oval in the basic setup.This ensures that everyone needs to pit shen my front right is at ~40% I cant solve that with my car setup so now i run my races with the fuel usage at x2 in the menu. on the ovals the right front gets eaten alive for me.i have increased the aifuel multiplyer in the player file to 1.18.This may depend per mod but the ai uses less fuel and tyres then me.If it does i make the race a bit longer or shorter. I do a quick calculation to make sure the timed race doesnt result in having guys pit on the last laps of the race.To keep things realistic i would suggest to do the same. Yes, also when theres only 5 minutes left in the race the ai pits full tank & tyres.When having timed races the ai will every time pit for a full tank and new tyres.This can only be solved by having timed races. As in unrealistic, every race i have 5+ ai who pit and pit again after 2 to 5 laps, killing immersion. Use timed races, no laps.The ai will have a random pitstopstrategy when you race laps.Even with the nascarrules plugin most ai have issues with the SC Mistakes 0.01 ( i have this low to minimize changes of an accident since that often results in halve the field dnf in 1 crash).This is actually an oval setting i turn off because i feel the multiple lines for ovals result in them running into me (might not be true but feels like it, still testing) Driving lines 2 speedway (dont know the exact name from memory).A track like Palm Springs (Homestead) does not have it. The tracks by "machine" in steam have this setting correct. This setting determines if the ai keeps racing when you get close by. You need to run ovaltracks with a changed "slowwhenpushed" value in the aiw file.These are some of the steps i take to make it enjoyable: Unfortunately decent ai on ovals isnt plug and play.
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