Contains all teams and drivers of the 1999 Formula 1 season, including Mika Salo at Ferrari when he replaced Schumacher for a few races. Altered and improved slightly to suit rFactor 2. Multilayout track for testing Porsche cars, located in Lipsia, Germany. Rumble strips on properly modeled tracks will affect the car and FFB on their own from the physics of the rumble strips and the car The controller rumble strip setting is only for fake “baked in” rumble strips that were common in very old games like F1 2001, rFactor 1, etc. A conversion of the F1 1999 WCP mod, from rFactor 1 to rFactor 2. I see some tutorials on how to convert RFactor1 tracks to its successor (RFactor 2) But I can't see any information on how to do it the other way round. I’m pretty sure rumble strips in the controller file only affect fake rumble strips. I would try setting rumble strip settings in the controller file all to 0.0. Here is a list of tracks included in the download. Thought it was important to upload here on RaceDepartment, since its not easy to find on the open Internet nowadays. This is a pack of oval mod tracks for rFactor 1. Do you have some hints, where I can find how to do it and which software I need Sort by date Sort by votes M. MJQT submitted a new resource: JNS Oval Track Pack - A pack of ovals for rFactor 1. The only things I can find are very complex. I cant find anything which points me in the right direction. I know people don’t like adding smoothing because it affects everything but you kind of have to in RF2. I like to build tracks for rFactor 2 but dont know how to do it. You need to add quite a bit of smoothing in order to help fix the sharpness of the FFB. I’ve driven some open wheel cars and other race cars and they are not even close to RF2’s feeling. It’s by default wayyyy too strong and sharp. Honestly, the first thing I’d try is adding smoothing in rFactor 2. Set torque bandwidth limit to 2200 or lower.ĮDIT: I see you’ve already reduced slew rate. Set Slew-Rate to 0.3, 0.5, 1.0, something like that.
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