Doug62
Premium
Many people are asking for more realism from rF2. This can be a range of things so lets define it down.
Damage? This is basically a graphics thing. The better the graphics the better the damage model can be.
Drive-ability? The cars physics. Well the simplest way to put this is "It's all in the way it's written". True rF currently has limitations but not as many as is being placed on it now.A few examples are 1) Camber. Camber lays the wheels over for the purpose of bettering corner grip. As the tyre loads up it rolls over placing more rubber on the road. If the camber is set to (0) the wheel is standing straight upright. Hard cornering will push on the tyre and possibly roll it off the rim. Correct? So race cars change the camber by pulling the top in or pushing the bottom out. What ever the case may be. Up to 6, 6.5 degrees. By doing this the tyres standing surface eerier on the road is reduced. Correct? Well currently in most mods that I know of that are using ISI's default setting for this are in fact loosing only 18% of straight line braking grip at 6 degree camber. At this degree of camber the tyre surface still on the road is in fact much less then 82% This can be made to work in the current rF physics.
Tyre latitude and longitude grip. Currently the patch of tyre that defines this is equal so rF sees no difference between the two. Not really. Not to the extent it should. Again this is in the current physics and can be change so rF sees these as two different components. By do this lockups can be made to penalise you with massive grip loss. This is currently not the case.We all know if you lock up tyres on your own car it want stop. Thus the in vent of ABS. rF is quite capable of these and many other things that define realism. Suspension made true to a real car. Diff Lock. Diff Lock is in a mod at the moment. But this one isn't right. Well let's say it works but not were a locked diff would really came into play. Cornering. A true locked diff is 100% locked as it is with V8Supercars. Currently for this mod is set at 20000.0,. This defines only 20%. On corner exit this is well under the needed percentage to maintain a locked diff so it become a slip diff allowing the car to corner easier then a locked diff would. This can go on and on but as for rF2 being any better then what is already possible remains to be seen. Physics are up to the person doing them. Nothing more.
Graphics? With this we're currently using DX9 maximum. Some cards today as mine is are capable of DX10. Many older mods were purpose built to run in DX7 to DX9. So to do this some compromises had to be made. Today some are concentrating on DX9 only much to the disgust of some users that are less able to upgrade to DX9 graphics cards. Going to DX10 would, I would expect allow higher resolution textures and perhaps more textures in a defined eerier for tracks and allow models to increase their poly count thus making them smoother remembering that this may make DX7 & DX8 obsolete.
Sounds? Well this is one eerier that no matter how good the platform is it will not help here. The sounds we have today are made by the mod groups not ISI. To make good sounds first you need the rouge material. In the case of many real world racing car mods it is vertically impossible to get. Track side recording are no use as you need around 5 seconds of constant sound at any one rev limit for each rev range through the sounds files. TV recording are again useless. These sound are not true to the sound of the cars because it's filtered and set to a defined volume.
Ok. Now define realism?
Damage? This is basically a graphics thing. The better the graphics the better the damage model can be.
Drive-ability? The cars physics. Well the simplest way to put this is "It's all in the way it's written". True rF currently has limitations but not as many as is being placed on it now.A few examples are 1) Camber. Camber lays the wheels over for the purpose of bettering corner grip. As the tyre loads up it rolls over placing more rubber on the road. If the camber is set to (0) the wheel is standing straight upright. Hard cornering will push on the tyre and possibly roll it off the rim. Correct? So race cars change the camber by pulling the top in or pushing the bottom out. What ever the case may be. Up to 6, 6.5 degrees. By doing this the tyres standing surface eerier on the road is reduced. Correct? Well currently in most mods that I know of that are using ISI's default setting for this are in fact loosing only 18% of straight line braking grip at 6 degree camber. At this degree of camber the tyre surface still on the road is in fact much less then 82% This can be made to work in the current rF physics.
Tyre latitude and longitude grip. Currently the patch of tyre that defines this is equal so rF sees no difference between the two. Not really. Not to the extent it should. Again this is in the current physics and can be change so rF sees these as two different components. By do this lockups can be made to penalise you with massive grip loss. This is currently not the case.We all know if you lock up tyres on your own car it want stop. Thus the in vent of ABS. rF is quite capable of these and many other things that define realism. Suspension made true to a real car. Diff Lock. Diff Lock is in a mod at the moment. But this one isn't right. Well let's say it works but not were a locked diff would really came into play. Cornering. A true locked diff is 100% locked as it is with V8Supercars. Currently for this mod is set at 20000.0,. This defines only 20%. On corner exit this is well under the needed percentage to maintain a locked diff so it become a slip diff allowing the car to corner easier then a locked diff would. This can go on and on but as for rF2 being any better then what is already possible remains to be seen. Physics are up to the person doing them. Nothing more.
Graphics? With this we're currently using DX9 maximum. Some cards today as mine is are capable of DX10. Many older mods were purpose built to run in DX7 to DX9. So to do this some compromises had to be made. Today some are concentrating on DX9 only much to the disgust of some users that are less able to upgrade to DX9 graphics cards. Going to DX10 would, I would expect allow higher resolution textures and perhaps more textures in a defined eerier for tracks and allow models to increase their poly count thus making them smoother remembering that this may make DX7 & DX8 obsolete.
Sounds? Well this is one eerier that no matter how good the platform is it will not help here. The sounds we have today are made by the mod groups not ISI. To make good sounds first you need the rouge material. In the case of many real world racing car mods it is vertically impossible to get. Track side recording are no use as you need around 5 seconds of constant sound at any one rev limit for each rev range through the sounds files. TV recording are again useless. These sound are not true to the sound of the cars because it's filtered and set to a defined volume.
Ok. Now define realism?