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       #Post#: 3760--------------------------------------------------
       A look behind the scenes of rFactor 2 car development
   DIR By: Simon J
       Date: July 29, 2017, 11:13 pm
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  HTML https://forum.studio-397.com/index.php?threads/a-look-behind-the-scenes-of-rfactor-2-car-development.52455/
       thats good idea  ;D
       "Have you ever been curious to try an rFactor 2 car in its early
       development stages?
       Here's your chance to do it! We are proud to announce a brand
       new series of content that will be released exclusively through
       the Steam workshop - it's called the “Development Preview
       (WIP).”
       You will get to witness “the making of” the next rFactor 2 car,
       watch its graphics and physics take shape, and participate with
       your feedback.
       Michael Borda, our Lead Physics Developer, will be giving away
       some of his secrets. In his new developer blog, he explains the
       process involved in car physics and offers hints and tips on how
       to convert or mod a car for rFactor 2.
       Find out which epic car will open the series in Michaels' first
       post here!
       Follow the Workshop item link in his blog and click “Subscribe”.
       "
  HTML http://steamcommunity.com/sharedfiles/filedetails/?id=679417795
  HTML http://isiforums.net/f/entry.php/5-Hello-and-welcome-to-our-new-physics-development-blog
       #Post#: 3764--------------------------------------------------
       Re: A look behind the scenes of rFactor 2 car development
   DIR By: Tig_green
       Date: July 30, 2017, 1:32 am
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       Sounds like a really useful initiative for modders.
       #Post#: 3765--------------------------------------------------
       Re: A look behind the scenes of rFactor 2 car development
   DIR By: MikeeCZ
       Date: July 30, 2017, 3:37 am
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       Borda is a great guy, but gosh is he bad at explaining. Good
       luck understanding everything he says :D I tried, i failed.
       #Post#: 3767--------------------------------------------------
       Re: A look behind the scenes of rFactor 2 car development
   DIR By: Scott Arrington
       Date: July 30, 2017, 10:30 am
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       This Brabham BT44B 1975 car is amazing to drive,these guys do a
       great job with the Physics even if it"s not finished yet.Much
       better than that other 1975 F1 mod.
       #Post#: 3772--------------------------------------------------
       Re: A look behind the scenes of rFactor 2 car development
   DIR By: Chad Brown
       Date: July 30, 2017, 12:44 pm
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       If I recall correctly this was one of the last initiatives that
       ISI put together before selling to Studio 397. What side deal
       was finalized I don't believe they went back to do any more work
       on this vehicle or that blog. Supposedly over at the studio 397
       Forum they said development was still ongoing, but I find that
       hard to believe that any meaningful development has been done
       given the sheer amount of work they've done and everything else.
       #Post#: 3781--------------------------------------------------
       Re: A look behind the scenes of rFactor 2 car development
   DIR By: Guiga
       Date: July 30, 2017, 6:32 pm
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       Before the S397 takeover, Gjon pretty much left rF2 to whatever
       the artists were feeling with the exception of one or another
       piece of material being pushed for whatever reason. With S397 it
       seems more centralized along Marcel and maybe Dom's desires.
       Probably the biggest hold up for development is pretty much it
       being only Michael Borda to make car physics and also having to
       "play around" to further advance the tires, dig around the
       internet for car info and assumptions, and now this paid content
       focus surely means everything else is left behind. I doubt Marek
       will be left to do work on the McLaren as we've seen all the
       issues with the Radical, and this McLaren GT3 is far higher
       profile and nothing can go wrong.
       On the modeling and texturing side, things were looking not
       pretty. One user working on 1976 cars has W.I.P. images of his
       stuff and it looks so vastly superior to the BT44, which somehow
       also had wrong colors. Maybe come August, some work will resume
       but I am not holding my breath as after all, they got to pump
       out that Corvette (which should be far more straight forward and
       nearly ready already).
       #Post#: 3785--------------------------------------------------
       Re: A look behind the scenes of rFactor 2 car development
   DIR By: Chad Brown
       Date: July 30, 2017, 7:33 pm
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       How many F'ing corvettes can one company make? I mean really.
       They have made a number of GT versions. They have about 4
       versions of the road cars, if not more, plus an unfinished
       Daytona Prototype.
       #Post#: 3788--------------------------------------------------
       Re: A look behind the scenes of rFactor 2 car development
   DIR By: Guiga
       Date: July 30, 2017, 11:29 pm
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       They aborted the Daytona Prototype in favor of this 'Vette. It
       is 99.999% likely they've ditched all previous licenses which
       had not been developed - all the historic F1s, the turbo F1s,
       80s and 90s CART, 80s Group C, the 2003 Bentley Speed, all
       undeveloped Indy 2012/2013 licensing deal material, and the
       aforementioned Corvette DP. Even existing content may only
       receive Dx11 updates for compatibility but still be left with
       all the dozens of listed bugs and needed fixes untouched.
       I wish I could have adequately concrete, 100% dead-on info so
       this is not confirmed, but besides F-E there's the GT3 series to
       be developed without word on which tracks - if any - would come
       along. I'm curious about the relationship with specific modding
       groups, I think URD may be at the favored position for
       contracted jobs, even if it's just 3D modeling, but some other
       guys may have been stabbed on the back after years of loyal
       service. So they're only going for current stuff. I'm not even
       sure regarding tracks, the stuff they had in the back back
       backburner has name recognition and it would just be silly to
       abandon. Watkins, Sonoma, and another one I forgot scoping out
       info about. Recognizable tracks are still sorely needed.
       Edit: Not that it's all doom and gloom. To adequately reproduce
       things, they are forced to developed the core game. That will
       benefit other existing vehicles. It also means more work to
       hopefully get tires better than the current state, and being GT
       tires, they can be used as reference or copied by modders
       (unless it's all encrypted and they pick favorites to support).
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