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#2492173 - 04/11/08 01:04 AM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: guod]
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Member
Registered: 11/09/04
Posts: 1747
Loc: Anchorage, AK
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It would be great to be able to use the new IRL mod for this, although it's got at least one noted problem: it replaces some common files in the Vehicles folder. By the time Indy rolls around, there may be another version out. An alternative might be to distribute a pre-built JSGME version, with Generic Mod Enabler already included, to allow everyone to get rFactor back to pre-mod condition. But, before I jump on the Open Wheel Racing mod bandwagon, I'd have to see more - it did seem fine in a short test at Indy. __________________________ EDITED out some of the late-night rambling. I wonder if drafting is changed in v1.4.__________________________ The IRL mod is out there, dangling in our faces. I hope it's ready by Indy. Ramblin' Man... where's the Allman Brothers smiley? 
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#2492265 - 04/11/08 05:30 AM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: Papa_K]
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Contributing Editor
Member
Registered: 06/13/01
Posts: 2746
Loc: Atlanta, GA
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I'd rather do it in the IRL mod as well, with Papa_K's brilliant idea to league only distribute it with JSGME included. That might also be the catalyst in getting non-JSGME adapters on board.
FWIW, I don't have any major complaints with CCWS 1.4. IMO the IRL mod is a bit harder to drive with it's very narrow power delivery. I will assume that we will drive either the way that they should be, that is without traction control. Part of what is so evident this year in F1 is that CCWS not adapting TC was more enjoyable for both fans and drivers alike. Enabling TC really kills the challenge and with it the joy of driving these cars.
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neither fast, nor particularly smooth for that matter
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#2492391 - 04/11/08 09:40 AM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: Col Kurtz]
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Assistant Forums Manager and Contributing Editor
Senior Member
Registered: 06/28/01
Posts: 6780
Loc: Fort Wayne, Indiana, USA
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When they get the IRL mod up to speed so to speak I wouldn't have any problem running it. Champ Cars are good to me.
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"Cave Putorium!" SoWW #2485
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#2492768 - 04/11/08 10:27 PM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: Chipwich]
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Senior Member
Registered: 09/29/00
Posts: 7869
Loc: 11th Floor, SimHQ Towers
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I will assume that we will drive either the way that they should be, that is without traction control. Dan, Dan, Dan....  Without traction control we immediately lose several potentially interested drivers. Those that don't want to use it, shouldn't. Now maybe a compromise with setting of 1 or 2 only? Probably a vote thing once we determine if we're even running it.
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#2492786 - 04/11/08 11:42 PM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: guod]
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Member
Registered: 11/09/04
Posts: 1747
Loc: Anchorage, AK
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In Champcar v1.4: With cold tires, if you just glance down at the throttle pedal, the rear wheels spin. Maybe TC could increase participation... if it's the Champcar mod rather than the IRL mod. Not that I'd show any preference for the IRL mod yet. I shouldn't do that, since I haven't really used the IRL mod that much yet. I'll hold off on expressing any preference... 
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#2492816 - 04/12/08 01:54 AM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: Papa_K]
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Motorsports Editor
Member
Registered: 04/06/02
Posts: 1630
Loc: Copenhagen, Denmark
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URL? Unified Racing League! 
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Jens C. Lindblad
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#2492851 - 04/12/08 05:20 AM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: McGonigle]
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Senior Member
Registered: 09/29/00
Posts: 7869
Loc: 11th Floor, SimHQ Towers
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#2493135 - 04/12/08 05:59 PM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: guod]
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Contributing Editor
Member
Registered: 06/13/01
Posts: 2746
Loc: Atlanta, GA
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Dan, Dan, Dan....  Without traction control we immediately lose several potentially interested drivers. Those that don't want to use it, shouldn't. What, are we all a bunch of Felipe Massas?  Well, it won't make much difference at Indy. Road courses are another mater entirely. I'd say using TC in either of these on a road course would just be some sort of motorsports blasphemy, and the may the gods of great racing whack you on the backside with a 30mm box wrench if you turn that on. BTW, I whipped up a little sound mod for rF Open Wheel Racing (IRL). Use at your own risk. CCWS sounds for rF OWR
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neither fast, nor particularly smooth for that matter
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#2493144 - 04/12/08 06:21 PM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: Chipwich]
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Contributing Editor
Member
Registered: 06/13/01
Posts: 2746
Loc: Atlanta, GA
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Some interesting insight into forcing setups and training AI in rF Open Wheel Racing. http://www.champcargame.com/f/viewtopic.php?p=1971
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neither fast, nor particularly smooth for that matter
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#2493417 - 04/13/08 08:13 AM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: guod]
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Member
Registered: 11/18/02
Posts: 242
Loc: Indy, IN
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#2493440 - 04/13/08 08:33 AM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: FatesODB]
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Contributing Editor
Member
Registered: 06/13/01
Posts: 2746
Loc: Atlanta, GA
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There is a new Homestead (first race of the 2008 IndyCar Series season) skin pack out on rfactorcentral.com, but there are some issues with it. I'll clean it up and link a working version so that it will be an easy install for everyone.
