Saturday, 23 January 2016
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Hi all!



We've setup a test server called "SimRacingHub.com F1 Priv" with our first draft of the upcoming mod. Please understand that there are many things with the mod that will be tweaked, right now is just to get a feeling of it. If you want to try it, please request the server password privately through Slack.



Let's use this post to vent out what you think it's wrong with the mod, many things will be off at the beginning but this is why we are starting this soon.



Have fun!

8 years ago
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#502
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I'd like to run a few laps on the test server but I can't find Slack's info to ask for the password. Thanks for the help. I suppose the mod will be available as a getmod?
8 years ago
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#504
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hi, I want to do some laps, cant find any info about server password on slack. anyone can help me?
8 years ago
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#505
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I'm slacking on slack, need password too.

Janos Magasrevy
SRH Founder and Director

8 years ago
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#512
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hi,
I just finished a couple of laps..
- this gearbox dont have 8th gear
+ the engine sound is good
+- there is enough grip, from the first lap
- no boost mapping ?
this championship will not use F1RSH 2015 mod ?
8 years ago
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#514
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Gigi,

We are just using the 3D models and sounds from the original F1RSH2015 mod. The physics are different, we took the feedback from what we wanted to have changed for this season and started applying it for this year.
Ola gostaria de obter a senha para testar
Me desculpe mas não consigo compreender verifiquei todos imail recebidos não encontrei senha e acho que muitos não estão compreendendo desculpe
8 years ago
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#525
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How can the rear springs be detached? I tried to run this Test Server, but it looks to me like I need to make sure I'm dealing with the finished product before I start working on the extensive changes and the adjustments required to figure out what has been changed since last season. I do not mind testing, and testing, and testing, so long as the tests I DO actually have a connection with the power that decides what is going to be the finish product. I see no reason for me to waste my time learning a MOD that will not be used during the season.

Janos Magasrevy
SRH Founder and Director

8 years ago
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#526
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Joe, the rear springs come detached by default from the original physics we are using in that alpha version.

This mod will serve as base for what we will be driving this year, although it might be early for you to start digging into the details, if I were you, I would just wait until the first official test which is on February 18th when we will have a more polished version of what's loaded on the server.

Anyways, your input is always welcome, that's the idea of having this test server up this early, so that we can prepare a better package for the official tests. You will not be wasting your time practicing, there shouldn't be a very radical change from what the mod is right now to what will be in Australia, we did that mistake last year, won't repeat it again this season.
8 years ago
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#527
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Thanks for the feedback SRH Management. I want at least one good League for this season (last year at FiHS was fantastic), but FiHS may not work out if there are not enough drivers. So...I joined SRH, Elites, and FiHS. If you run out of seats for drivers before Australia then consider dropping me to make room for someone else. The MOD as it exists right now is very strange compared to what is currently used at FiHS. Your MOD has no 8th gear, and with the default setup the car (to me) has both a serious understeer and a serious snap oversteer problem. That can certainly be caused by the default setup failing to harmonize with my driving ability, which can be worked out over time.

Your MOD may be fantastic when done, so don't get me wrong here; I'm not trying to destroy anything with negativity.

If you get more drivers wanting seats, then it may be a good idea for me to give up on this (drastically different MOD) in order to concentrate on the other Leagues where the MOD is not drastically different from my current understanding of how to setup a car with the MOD I've been using for a few years now.

For all I know Elites will offer a MOD that is even stranger to me, and then I'm pretty much stuck with FiHS and few drivers, or no FiHS because there are not enough drivers.

Do you see? I can claim to be 100% into the full season at SRH, or I can let you know my situation the way it actually exits.

Supposedly Elites is working on a breakthrough improvement for the simulated F1 2016 season.

The problem I see happening is a race season where I want to compete in 3 leagues all season but I can't because the MODS used on one League are so different from the MODS used in the other leagues, and I can't get a rhythm, balance, or harmony going because of those significant differences: such as 7 gears on one league and 8 gears in the other leagues.

Does that make sense?

Janos Magasrevy
SRH Founder and Director

8 years ago
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#528
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makes sense and good points Joe. The Mod thats out with the 8 gears is not bad. certainly better than last years.
8 years ago
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#529
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Can any of you send me through a PM the download link to that mod you are talking about?

The physics of the mod we have on the server right now are made by ISI, can't get better than that.
8 years ago
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#530
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http://www.mediafire.com/download/08lzmmzbm580ztf/FiHS_F12016.rfmod

I do not know why the link can't be published so that anyone can try it. There is still time for the three Leagues to cooperate in some manner to consider the idea of making it easer for drivers to drive in more than one league this season.

