That 'arcadeines' on certain tracks is still bugging me :/ If anyone's willing to test the 2-11, maybe those who drove that combo on Silverstone, to try it on Mugello and Vallelunga, and telll me does it feel like you're driving the same game..
Feels the same here. Tracks have different friction levels and seems like they have different "groove buildup" characteristics but I'm not even sure that's implemented yet.
Have a look at the surface.cfg and groove.cfg in each track's data/ directory. The only thing that's consistent with how you separated these 3 tracks is how the groove.cfg is built. Silverstone is different from the other two.
Surface.cfg friction levels don't match what you are describing.
Friction levels seem to be
.91 at Vall
.99 at Mug
.98 .99 at Silverstone (two types of tarmac)
What you feel is it there more and more after you drive the track for a while? You may be onto something according to the groove.cfg files. But you may also just be crazy.
Sadly I haven't started saving setups yet. Basically it is just downforce, dampers and ride height set to max. Maybe too much on the safe side, but the car still bounces all over. Might not want to set dampers to max. I just did it to try.
i did some skinning of the F40, My first propper skin, took me 5 hours! time passes so fast.
Here is the skin in the preview (preview is matched identically to the standard ones) also it has a correct livery icon, i had to make some of the logos from scratch as well, probably what took the time.
Great pass, wow. If I was you I would rename it "racing video enema".
But seriously, that's excellent.
Of course, I can barely complete a pass without either driving like a grandma or smashing things, but nonetheless, that's very cool to watch - I hope Kunos and the community sees how much fun rallying is with great physics!
And here, we see, the early effects of mod-ability in a good sim. Listen, I'm not one to dwell and harp on the deficiencies of the LFS development model, but honestly, now that we have a fine sim that doesn't discourage and vehemently protect this sort of release, look how little time it took to have so much fun. This does leave me with food for thought wondering how much fun was wasted on years of LFS protectionism when the community was begging for the simple, simple opportunity to do what was done here with, so far, one ported track on an early access sim. Personally I see it as a great waste of time and opportunity, but this is all rapidly becoming a moot point as a culturally sensitive developer aims to deliver everything the community; which they've clearly been watching for years and actively listen & respond to, churns out much wanted hype, communication, licenses, content, physics, graphics, and the freedom to make what we want to make. It seems the niche sim-racing community is finally getting our holy grail
They do have some valid points, at least for converted content of recent games/sims, but in this RBR case it is a load of bollocks in my humble opinion. I very much doubt RBR is losing out on sales with this conversion, if anything it's a bit of free publicity and maybe some extra copies sold on ebay.
Yes, he has some valid points, but I can't see why he would release that kd5 exporter (if it exists). Kunos had nothing to do with Joux Plane, they are totally innocent, why would he punish Kunos by stealing laser scanned tracks?
Hmm, difficult topic. Guess Kegetys did that track more or less to test whatever the conversion routine he wrote, and chose RBR because it basically is a dead game from a dead studio (so like 2x as dead as LFS :P ) that still lives through an active community.
Whats Kunos' take on converted content? Wasn't even Eric OK with people converting his LFS cars to other games as long as you gave him and his game credit? Found an FZR model for Trackmania once that ticked all those boxes.