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neither fast, nor particularly smooth for that matter
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#2493787 - 04/13/08 08:53 PM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: Docjonel]
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Contributing Editor
Member
Registered: 06/13/01
Posts: 2746
Loc: Atlanta, GA
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I'd love to race this again. But, like DJ said about the last race, once you were out of the draft you were left way behind. Having more drivers is crucial to the success of this race. I did find that two hours at Indy were not nearly as tiring as two hours on a road course. You could relax a bit on the straights and the race end seemed to come faster than I expected. This is easily solved with the addition of the Pace (Safety) Car. I will take the blame for the lack of it in the Daytona 500 NASCAR race.
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neither fast, nor particularly smooth for that matter
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#2493825 - 04/13/08 10:28 PM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: Chipwich]
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Senior Member
Registered: 09/29/00
Posts: 7869
Loc: 11th Floor, SimHQ Towers
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I'd love to race this again. But, like DJ said about the last race, once you were out of the draft you were left way behind. Having more drivers is crucial to the success of this race. I did find that two hours at Indy were not nearly as tiring as two hours on a road course. You could relax a bit on the straights and the race end seemed to come faster than I expected. This is easily solved with the addition of the Pace (Safety) Car. I will take the blame for the lack of it in the Daytona 500 NASCAR race. Nah, don't fall on the sword for my error. I was the last one in so I should have caught it. I really hope some more drivers show up and commit to this. 10-12 just isn't going to do it. What did we have last year, 16?
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#2493841 - 04/13/08 11:05 PM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: guod]
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Forums Moderator
Lifer
Registered: 04/05/02
Posts: 14230
Loc: Somerville, NJ
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#2503515 - 04/27/08 11:13 PM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: Vikz]
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Member
Registered: 04/04/08
Posts: 185
Loc: Michigan
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#2505746 - 05/01/08 04:56 AM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: Papa_K]
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Contributing Editor
Member
Registered: 06/13/01
Posts: 2746
Loc: Atlanta, GA
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Yippee.
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neither fast, nor particularly smooth for that matter
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#2506237 - 05/01/08 03:25 PM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: Joe]
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Contributing Editor
Member
Registered: 06/13/01
Posts: 2746
Loc: Atlanta, GA
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I should be home for a change. I really enjoy driving this mod. Can't wait to try the new version.
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neither fast, nor particularly smooth for that matter
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#2508404 - 05/05/08 09:51 AM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: Papa_K]
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Member
Registered: 10/16/06
Posts: 481
Loc: Salamanca, Spain
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#2508426 - 05/05/08 10:34 AM
Re: STICKY: 2008 SimHQ Indy 500?
[Re: Papa_K]
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Contributing Editor
Member
Registered: 06/13/01
Posts: 2746
Loc: Atlanta, GA
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Very sensitive on wheelspin (and spinning the car) in low gears. Mid-throttle only and short shifting may give better results... Oh man. I hadn't driven the rF Open Wheel Racing mod on an oval until this past weekend and what a bummer about the low speed rear grip issue. They work so well on a road course, it's hard to believe how bad the oval configuration is at low speed. At first I thought that it was the track, but I tried them at 2 different versions of Indy, and experienced the same results. At normal race speed the physics seem fine, but it's a mother getting out of the pits, even for someone with a delicate foot. It's got to be some sort of downforce to drag issue at the rear. Otherwise a really fun mod, especially with the 2008 skins. It would be fantastic to run these at the Brickyard.
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neither fast, nor particularly smooth for that matter
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