Dirt Racing Improvements
Hope to make this a general thread for ISI to see that Oval Dirt Racing is a big deal, and we are looking for some big improvements to rF2.
Suspensions: Soild Front Axel, 3link, 4link, Torque Arm Support, J-Bar Support.
Physics: Cockpit adjustable Wings (Like Brake-Bias but ability to move and adjust pitch of top wing like a Sprint Car).
Tire Model: rF1 is not very good at calculating Low PSI Tires like used in Dirt Racing. Your average Sprint Car, Big Block Modified and Dirt Latemodel, runs anywhere between 4-12PSI in rear tires. Also we need tires to gain grip when sliding sideways through a corner. We are just experimenting with getting this working in rF1, but I think rF2 needs to look into these issues a little more in-depth. Also having Tire Deformation would be great, as Dirt Cars really deform they're tires with the low PSI and the use of Beadlocks to keep the tire on the wheel.
Tracks: Tracks in dirt racing change constantly. Even after 5 laps of racing, the racing groove can move a few feet. We need this effect in rF2 with live grip changing tracks, where the track grip levels change based on where cars are racing. Also you get the cushion build-up on the outer part of the corners from clay being thrown of the tires.
Better Night Lighting that doesn't kill FPS on these small ovals.
A more reflective track surface at night, from when the track gets "watered" down before a feature race, the track has a reflection look to it. This would be great to see in rF2 as well in the shaders.
Will post more as I think of more things, but, hope to get the Dirt Community over here to add input, and show we are a big part of the ISI/rF community as well.
Thanks,
Shawn Blankenhorn
Open Header Motorsports