rFactor 2

rFactor 2

DESF V10 2017
105 Comments
acincheyenne 15 Dec, 2022 @ 1:04pm 
I have downloaded your template and would love to paint real teams for personal use on our server. Do I have your permission?
vava74 4 Oct, 2021 @ 12:36am 
Brilliant mod. A must have for anyone who loves open wheelers and wants a challenging/realistic drive. You'll be on your toes all the way, as it should be!
ryan.la.ghost 23 Aug, 2021 @ 9:37pm 
Throttle sensitive, love it!!! Glad I found another gem!!
Bastian Paisler 11 Jul, 2021 @ 6:41am 
when will the mod be updated with pbr shaders?
WANWANWAN7701 31 May, 2020 @ 7:45am 
Love the sound and handling need better skins
imsa.gtp1 12 May, 2020 @ 11:24am 
Its been a while since trying this mod. Ever since S397 updated the tire thermal characteristics several mods have made huge improvements in the capability to drive at the edge. This one is nothing less than exceptional.

For those of us who favor the high revving V10 over hybrid power its head and shoulders above any other later vintage F1 mods. 8 gears, each with a range of gearsets, and no artificially simulated AC motor torque, on a nimble feeling chassis. Most of the hybrid mods tend to have an "SUV" feel about them.

Thanks again!
Green Cobra 18 Jan, 2019 @ 12:16pm 
Great. Tested on Circuit Paul Ricard. Thank you.


https://youtu.be/AEAz9jeQ0Ok
Sonson88 25 Dec, 2018 @ 3:15pm 
Mod doesn't work for me it isn't showed in the car list :(
elcid4300 22 Nov, 2018 @ 6:53am 
This has just become my favorite car in rf2! I obviously have no idea how a formula car of this nature would be to drive but it feels how I think it would. I also absolutely love the damage model! When you hit something with an F1 type car, you should pay the price! Thanks for such a great mod :steamhappy:
shovas 5 Aug, 2018 @ 4:58pm 
Nice work
gallus011 5 Mar, 2018 @ 5:55am 
And sorry for the commentar from me on 12.02. I found out, that it wasn't your mod that was pretty bad. ;-)
gallus011 5 Mar, 2018 @ 5:54am 
hallo @thunder bullet, is it possible to add a halo to the cars, i mean as a upgrade option?
Devbot  [author] 4 Mar, 2018 @ 9:56am 
Wow thanks, that'll be my new daily background "music" loop!

I hope it will. I am not a sound engineer and only made them because nobody else would so let's see how a second try would work out
imsa.gtp1 4 Mar, 2018 @ 9:47am 
Audio fidelity from an analog master is a challenge even with an equalizer.

This might help.

https://www.youtube.com/watch?v=m-nPFSw04cA
Devbot  [author] 4 Mar, 2018 @ 9:31am 
Thanks for the feedback! The tyres will be replaced by completely new ones sooner or later (probably later, very busy at the moment and waiting for some things before), as they have several small issues.

The engine sound was actually taken from high quality footage of 2000s Ferrari engines, but it is incredibly hard to obtain high quality onboard footage so unfortunately it is hard for me to reproduce it. Same for higher rev external footage, which is why those two suffer in particular. Sorry about that, I wish I could improve that aspect of the car.

I also found a major issue with the chassis which causes the current release to be very twitchy sometimes. It is so fundamental that a fix that I have already implemented actually alters the looks of the car. I hope to have more free time soon, as then I could finally work on the final major release of this car which is supposed to fix every single issue!
imsa.gtp1 4 Mar, 2018 @ 9:05am 
Spent a few hours with this mod, has some great potential given some added development. I don't view it to be so much as an F1 mockup so much as fun to drive. It seems the tire physics aren't up to the power levels no matter the tuning. Grip is OK, but the heating rates are way off.

Engine sound takes some getting used to. Its missing the bass resonance that gives the V10 "audio luster" at fll chat.

