Rfactor 2 late models mod7/30/2023 ![]() it's just another thing to play around with, paint for, etc. a 2300# dirt car on 12" wide tires with more downforce. They can alter track grips but the cars will drive like a 3400# pavement car on 8" wide tires w/ less downforce vs. Whether it's the CTS, BGN or Cup physics + their restrictor plate options, that's pretty much what you're stuck with. I told him if he did anything he'd be better off trying to make an RFactor mod because there are no physics editing limitations, only physics "engine" limitations (just as there was in Heat - although Heat's engine is far more limiting than RFactor's, and RFactor as an engine is pretty much as good if not better than NR2K3 is, RF2 will only be better).Īll cars in NR2K3 that are modded are basically cosmetic, they have to use the standard physics from one of the 3 divisions. When he came back and talked about revisiting it, I had to break it to him that if he released it he could go through the same grief that other modders on the pavement side were. Swine (from 4m, good friend of WaR) was working on a dirt late model mod for NR2K3 years ago (OLR.cc-era, he posted picts of the Warrior chassis he modeled way back when) and was working on editing the physics and everything but. exe (have to krak) and after the witch hunts by F1RST (now known by most as iRacing to most) there's been no physics editing within NR2K3 mods. You can't edit the physics files because they require editing the. ![]() They should react the same as any of the mods they have for dirt on NR2K3 (basically the standard physics on a slicked up dirt track). ![]()
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