rFactor

  • Thread starter husa
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Yeah, those old race cars will blow the engine if you play rough with them. Edit: Depending on the mod and the engine, each redline could potentially take 5-10% off the engine life.

There's a couple Super GT mods on the tripp team server, but it's currently down right now. When it's back up again, I'll link to them. Not sure what they are or if they're any good though.

The 935 DRM Mod would blow up if pushed to hard... My friend blew his motor 6 times during practice... -.- :lol:
 
Decided to get the Spotter mod and it is just amazing. If only he said I was on the outside instead of inside when coming to a right corner.
 
Sorry for double post but I found a mod that gives the cars from FNF and decided to make a video out of it.



Edit: New video of a mod I found that basically takes alot of street cars (Mostly from NFS SHIFT). Here's a race of them on Sebring. I am in the MINE'S livery GT-R.

 
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I've downloaded the VirtuaLM Group C mod, and the 956s won't show up as anything other than boxes.
 
Huh? TUSC GTE cars are in WES I know...
This: http://trippteamdownload.servegame.com:100/RFACTOR1/CARS/S-Z/TUDOR United SportsCar Championship v1.1.rar

Without having a description, it's hard to know what it's got in it, and didn't know if anyone here had it downloaded.

I currently only have ILMS 2.7x and Endurance Series SP3. Probably going to merge everything into ES, and would probably do the same with TUSC. I should probably download WES as well...

Edit: Actually, thinking about it, ILMS isn't that great a mod, so I'll probably just dump that completely.

Edit2: Got halfway through downloading the above linked mod and the server went down. :banghead:
 
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Its ok at best. Is abit....meh to be honest. Only car it has that isn't in any other mod is the 2014 HPD ARX-03b.
 
Was doing a FIA GT race at Brands Hatch last night at 90% AI. I qualified on pole with my Lamborghini Murcielago R-GT, with an Aston DBR9 on 2nd. 4 laps in and I see the Aston Martin overtaking me in an usual way. It hit the kerb on turn 3 too fast and did a perfect barrel roll right past me! Wish I had my recording software on at the time so I could have got a video of it. Never seen the AI do something that crazy before.
 
If you have replays set to save automatically, you still can record it.
Realised I didn't have it set to that, setting it so it saves now.

Edit: Does anyone know what Opposite Lock does in the options menu? I have it on but have no clue what it does.
 
It's a driving assist that adds countersteer if your car starts to oversteer.
Right. May turn it off as it doesn't seem like something any real car has.

Edit: Decided to try and get around the Nurburgring in a Lupo Cup but I didn't even make it past the first corner before crashing.

 
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Something I've not had to do before, so I need some assistance with. Just ran a 10 lap test race on a Nardo Ring track for rFactor that I downloaded a long time ago. AI lasted 3-4 laps where they ran out of fuel after pitting. Somehow they didn't get refilled, and the fuel usage on the track is way too high. I started the race with 28 laps of fuel and had noticed 4 laps worth of fuel was being used per lap.

I'm not sure what figures need to be changed or in what file, but I know it's something to do with the track because I haven't noticed this issue on any other track yet.
 
Something I've not had to do before, so I need some assistance with. Just ran a 10 lap test race on a Nardo Ring track for rFactor that I downloaded a long time ago. AI lasted 3-4 laps where they ran out of fuel after pitting. Somehow they didn't get refilled, and the fuel usage on the track is way too high. I started the race with 28 laps of fuel and had noticed 4 laps worth of fuel was being used per lap.

I'm not sure what figures need to be changed or in what file, but I know it's something to do with the track because I haven't noticed this issue on any other track yet.
I've noticed that but only happens on top speed tracks.
 
It shouldn't happen though. Tracks don't determine how much fuel mileage a car gets.

Let's say I run 150mph on track A, and 150mph on track B, but track A consumes 4 laps worth of fuel for just one lap compared to track B. That's not a car issue. that's a track issue. Which is why I need to figure out how to adjust it.

There's also the issue where AI don't get refueled, but I don't know what controls that.
 
It shouldn't happen though. Tracks don't determine how much fuel mileage a car gets.

Let's say I run 150mph on track A, and 150mph on track B, but track A consumes 4 laps worth of fuel for just one lap compared to track B. That's not a car issue. that's a track issue. Which is why I need to figure out how to adjust it.

There's also the issue where AI don't get refueled, but I don't know what controls that.

Can you copy / paste contents of track.gdb to me in PM?
 
Figured out why the AI doesn't get refueled. Pitlane isn't coded properly. Set my car to AI control in a test session and let it go. When it came into the pits, it slammed into the wall at the end of the pitlane, got teleported to the pitbox and then took off without being serviced. I believe I know how to fix that though.
 
I heard there was a way to check your opponents' tyres in the game, is it something that needs a plug-in?
 
Well, all I've been getting is "Unknown Compound".
 
What mod are you playing to get that? I've never seen that in rFactor.
Enduracers mod I think.
rfactor_2015-04-18_22-32-08.jpg
 
I'll check that out later and see if I get the same thing.

Edit: I don't get the same results as tire compounds show up properly for me. Could be a conflict with the track. Not sure I have that version of Watkins Glen.
 
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