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Der RSR hört sich spitze an in iRacing. Man hört solche grellen hohen Töne nicht häufig (wenn überhaupt). Das hat schon eine besondere Qualität. Der RSR macht ja auch verdammt viel Bock zu fahren.

Unterschied zwischen RSR und GT3 Cup sind aber nur Downforce und die Dimension der Bremsen nehme ich an. ABS und TC existiert ja beiderseits nicht. Wahrscheinlich machen die Bremsen im Cup sogar eher zu, weil der Wagen weniger Grip aufbaut. Lieg ich damit richtig oder bin ich komplett neben der Spur :lol:? @Azrael1965

Vielleicht fahre ich am We auch mal wieder IMSA. Hab morgen meinen GT3-Saisonauftakt in Oschersleben, dann hab ich 2 Wo Pause zum nächsten Event (auch mal angenehm, wenn nicht alle paar Tage ein Ereignis ansteht). Gibt es ein NOS-Event mit dem RSR, dass Du ihn fährst?
 
Unterschied zwischen RSR und GT3 Cup sind aber nur Downforce und die Dimension der Bremsen nehme ich an. ABS und TC existiert ja beiderseits nicht. Wahrscheinlich machen die Bremsen im Cup sogar eher zu, weil der Wagen weniger Grip aufbaut. Lieg ich damit richtig oder bin ich komplett neben der Spur :lol:? @Azrael1965

Vielleicht fahre ich am We auch mal wieder IMSA. Hab morgen meinen GT3-Saisonauftakt in Oschersleben, dann hab ich 2 Wo Pause zum nächsten Event (auch mal angenehm, wenn nicht alle paar Tage ein Ereignis ansteht). Gibt es ein NOS-Event mit dem RSR, dass Du ihn fährst?

Ich hatte erwartet dass der RSR auf der Bremse ähnlich zickig ist wie der Cup aber das war gar nicht so. Die digitalen Anzeigen die vor dem Blockieren warnen helfen natürlich aber das hat der GT3 Cup ja auch wenn auch nicht optisch so schön.
Der RSR liess sich eher wie der AMG GT3 fahren, hat aber mehr Downforce. Macht auch mehr Spass als der Mercedes.

Diese Woche ist Saisonende in iRacing, dadurch sind die offiziellen Serien pausiert. Das Funrennen mit den GTEs auf der Nordschleife sind dadurch sehr gut besucht. Ich habe im letzten Rennen 20 Autos gesehen. Ich fahre sicher heute wieder.


Dieser Artikel beschreibt die Unterschiede der 3 Porsche GTs auch recht gut.
https://driving.ca/porsche/911/reviews/road-test/first-drive-porsches-911-gt3-cup-gt3-r-and-rsr

Despite its less aggressive appearance and more modest spec sheet, the hardest car to drive was the GT3 Cup. It has no TC, no ABS, reduced downforce and less mechanical grip. In other words, there’s not much is there to help you drive fast other than talent.
 
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5$ gab es für das 10 Jährige.

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Bei iRacing hab ich immer das Gefühl, dass der Maßstab zwischen Auto und Strecke bei keiner anderen Sim diese passende Symbiose erzielt. Einfach riesig.
 

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@Azrael1965
Für wann ist das nächste Reifen-Update vorgesehen? Sollte doch auch nicht mehr so fern sein...?

https://forum.virtualracing.org/showthread.php/65401-Newsdiskussion/page1824

Yesterday I did a forum post about the content coming in the next build and an overall brief update on content.

Here is an update on some significant features we have mentioned in the past that we are working on.

Damage: We just did a blog and a video about it. It is an all or nothing feature, and we highly doubt we will swap out our existing damage model for the new model in 2018. We are making great progress as you hopefully saw but still some things to do and then a whole lot of testing when we are talking about 80+ cars, car combinations and hundreds of circuits. That testing I’m sure will result in many rounds of tweaking, etc.

AI: Making really good progress on the AI itself and the related UI. We will start with both a one-off race option and the ability to build a whole season including loading rosters. We are excited about it but still work to do on both the AI and the UI. In fact, we plan on making the AI available in our booth at the sim expo in Germany for people to try. It is already very fun and quite good. More about that soon. It is one of those things we could probably keep working on forever; there is so much to it. I’m not sure when we are going to roll it out, but we are talking about months not years. We certainly want it to be very good and not rush it out. We are not sure if in our initial roll-out we will limit it to certain cars or not. That will be evaluated as we get closer. However right now working on everything at once.

Day to Night: The graphics engineers are on the home stretch of the project. We just finished up the cloud shadows for the dynamic track today which was one of the last challenges graphically. Now they are starting on hooking up to the current weather from the sim weather generator. (They also still want to take one more pass at improving the quality of the clouds and sky.) This puts us in position the for the final stages of involving more team members, for example for web, database, setting up sessions and saving the info in the DB, and getting it to the sim and then it all goes to testing. I know the engineers are still targeting December for release and they think a fighting chance to reach that goal, but it will be tight.

HDR (High Dynamic Rendering): This project is mainly done and the plan is to roll out with Day to Night. (The Sky etc. should be in HDR) The two projects need one last evaluation together however as we get in the final stages of day to night.

New Sound Engine (XAudio): We have not talked much about this recently, but we have been working hard on it, and we are fairly confident it will make the December build.

Tire Model V7: It is a shame but not going to be in September build. We are excited about it, but a couple issues/problem were discovered when we started to do more in-depth testing that we still need to correct to move forward with the new version overall. (FYI, we are also working on having multiple tire compounds, not to confused with tire versioning. That would hopefully come next.)

Beta UI: A big quality and speed improvement sitting on the “trunk” that we hope to roll out in September but it is going to be close. It also includes some improved usability and design. We also have other significant additions and design improvements underway which will not make September. It will be an on-going project to keep improving the UI.

Rain: Not a 2018 possibility. Still quite a ways to go but working on it. Main work being done now is on the dynamic surface aspects, water pooling, drying, etc. More resources will move to it after we finish the time of day project.

Graphics/Animation: Multiple projects underway. You should keep seeing new things roll out almost every build. The last build, for example, you saw the shadow improvements, skid marks, particles from tires etc.

Oval Dirt Surface: You should see a nice improvement coming in the September build.

There are a bunch more items big and small not discussed above but that is the brief update on the things we have talked about in the past and we receive the most questions about. On a side note, we are also building out a brand new data center which includes hundreds of thousands of dollars of new equipment. I mention it because that will go live this fall and you will be hearing more about that down the road as we switch over. The down-time should be minimal. Sorry, we don’t have more specific timing on many of the things above.

Die haben noch einiges vor. :)
 

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