That is the FiHS Mod offered by Jeff, and John has it up on the FiHS Server as of last night, no password.

I personally do not care which MOD is used by whichever league uses it, so long as I get to drive alongside those who allow me to race on the track without being run over because I'm too slow for them.

Elites has not yet offered their MOD, as a finished, or nearly finished product, and neither has Sim Racing Hub. That does not mean that Elites and Sim Racing Hub won't offer the better MOD.

The better MOD is better for specific reasons according to whoever happens to be driving, and judging, the MOD.

I wouild love to spend 500 laps on one track with each new MOD during each change in each new MOD so that I can know more about what is changed and how those changes affect my ability to compete.

I'm not here to sell FiHS or any particular MOD, nor any particular group of drivers who drive well enough to trust going side by side into a corner.

I want to race in all 3 Leagues if that is possible. Otho does it, so it can be done.

The Link to one of many possible MODS is offered, by Jeff, to me to test, and he never told me to keep it a sercret, so there is one of many possible MODS.

It is from ISI, and the idea that it "can't get better than that," is somewhat innacurate considering the obvious (fixable) problems that nearly ruined last years championship season in 2 leagues I know about, which is USF1 and FiHS. The ISI product ("can't get better than that") was very difficult to understand and drive due to the extreme snap-oversteer in the original MOD ("can't get better than that") which was progressively worse snap oversteer when using higher Engine brake Mapping numbers 2 and 3.

Half way through the season, as far as I know, ISI ("can't get better than that") changed the rate of fuel consumption drastically when using different Engine Map numbers.

ISI creates a very good product for a lot of drivers simulating a lot of cars. I don't think that they spend enough time perfecting (fine tuning) their Formula 1 cars; so there is obviously, demonstrably, room for improvement if someone picks up that ball and goes with it.

In fact, Jeff did so last year, during the start of the season, and if his work was anything but good the 2 leagues using his work would not have chosen to do so. Most drivers (not me) complained about the MOD from ISI, and the leadership at USF1 decided to fix some of the problems by allowing Brake and Throttle AIDS. The start of the season last year in USF1 and FiHS was a mess with some drivers (me in particular) putting in hundreds of laps so as to be able to drive with an evil handling car that snap oversteers. Then the MOD changes so as to give other drivers a car they can drive without having to put in hundreds of laps to learn how to drive an evil handling car.

Problems addressed or solved so far by Jeff in that download include:

1. The best Simulation Drivers may not be able to go as fast as the real world drivers in this MOD, instead of last years MOD where everyone was more that 2 seconds, and in some cases some driver were 10 seconds, faster than real world drivers.

2. Tires last longer. (1 and 2 are obviously interrelated)

3. The car is fun to drive because the car affords the driver some indication as to when, and how much, the rear end is going to lose grip.

4. The brakes ducts are closer in range, and there is a slight drag penalty for too much brake duct, with the obvious brake failure penalty for not enough brake duct

5. Excessive Engine Radiator drag penalty is now present.

6. As far as my tests go: Changing Engine Mapping from Map 1 to Map 2 and to Map 3 does not cause a change in handling whereby the car snap oversteers and the driver must learn to apply the throttle lightly with Map 2, and very lightly with Map 3. I did not notice any change in handling in past tests, but the latest Build on rFactor (now 1036) may have changed the Map work doine by Jeff. I don't know how that works. I noticed the return of some odd sounds when backing off the throttle, as if the car was charging batteries or something, which was a sound I did not hear in the Build previous to 1036: NOTE that those sounds were heard in Builds last season.

7. I think that aerodynamic slipstream is back to normal, where once someone took it out for drivers who complained about aerodynamic slipstream making it hard for them to pass (which is a real world problem experienced very openly by Hamilton when he was not leading the Mercedes train).

8. The car is fun to drive; which is worth something to some drivers, and thereore worth repeating.

Janos Magasrevy
SRH Founder and Director

8 years ago
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#531
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so the test MOD really doesn't have an 8th gear? On default when you first go into the room the gearing is so tight that you don't have 6th or 7th gear either. I moved the gearing down and out popped 6th and 7th gear. Kept going down but could never get 8th to pop up. Please let me know if this MOD really does have an 8th gear.

Thx,
G
8 years ago
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#532
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Let me set the record straight, last year's mod was NOT from ISI, it was done by RaceSimHome so double check that with Jeff or whoever is working on the other mods. So let's get that out of the way.

I'm not in favor of heavily modifying the physics of a mod that was released by some modding group who clearly knows much more than us about mod making, when you do this, things start to go wrong at one point.