Not to bash the mod, its otherwise pretty good, just a little constructive criticism.
gallus011 12 Feb, 2018 @ 7:14am 
Not really a good 2017 mod.
cnmlt 4 Jan, 2018 @ 12:01pm 
Hi, the cockpit cam makes it seem like your arms and legs are 20 feet long with a very high fov.
ThePanzafahra 23 Oct, 2017 @ 2:51pm 
I've once made a rFactor1 "rip-off" of the original intros using the rF1 1998F1 mod but it sucked so I wanted to redo it.. heh.. needa finish that as well :P
Devbot  [author] 23 Oct, 2017 @ 2:49pm 
I actually intended to make an intro video to this car in the same style but never actually had the time to finish it. I guess that would've given it away for sure. I have all the files here, so it must happen sooner or later anyway :p
ThePanzafahra 23 Oct, 2017 @ 2:41pm 
Haha, I've taken one look at the car and the tires and wherever that logo is and I instantly thought, "This is just so wonderful", especially since the first load screen (the tire with "Grand Prix 3 written on it) came up in my mind :) Now that intro video is stuck in my head again ^^
Devbot  [author] 23 Oct, 2017 @ 2:31pm 
It's inspired by that logo indeed! Always makes me happy when someone remembers that old gem
ThePanzafahra 23 Oct, 2017 @ 11:08am 
Wonderful mod, but i am curious: Is it just me or is the tire texture "Grand Prix" inspirated by the logo of the game "Grand Prix 3"? It looks very familiar to me! If so, then that's even better because NOSTALGIC FEELINGS! :D
Devbot  [author] 21 Oct, 2017 @ 7:47am 
That is a bug with rF2 in general and nothing I can fix. Every car is affected by it, but for some reason not for everyone. They're looking into it though, with the upcoming update adding improved rain and such. Which is also what I'm waiting for, since the upcoming version of this car will feature the improvements.
RussianCamel 20 Oct, 2017 @ 10:03pm 
I've noticed that when running these cars in the rain the AI will keep pitting every few laps. Is there any chance this might be looked into? Thanks ! :)
Paco 30 Sep, 2017 @ 10:33am 
@Thunder Bullet, Many thanks. :)
Devbot  [author] 29 Sep, 2017 @ 12:18pm 
Those will probably come shortly after the next rF2 update. I want to implement all the new features obviously. I will make it so that the antenna will use the color of the pixel on the body underneath it, so that you have full control over the color, which should be enough.
Paco 29 Sep, 2017 @ 11:43am 
@Thunder Bullet, are you able to provide a time frame for an update to the mesh issues I reported earlier?
Korbyn Dallas 1 Sep, 2017 @ 7:18pm 
thank you. relieved that it's not just me feeling them. I thought I was going crazy. LOL.
Devbot  [author] 29 Aug, 2017 @ 10:22am 
@Tator Salad I have now upgraded to a TS-XW and indeed I felt those vibrations right away. I'll attempt to fix those
Devbot  [author] 29 Aug, 2017 @ 6:34am 
As it turns out, I did indeed forget that part and mapped it incorrectly. Currently it is located at the top of the left barge board and uses completely wrong proportions. Thanks for reporting! I'll fix it in the next update
Devbot  [author] 29 Aug, 2017 @ 4:29am 
I know what part you mean, I will look it up later. Screenshots will follow. I might have forgotten to render that sensor to the wireframe part. If it is still mapped correctly, I will probably fix up the template and reupload it
Paco 28 Aug, 2017 @ 1:48pm 
@Thunder Bullet, I'm having some difficulties with painting the car, one part in particular, it's a small part which I can't find in the wire frame, I think it's an small tube sensor on the front hood of the car about where the drivers knees would be, in front of the dirver. It sticks up and points forward. Can you help me locate this on the template?
Devbot  [author] 21 Aug, 2017 @ 2:57am 
I have considered that, but it is not possible to have one skin being compatible to several different components at once, and goal of this mod was to provide compatibility to FISI-based mods so that it is easy for leagues to switch over. Since the fin is optional, that compatibility is always there. But I've run out of texture space for additional parts, so that likely won't happen before the turbo hybrid version, which is planned to have a new model anyway.
RussianCamel 20 Aug, 2017 @ 9:54pm 
I was wondering if there were any plans to add any other optional components on the car. Now we can choose whether to have a shark fin or not. It would be brlliant if there were options for different front wings,noses,rear wings, that way we can have a field of cars that are just slightly different from one another. Have you ever considered this and how likely would it be? Awesome mod again!
Korbyn Dallas 14 Aug, 2017 @ 2:54pm 
Thrustmaster T300RS. I have the gain at 75% and in rF2 the multiplier at 0.69. Hopefully it's something easy for you to see. If not, no worries. Thanks.
Devbot  [author] 14 Aug, 2017 @ 10:15am 
The last update added brand new scratch-made tyres so if anything is wrong it must be something with them. Which wheel are you using? I will try to investigate, but I only have a low-end wheel so I can't feel many details, which makes vibration debugging quite hard
Korbyn Dallas 14 Aug, 2017 @ 8:25am 
Not flat spots. My wheel is vibrating leaving the pits before I even brake. I even changed tires to see if the car was loading with flat spots. My wheel constantly vibrates all the time. It gets worse in corners. I've tried several other cars and it only happens on this one. I can't find anyone else on the forums with the same problem. I've deleted and re-installed the mod a few times but it still persists.

