No comment on his behaviour. He seems to thoroughly enjoy rubbing how he's NOT working on 1.0.3 in his customer's faces.
Well, to his defense it's kinda understandable, because real steering input would be far too "imprecise" and generally undrivable. Though when you play around with it a little bit you notice there's A LOT of fudging going on. I mean, I can understand simulating a virtual driver that does all the corrections for you and keeps the bike upright with a virtual leg force, but if you can
- drift around corners
- save huge slides
- drive in an almost straight line while leaning approximately 75-80° in one direction
- reaching a lean angle of 75-80°
- drive into the grass barely being affected
- manage to drive a slight right curve while braking and leaning left without immediately toppling over
then you notice how it's kinda far removed from reality. Oh and this bike needs a new clutch (or is it wheelspin? I can't tell). And its wheels are turning backwards.
Can't access the options, it just crashes. Awesome... :rolleyes: Game itself works though, until I hit the wall in front of the pits due to not having a steering axis. Could this be due to me using Vista 64?
Odd. Guess the all too well known quality shows through again.
Yeah, stoppies and wheelies work (somewhat). What seems to be completely missing is the effect of, you know, the bike rotating due to your tyres gripping the ground but the body wanting to move on. It kinda feels like being back in 90° auto recovery land back again.
Done both of these just now, and spent ~20 minutes lapping Prato.
Why is the static ride height 75mm front and 107mm rear? As an F3 car it should run NO MORE than 20mm front, and maybe 50mm rear. Can you explain this MASSIVE discrepancy? My F3 car, which I know is old, is forced to run at 40mm minimum, and it's apparently worth 3 - 4 seconds per lap DISADVANTAGE.
Any idea what the units are in the pits? Springs up to 60? 60 what? Preload measured in what? etc.
I tried a sensible setup. Not much preload, but longer pushrods. Didn't want to use packers at first (they should only be used later to stop bottoming with a good setup), so I removed them. Even with 6mm preload (assuming preload is measured in mm, the stiffest springs (60), and pushrod lengths sufficient to give ~20/40mm rideheight it bottomed in the pitlane at 80kmh!!!!!!!!! With minimum wing!!!!!!!!!!
Also, what is with the steering going completely light if you turn a tiny fraction too much? Trust me - real life cars are NOT like that, and I don't care how much racing drivers Kunos has slept with - it is an undeniable fact.
I'm trying to find it's good points - people keep saying how good the FFB is, but on 100% and fully linear with 'recommended' setups it feels absolutely awful. Nearly as bad as non-realfeel rFactor...
Please help - you know the sim quite well, and as a beta tester I assume you will have some knowledge of units. Can you explain the rideheight bug (it's not a bug - more of a monster!)?