I saw a Tweet from Romain Grosjean last season about driving in rFactor to prepare for an upcoming F1 race at an unfamiliar track, but I don't recall him indicating whether it was his personal system or a simulator at Renault. It didn't occur to me to even wonder about it at the time.
Good stuff at the rFactor Pro website. That degree of penetration into the F1 market is really impressive, and that would seem to be good news for us ordinary rFactor users as far as the product sticking around and continuing to be developed. Having poked around a little into the documentation and sample source code for plugin developers on the the standard version's website, I can sorta see how it wouldn't be such a big leap to build in additional hooks allowing the kinds of integration with proprietary chassis simulations that the Pro version offers.
It makes me wonder which if any team will be the first to feed its own mods back to gamers. I wouldn't be surprised if Red Bull was the one. They seem to be the team most likely to put aside traditional F1 secrecy and superstition for the sake of fan interest and promoting the sport.
A couple of observations from his lap: The on-screen speeds for turns 1 and 2 are surprisingly slow. An F3 car in rFactor is about 10 kmph faster through there. Anthony Davidson has commented, during BBC broadcasts of F1 practice sessions, about how much GP cars compromise mechanical grip for the sake of aero and how unimpressive they actually are through really slow speed stuff.
And the video cuts to Webber's face as he approaches turn 11 so you can't see how blind and featureless it is, or is in the version of the track that I've driven anyway. I never found any kind of reference to guide me in knowing when to brake, downshift, and turn in there. I had to try to do it just by timing but never could get it right.
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I saw a Tweet from Romain Grosjean last season about driving in rFactor to prepare for an upcoming F1 race at an unfamiliar track, but I don't recall him indicating whether it was his personal system or a simulator at Renault. It didn't occur to me to even wonder about it at the time.
Good stuff at the rFactor Pro website. That degree of penetration into the F1 market is really impressive, and that would seem to be good news for us ordinary rFactor users as far as the product sticking around and continuing to be developed. Having poked around a little into the documentation and sample source code for plugin developers on the the standard version's website, I can sorta see how it wouldn't be such a big leap to build in additional hooks allowing the kinds of integration with proprietary chassis simulations that the Pro version offers.
It makes me wonder which if any team will be the first to feed its own mods back to gamers. I wouldn't be surprised if Red Bull was the one. They seem to be the team most likely to put aside traditional F1 secrecy and superstition for the sake of fan interest and promoting the sport.
A couple of observations from his lap: The on-screen speeds for turns 1 and 2 are surprisingly slow. An F3 car in rFactor is about 10 kmph faster through there. Anthony Davidson has commented, during BBC broadcasts of F1 practice sessions, about how much GP cars compromise mechanical grip for the sake of aero and how unimpressive they actually are through really slow speed stuff.
And the video cuts to Webber's face as he approaches turn 11 so you can't see how blind and featureless it is, or is in the version of the track that I've driven anyway. I never found any kind of reference to guide me in knowing when to brake, downshift, and turn in there. I had to try to do it just by timing but never could get it right.
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