I remember the last version you had I didn't get the vibrating but after the update the vibrating started happening but I'm the only one having this problem which is even more confusing.
Devbot  [author] 13 Aug, 2017 @ 1:01pm 
There shouldn't be any vibrations in the corners, only on straights and that would be flatspots. Try not locking up tyres. I don't know what would cause the vibrations even in corners though
Korbyn Dallas 13 Aug, 2017 @ 6:32am 
I have wierd vibrations in my FFB only in this mod. Love the mod and want to keep playing but the vibrations are getting to me. I''ve changed the FFB min torque, Thrusmaster settings and caster. But the vibrations are still present. I feel it a little on the straights but mostly in the turns. Any ideas?
Devbot  [author] 29 Jun, 2017 @ 12:34am 
A similar car with turbo and KERS will come when rF2 adds KERS support
adrianovrm 28 Jun, 2017 @ 10:33pm 
this is fucking awesome mod, is there any plan to put turbo on this monsters ?
already have kers ?
SirMaMo 6 Jun, 2017 @ 8:49am 
@voatrex was wondering on car setups i've been struggling to find something to help with spinning and making the car a bit more stable
Voa 1 Jun, 2017 @ 6:33am 
Thanks :)
I tried so and it worked, just changed the brake bias to 58/42 and slightly more wing and only spun once. I was on Silverstone GP Circuit and it felt great.
Thinking about promoting this mod on my/our racing channel "F1 Bros League" :)
Devbot  [author] 1 Jun, 2017 @ 5:57am 
Since this is one of the few realistic open wheel cars out there, anything that applies to cars like Formula ISI (or real cars of course) applies for this too. There are several general setup guides on the internet, created for F1 Challenge, rFactor 1 and rFactor 2. They all still apply today and to this car, but keep in mind that this car has strong aerodynamics so in fast corners you'll have to think different than in slower corners
Voa 1 Jun, 2017 @ 5:14am 
Is there a setup guide available somewhere or even a site with setup for this mod? I loke to make Setups myself, but I would love to get some help or advice :)
ionstream 28 May, 2017 @ 8:35pm 
Superb physics & FFB. Thank you!
Devbot  [author] 18 May, 2017 @ 5:22am 
A car based on the F1 2017 specs will come once rFactor 2 supports that type of engine. All the "F1 2017" mods out there are pure unrealistic bullshit, I don't support those types of mods which also means I won't make one myself. But once rF2 supports it, there will be a full DESF V6 Turbo Hybrid car, unless S397 is faster than I am and releases a car right when they release an update that adds hybrids
GTRLIVE 18 May, 2017 @ 5:11am 
DX11? That's great. V10's voice sounds so beautiful! Try to ask when two F1 2017 racing cars will be available Do you have this plan? Thank you ~!
Devbot  [author] 18 May, 2017 @ 2:58am 
No, this is a known bug and seemingly can't fixed. The showroom does not hide the parts when the "classic" aero is selected, but on track it works fine. The reason for that is that the parts can detach from the car on collisions.

So to see the difference, try both settings on track and look for the small aero panels at the sidepods