Archive for the ‘Physics’ Category
Wednesday, June 13th, 2012
With rFactor2 comes a new and complicated tire model. While it supports many new features it's also a lot more complicated than in rFactor1. Together with erale, we had the idea of creating a tool to edit the tire definitions (TGM-files) more easily. We started a prototype, got many new ...
Posted in Announcement, Physics, rFactor2, Software | No Comments »
Wednesday, November 18th, 2009
Work has been progressing quite good on the F1 1994 mod. After finishing his stint on the Cylon, Andy picked up the Pacific and is reworking the car to bring it ingame, He'll try out a few new techniques and smoothen the car. Hopefully there is some new stuff to ...
Posted in F1 1994, Physics, Work in Progress | 4 Comments »
Monday, April 6th, 2009
With the new patch come several updates to the physics which require changes in your setup. I asked Michael to shed some light on how to approach this changes.
Well, I'm not sure about what setup changes are required entirely. The default setup seems to work okay, obviously performance is not ...
Posted in F1 2006, Physics | 7 Comments »
Tuesday, March 24th, 2009
Good afternoon,
Some you may be wondering what is it with the patch, moving arms and what else , when when and when :) Probably you know us well enough by now, that it is done when it's done, but I'll give you a little update.
The patch has been in testing now in the ...
Posted in Announcement, Beta testing, F1 2006, Physics, Work in Progress | 3 Comments »
Thursday, March 12th, 2009
Good morning!
As you guys may know we're working on the CTDP 2006 Patch v1.1. But it has become more than a patch. There were some physics changes as well as a lot of graphical bugfixes. Caused by physicchanges old setups can be useless. So at the moment we're testing the ...
Posted in Announcement, Beta testing, Physics, Work in Progress | 25 Comments »
Monday, January 19th, 2009
This is about an issue that has been reported several times in very many occasions. We'd like to take the time now and talk about the problem. It has been reported, that sometimes during online races the cars begin to drive oblique. This looks very strange and obviously neither good, ...
Posted in Cars, F1 2006, Physics | 19 Comments »
Monday, December 22nd, 2008
I have been sending out the league-physics-token in the past 2 weeks. I got more than 35 requests and I got a few things I'd like to ask for:
Please don't write more than one mail. I can't check every name and every address if I already send it, if you ...
Posted in Anything else, F1 2006, Physics | 7 Comments »
Saturday, December 13th, 2008
Ok, speaking with Michael revealed, he actually changed the league physics before the release from near-equal-physics, I talked about it, to complete identical physics. The cars also have the same wheel-base, which results in the cars floating slightly, this is an inconvience, but one you'll have to live with. I'll ...
Posted in F1 2006, Physics | 6 Comments »
Saturday, December 6th, 2008
It's one of the questions we got the most during the last few days, so let me clarify it here.
There won't be an Equal-physics aka Server Edition!
It's a long discussion, that began when we release F1-2005 1.0 without SE, continued when we released with SE and is still up. Our ...
Posted in Announcement, Physics, Work in Progress | 7 Comments »
Wednesday, December 3rd, 2008
Some time ago there might have been a discussion like this. We sat the other day and thought aloud…
Gosh, this mod is gigantic and this mod is complicated and all the upgrades they are complex, people will be wrecking their brain.
What can we possibly do?
We could write a readme or ...
Posted in Announcement, Physics | 31 Comments »