The physics we are trying out on the test server are from Formula ISI "as-is", which they just updated and fine tuned in December last year. The best league in the world, FormulaSimRacing, uses that mod as base, that to me says it all. That mod uses a V8 engine with 18k rpm and 7 gears and no boost mapping, which is exactly what we have running on the server. Why did we choose that? because you guys were almost unanimously in favor of switching to a V8 formula given the results from the 2016 Proposals survey we ran at the end of 2015.

Last year we were nice enough to work somewhat in conjunction with USF1 to have the same mod, but that's something we don't necessarily have to repeat again for this year. We (SRH and USF1) made a terrible decision last year which was to start the season with a new type of tire than what was used during winter testing. What consequences did this have? well, aside from us being like 10 seconds faster, a long list of issues started showing up, like the brakes failing, tire overheat, etc., because this is what happens when you mix and match physics from every mod you can find, they are not necessarily meant to coexist in the same package.

We all have different views on how to run a league and what the F1 mod should look like, that is the main reason why there are several leagues out there, if we all wanted to drive the same thing or similar, why not just have 1 league and that's it then?

You get to pick which league you drive in, if it's all of them, fine, but trying to get all of them to run the same mod or similar is a difficult task. The mod I put together was solely based on feedback from last year, I didn't just pull it out of my behind. I talked to you guys, did surveys, and this is the result of it. I think we have to give it a try, it has great potential, it's not quicker than the real F1 (for some that's a major issue), it's a matter of adjusting those minor things that show up during test, that is the principle of winter testing. I don't want to go back and drive a mod which was wrong from the beginning, that's my opinion of the mod we ran in 2015.

With all that said, our first official test is on February 18th, by then we should have a beta version of what's on the server right now, with the tweaks you may find from now until then.

Janos Magasrevy
SRH Founder and Director

8 years ago
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#545
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In my opinion the Alpha mod on the server has very good potential, a few minor tweaks here and there and we should be good to go.

Also, I am not a big fan of 'these cars are too fast compare to real F1'. Who cares? F1 had made mistake after mistake....we don't have to make them. If it was up to me we will be racing the 1992 mod we messed with last winter. Just the sound of the V12 Ferrari had me drooling each time I drove.

Based on a few laps I ran last night (I will follow Gigi's format here with the plus/minuses)
+ Screaming/High revving V8
+ No boost settings
+ Big tank of fuel and big fuel consumption per lap(I think I heard Janos want to make the tank smaller, I rather not)
- Detached rear springs
- Low rear tire temps. Not sure how this can be as this engine is really putting out lots of horses and surely we have wheel spin at almost every corner exit. (Setup should alleviate this and also it may be related to the detach rear spring, meaning very little sliding)
- Sound. I am sure it will grow on me, but these cars sound like the current turbo V6. (Speaking of 2004, those were great sounding cars, weren't they?)
8 years ago
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#548
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My feedback so far:

+ High revving engine
+ Power curve. Now you need to rev up the engine to reach speed, whereas last year you could shift-shift-shift and would reach incredible speeds.
+ No boost mapping.
+ Great feedback. I think you can now feel more the handling, it even allows you to drift or recover from a massive oversteer.
+ Tire temps seem to be operating within range, they do get hot but the temp goes down rapidly as well. Last year it was nearly impossible to have the tires cool down.
+ Engine does reach optimal temp (107C). And also overheats if the radiator duct is too small.
+ Brake curve

= Sound, I'm okay with the current sounds, but if people want the V8 sounds then we can change that.
= Tricky to drive. They are not as easy to drive as last year's. I believe we got spoiled with the immense amount of grip we had in 2015, now you really need to adjust your braking, lifting that pedal immediately will not work well, same as slamming the brakes at the 50m mark. Throttle also has to be applied with more care now, but you'll get used to, I'm already feeling more confident with the throttle after a few days of driving, it takes time. If any of you drove the F1 mods in F1 Challenge you'll remember those cars were much more sensitive on the throttle than this, this is piece of cake actually compared to those.

- Detached rear springs.
- Non-zero minimum packer amount.
- Cold rears. I managed to raise the temp a bit with setup adjustments, but they are still too cold (under 80C for mediums).
- Large fuel tanks. Some of you seem to be ok with it, but this might aid with the tires if we reduce the tank size to say 130L and adjust the fuel consumption accordingly.

Janos Magasrevy
SRH Founder and Director

8 years ago
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#616
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The server has been loaded with a newer version of the alpha mod. It features new sounds (as requested) and modifiable rear spring rates (as requested).
8 years ago
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#622
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Can I get pw?
8 years ago
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#628
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Hi could also use a Slack invite.
Thanks
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