DRS on the bendy straight thing halfway around looked fun haha
@X1erra2 жыл бұрын
This is RF2 at its finest for sure. 72 Laps tho, my, that must've needed quite the commitment!
@HenriSinik2 жыл бұрын
AI drove half the laps with time acceleration so not really.
@vrj02 жыл бұрын
Amazing lap! You drive really good, I wish I would come even close ;). But I don't like the view perspective, but of cause you see more :)
@rehannoor49612 жыл бұрын
man i hope dtm return with class 1 bonkers
@SatelliteRacing2 жыл бұрын
Full send
@tiagho142 жыл бұрын
Tires/physics still look pretty ridiculous honestly. Yaw moments on this car are still out of this world although not as bad. I've moved on to believing its not the tires themselves the main issue, but something to do with weight/inertia dynamics of this game. Something pretty weird is going on. Car look incredibly light on this hotlap...
@whysoslow19992 жыл бұрын
why would you assume relatively basic rigid body dynamics are to blame, rather than something as complicated as tires especially when RF2's method of modelling them is running FEA on a set of tires with limited inputs for the FEA and even less data to back those inputs up? Its the tires. That method is simply not reasonable for getting truly accurate results, which is why every car in rf2 can, and has to be driven like this to go fast. It _feels_ pretty good when youre still slow, but thats about it.
@tiagho142 жыл бұрын
@@whysoslow1999 Because even at AMS 1 I can feel the exact same thing, although not to the same extent as the tires are also a component that is making it even more obvious. I agree that it's a bit doubtful a seemingly more simple thing to simulate to be the main cause, but it could have enough simplifications on that front that together creates even more prounounced behavior. RF2 for all I know has some advancements on it's engine since the rF or ISI engine but some of it's base - just like the rigid body dynamics - are very very possibly not been touched extensively and could see some revision. I'm pretty sure it stills simplify the way inertia is simply made out of a simple shaped rectangle of varying dimensions, while in real life it's much more then that. In the end I don't know, but drive a car like AJR from Reiza in AMS and rF2 and you will feel the exact same behavior - not quite, but that over rotation is present in a weird way.
@whysoslow19992 жыл бұрын
@@tiagho14 they dont really need any revision unless they severely fucked something up(which they could do equally likely nowadays), our understanding of rigid body physics has not changed a bit for a long long time. Describing inertia with 3 axis (roll pitch yaw) is also pretty damn accurate, it doesnt need to be more complicated than that.
@tiagho142 жыл бұрын
@@whysoslow1999 Yes, it's hard to see how that could be fucked up, and I have some knowledge of rigid body physics, but sometimes enough simplifications can be enough - even more compounded with the tires wich also have issues of course, and more of the cause of the problems. Saying that, since it has been something I experienced in the ISI physics engine more with other tire models, I would guess something either there or maybe aerodynamics actually, since that is something that is limited and with enough simplifications there that will really produce bad resulta and weird setups working.
@f1_onboardsAC11 ай бұрын
@@whysoslow1999which method would be more reasonable? I'm a iRacing player, and even it has some flaws, their super-criticized horrible tire model still feels the best to me. I tried the RF2 new Pcup and it goes sideways every moment and it recovers almost instantly with almost no correction. Do they use different methods?
@CJoel52 жыл бұрын
How can I have this input overlay in the middle bottom?