
Downloads: EXE installer or Zip file
QUICK PLAY NOTES:
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You MUST choose the RoadCourse, Long-Oval, or Short-Oval chassis style in the Upgrades for the track type you wish to run. Buy one or several cars first (for $0), then outfit the cars with the correct chassis.
If you test offline with the AI, MAKE SURE you choose the correct AI to run with, found under "Opponents" when you pick the track. AI comes in RoadCourse, LongOval, and ShortOval also.
Map your boost button, 1 is normal fuel map, 2 is conservation map.
Please keep in mind that the design intent of this was to make an updated car based on stock 3D model and audio, for a smaller download, shorter development time, and bang-for-the-buck (enjoyment per megabyte).
RealFeel SETTINGS:
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[FIS2008]
MaxForceAtSteeringRack=2000.000000
SteeringDamper=3500.000000
FFBMixerRealFeelPercent=100.000000
SmoothingLevel=0
MORE DETAIL:
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v1.0 is the third release after test v0.55 and final release candidate v0.90, to include all the feedback I've gotten.
- Road Course/Long Oval/Short Oval chassis style and default setup w/dedicated long & short oval tires, choose in Upgrades.
- No (traditional) boost. Boost has been changed to an IndyCar style "fuel map", 1 is normal, 2 is conservation.
- Drafting components changed from default stock car values to shorter, narrower open wheelers.
- The front wing is VERY sensitive to impacts or contact. You can't run up the rear of another OW car in real life, so careful about trying it here.
- 1/1 wing may be possible for superspeedways, but not recommended unless you only want to hotlap and not race (or are alien).
- You can plow through a corner and superheat the outside front tire to 130+ C (260+ F), but for how long?
- Aero is calculated with a tradoff of (negative) lift vs drag.
- Ducts are calculated with a tradeoff of drag vs cooling.
- Banging the undertray off the pavement from a too low ride height or too soft setup will cost (finally!).
- Careful on how long you sit in the pits with the engine running and heating (cars have starters).
- Included additional skins for a total of 13 teams/34 cars. I'm an engineer, not an artist, so be nice :-)
- Visual popup reduced, these good looking but older lower poly models from ISI are frame rate friendly. Try running cars in high or max detail!
I'm probably forgetting a lot of highlights, but I've made it worthwhile to read the ReadMe!
I used the stock rFactor 2006 Formula IS 3D model with minor changes, and point to stock rF sounds with minor changes, that was all part of the design intent, beauty & simplicity, and small download size. Please keep that in mind if you are going to comment on sound or looks.
The suspension runs like a scalded cat, the vehicle dynamics are completely vetted via analysis in carFactory. So it is predictable and has mechanical grip, and 100% works with RealFeal for anyone who uses force feedback.
Car is inherently stable from both mechanical and pneumatic trail (whether or not you use FFB).
By design it's supposed to be a little slower and less twitchy than the "approximation" F1 car it was originally, and this is drivable with no TC and no ABS. Something more akin to F3000/GP2 or let's say an "IndyCar" (ahem). But still *not easy*.
I'm not one who subscribes to the common modding practice of using exorbitant aero downforce to cover up an unstable suspension or lack of mechanical knowledge.
I'm not one who subscribes to the common practice of utter crap default setups, to penalize newer sim-racers or those who are not mechanically inclined.
Some of the 1,000,000,000 setup options were narrowed or removed for less complexity and clicking.
The engine is a 3.5 liter V8 with 10.X k max rpm.
Take care of your engine and it will take care of you!
Sounds have changed accordingly to a small revvy V8.
Fuel mileage and capacity were made fairly close to published IndyCar numbers (3.5-4.0 mpg).
Car gained weight. Now weighs just under 700 kilo's (1500 lbs).
More importantly, it gained *mass and inertia*, to feel more like the car has substance.
Rewards for reading this file:
Optimum road course tire temps are in the low to mid 90's C. Left side oval tires are also low-mid 90's, right side is between 100-110 C.
Engine temps should be between 105-115 C.
Brake temps should not exceed 800 C regularly.
Finally got to test at many different tracks, road, long & short oval. Car now performs much better at hilly tracks (Laguna & Birmingham), plus short ovals (but not shorter than 1 mile- Loudon & Arizona), while still being good at wide open (Silverstone) and superspeedway (Indianapolis).
Attention was paid in this short devel cycle to approximate laptimes at some known good tracks. A time and top speed at RacerAlex's fantastic Indianapolis is pleasantly close to real life!
Hey, the whole thing was done in under 3 weeks! :P Not 3 months or 3 years. Yeah, I don't know why mod teams take so long and make things so hard either :-) Admittedly I used very lightly modified ISI graphics and sounds, but still it's not rocket science! It's mechanical engineering! :-)
FINALLY:
Please look closely at the tire graphics in the spinner and on track. Notice anything different about them from stock FormulaIS or F1?
If you are one who looks at the text files, note how amazingly cleanly and neatly formatted they are! Do good work or die, dammit. Show some pride and attention to detail.
This was developed using a sequential stick (not paddles) and the metric system. Sorry if the Imperial values for things end up being long uneven numbers.
Please read "thankyou.txt" for credits.
Constructive feeback gladly accepted to Tommy Christian at Race2Play.com (or NASASimRacing.com).
I do hope this was worth your while and you got some enjoyment from this racecar. I enjoyed making it.