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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=928619814
Maybe not all teams will polish so much their car, but for the video we need an amazing view and personally I love it
Close to ISI materials would be good too, as I haven't seen any ISI cars as shiny as these.
Here are some tips http://www.racedepartment.com/threads/enduracers-interview.127946/page-6#post-2343211
Keep up the good work.
Build 1.16 is coming very soon!!!!
Changelog:
- new full flex chassis
- new steering wheel options
- new engine
- AIs tuned for working at 95% vs. humans
- braking torque: decreased, but of course pushing hard, mostly the inner wheel locks
- AI starting: improved a little
- tuned the stiffness of the chassis, to avoid unwanted oversteering exiting med corners and to have a well balanced car like the original rF1 version, but with the new technology and enhancements of rF2
- gears: I discovered an unused final into the original mod and I apply it with a little tuning
- recalculated several values in the realtime section of the tires (TGM) to improve them
- new rear wet tires (TGM)
- new TBC file (of course)
- new opponents classes, now identifiable with full initials (i.e. FBMW2005ASIA, FBMW2006USA, etc...)
- new talents file with tuned values
- improved the resolution of some items into the cockpit
Sorry about that....
- the physics was developed years ago by iDT and, respecting their job that I must say was really good, we adapted the physics to rF2, improving it to the new code, but without changing what was the essence of the mod. In the end changes where mainly on default settings, increasing the caster (because this is an OW) and just a little the breaking torque. Then we added the latest version of the CPM and, for the first time in rFactor2, the Variable Steer Ratio.
- in effect AIs with the default value are fast, but you can decrease their performances and later, depending of track and rubbering... and the knowledge and skill in driving this car, you will have great challenges. I found that, for several reasons, changing coefficients to have the AIs slower than now, the corner speed wasn't appropriate.
http://isiforums.net/f/showthread.php/5620-heat-haze-problem?p=68723&highlight=#post68723