rFactor

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Hey guys, I've got a question I was hoping you could answer for me. I downloaded the rFactor demo last week, launched it, set the graphics to ultra, selected the NASCAR type thing and a track and had a go. The graphics were alright but some of the textures were very low resolution, so I don't know what's happening there, and then when I tried the demo again and 'bought' the trainer car (can't remember the exact name), when I tried to use it I was still in the NASCAR.

I'm pretty sure if I can work that problem out I'll buy it, I'm wondering if you need to run it as an admin or add it to the data execution prevention safe list like I did with GPL and RSRBR? I can't try it now though as I'm not at my computer.

Also, just out of interest, are there many hill climb tracks or mods for it?
 
nitrorocks
The graphic problem should just be the demo.

It wasn't, I added rFactor to the DEP safe list and chose to run it as an admin, and it seems to work now. The issue was that my graphics settings weren't being saved so it was defaulting to Auto, which for some reason didn't think my i5 GTX 580 combo was up to much... It looks awesome now.

The problem I have now is wheel feedback, I can't seem to reverse the effects so if the wheel is turned off center the force is applied in the direction you're turning the wheel, so you have to turn the wheel and immediately change the direction of the force you're applying and balance it against the wheel force... Changing direction is therefore somewhat tricky as you can imagine! I'll read up on it when I can.
 
You need to use negative FFB.
I'd also recommend using realfeel and leoffb. There's a link somewhere for a guide on how to use it.
 
gogatrs
You need to use negative FFB.
I'd also recommend using realfeel and leoffb. There's a link somewhere for a guide on how to use it.

Thanks, I'll check it out. My demo has expired for now so when I get round to 'picking it up' which won't be for a while, I just want to make sure it's possible to fix the minor issues I've had with the demo. It's an awesome sim, though, I just wish I had the cash spare right now!
 
In recent times, I have developed interest in making tracks for rFactor. Part of this has been influenced by a track I downloaded recently. While I don't have 3D Studio Max, I do have Blender. The track made using Blender is called One Way International Raceway- a 7-mile fictional race course made entirely with Blender and then converted to 3D Studio Max for 3DSimEd or whatever. To even show O.W.I. Raceway was made in Blender, the final corner features a 3D sign that features the Blender logo.

Here's a problem- I have never modeled ANYTHING before. Not even during my Sports Car GT days, and I don't think I even had Blender back then on my previous computer. Most of the tracks I've wanted to create were mostly from some other game that isn't a racing game- levels from Duke Nukem 3D that I made as race tracks. So what I've done was take some of those maps and then outline the actual race track vision I have for [if and when] I make a 3D version of the track. So I'd have a serious learning curve. I even blogged about having intentions of making courses for rFactor in my primary blog. I feel like while having a lot of cars is a great deal, they all mean nothing without tracks to race them on.


Maybe to start, I should build a simple oval or something just to understand the ins and outs of modeling a track. If I do release something, don't expect anything spectacular.
 
In recent times, I have developed interest in making tracks for rFactor. Part of this has been influenced by a track I downloaded recently. While I don't have 3D Studio Max, I do have Blender. The track made using Blender is called One Way International Raceway- a 7-mile fictional race course made entirely with Blender and then converted to 3D Studio Max for 3DSimEd or whatever. To even show O.W.I. Raceway was made in Blender, the final corner features a 3D sign that features the Blender logo.

Here's a problem- I have never modeled ANYTHING before. Not even during my Sports Car GT days, and I don't think I even had Blender back then on my previous computer. Most of the tracks I've wanted to create were mostly from some other game that isn't a racing game- levels from Duke Nukem 3D that I made as race tracks. So what I've done was take some of those maps and then outline the actual race track vision I have for [if and when] I make a 3D version of the track. So I'd have a serious learning curve. I even blogged about having intentions of making courses for rFactor in my primary blog. I feel like while having a lot of cars is a great deal, they all mean nothing without tracks to race them on.


Maybe to start, I should build a simple oval or something just to understand the ins and outs of modeling a track. If I do release something, don't expect anything spectacular.

Bob track builder might be a pretty good place to start. http://www.bobstrackbuilder.net/

I can't make anything in it but I am sure with time and patience it can have good results.
 
In my education of making tracks, I think I am becoming a bit more experienced on designing the actual geometry of a course. I went from tracing the outline of tracks and interior of tracks to getting an idea of making the geometry of a track. I am just taking my experience slowly. I still have a lot to learn. It may not seem like the place to discuss all of this, but I'm trying to make this all work.

Anyhow, thanks for your input, MildAshers. Cheers to you.
 
JohnBM01
In my education of making tracks, I think I am becoming a bit more experienced on designing the actual geometry of a course. I went from tracing the outline of tracks and interior of tracks to getting an idea of making the geometry of a track. I am just taking my experience slowly. I still have a lot to learn. It may not seem like the place to discuss all of this, but I'm trying to make this all work.

Anyhow, thanks for your input, MildAshers. Cheers to you.

Good luck!
Looking forward to seeing what you come up with!
If there's anything I can do (not much :lol:) to help, just ask!
 
The next part of my education in making tracks was complete- texture a track. So I've been taking textures from some of the included rFactor tracks. I used road and grass textures from Essington and the Nürburgring. What I will have to do is play some more rFactor just to study how tracks are created because besides the road and grass, there are also parts of the track that include some of the stuff between the road and the grass. I also attempted to make and bevel one of my fictional street courses. I made something to resemble the concrete barriers of a traditional street course, but that didn't work out too well.

By the way, I'm using Blender 2.49b in all of my efforts to build a track. I am still learning little-by-little how to design a simple course. I am still very far from being anything experienced.


Last week, I downloaded the Palatov DP4 mod for rFactor. That car is pretty fun to drive around tracks. Unfortunately, the frame rate takes a hit since I use DirectX 7. My graphics card can't support DX8 or DX9 graphics, so I have to stick with DX7.
 
Those effects look very impressive. I sometimes wonder how come I can't race with the Overcast skies unless I specify it as my sky for certain conditions. I like the dry line with the wet conditions in that video. One mark of a great game- when people try to make even the oldest games new with fresh and interesting content. rFactor is one of those great games, and this weather plugin is a great little addition.
 
Maybe GTPlanet can field a team or two for the upcoming FSR season?

Maybe if I enjoyed racing open wheelers, but I don't.
Not that I'm trying to dissuade anyone from doing it, though.
I'd still sponsor it with the Team GTPlanet stuff.
 
nitrorocks
I mean does team GTP allow rF2 drivers? I'm going to do some league races. Just need some templates.

Yeah!
I think we'll just hire a pro skinner or something. :lol:
 
Anyone tried out the new Project D update?

Any drift fanatics, I highly recommend you download it if you like JDM style drift cars.
 
If anyone needs some team skins, let me know.
 
I think we have a 997 skin under control, it'll be getting the 997 skin onto the other cars that will be difficult.
 

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