I can't tell if you're being serious but that isn't "rice" whatsoever, nor does that correlate to Formula 2.
How was I supposed to tell that when your "jokes" are barely differentiable from what you normally type out?
The carbon fiber texture on every car for me,has no texture,i dont know if their is a texture pack to fix it,i downloaded the mod for the reoposorty
I have the same issue.It is a great mod otherwise though. Hope he can fix it somehow. --- Post updated --- I just solved the issue! when you start the game, instead of clicking start game, click "support tools" and then "clear cache". Worked for me anyway!
If you have issues with textures, clearing your game's cache should fix it. It's not something I'm responsible for
Only reasons why your steering wheel wouldn't show up are 1. You removed it in the parts selector 2. You deactivated the ability to see in-game steering wheels in the game settings If neither of those work then I have no idea why it wouldn't show up
i am very sorry, just realised lol, what a complete idiot. I had turned the wheel off --- Post updated --- And i crashed atop Eau Rouge
I think there's a simple setup fix that may improve the realism by a lot. I would suggest to set the brake force to 100% (honestly i don't think 100% is enough. A better approach maybe double or triple what the curret brake force the car has by code) and set the brake balance forward to 70%. Currently the car lock the rear wheels during braking. It's not what race cars do. A true race car always lock the front tyres first. By moving the brake balance forward the car behave a lot like a real formula car. The car will go straight when braking hard and turning. Since you may change the configuration anyway which may alter the behavior under braking, I think a better way to determine the brake balance it needs is to exam it in slow motion. You can move the brake balance forward to a point that the front wheels lock just before the rear wheels lock. And when you let go the braking when the wheels are all locking, the front wheels should start to rotate first.
Having driven real formula cars. No you would never run a 70% brake basis. We try to run as much rear basis as reasonable. The more work you make the rears do the faster you can slow down. We normally ran around 55~% and if you downshifted too fast etc you could lock the rears. as for the breaking force it might be a little off be personally it seems about right at 100%
But this isn't a real car. Running this car with 70% brake bias is like the real car with 55%. This car with the default 55% lock the rears even if you don't downshift. By moving the brake bias forward to 70% the car barely lock the front first. So yeah, 70% on this car is in fact "as much rear bias as reasonable".
I'm currently running 58% brake bias and 100% force with the brakes on the 2020 spec of the car (coast lock at 20% and diff preload of 185 N/m), the same setup that I used to set the laptime in the video below. The car doesn't feel unstable under braking with that brake bias, and I think I can even go further rearwards with it. For context, in my Assetto Corsa lap in the same video, I was running 57% brake bias. In addition, in racing, at least in my experience, you don't set your brake bias to "lock the front just before the rears", it depends a lot on the track and the rest of the car's handling characteristics. For example, in a FWD car that has a lot of understeer, you might even set the brake bias to lock the rear tyres before the fronts to get extra rotation, or if you're in a rear-engine car with a more oversteery setup at a track that you have to brake while you are turning, you'll put the bias forwards more so the car doesn't spin out as much. I think you're judging the braking force based on the way the tyres lock up, which is fair, but from the video above I'm able to brake much later in the Genesis F2 compared to the RSS F2 in Assetto Corsa, so I'd say that it's either the tyre model giving too much braking grip/slip before it actually locks up or the mod having too much grip overall.