rFactor 2 Beta Thread: Which will crash more often; it or us?

That looks impressive. Can't wait to give it a go.

Edit: Yeah, it's terrific. Tons of fun to drive.

Ascari'd it though, whoops :)

12121212hnsqx.gif

also, I guess I wasn't as familiar with the early 90's layout as I though I was..!!

 
New build is avaliable for those who would like to try the 64 bit executable:

Tim Wheatley said:
Build 767 available for unstable testing access. Including the x64 exe
Here is the link to the unstable build testing: http://rfactor.net/web/rf2/devscorner/unstable-build-testing/

A hands-on report from the internet regarding the unstable build: http://www.avforums.com/threads/rfactor-2-part-2-bruuummm-bruuuummm.1788692/page-19#post-20863623

Just been testing out the unstable build which includes the 64bit exe and the ability to control the rate of real road, plus a host of other changes. As ISI have asked this not to be 'advertised' I won't link it but will just say it is unstable and I have had a few issues with it.

If you are interested, it requires a new install and they are moving away from ini files to json format. Just been running 29 AI cars around sebring with URD's endurance mod and absolutely smooth as silk, the extra AI having no impact on the fps.

Some mods are now broken in the sense that car parts or track parts are missing due to GMT formats within the mod as well as some other unknown issues (in particular with Plickbadgers Miata mod). Also note that any plugins you had will now need to be updated to x86, most the ones I use have already been done apart from FanaLEDs.

There are guys running grids of 39 AI but needs you to modify the rfm file inside allcarstracks_10.mas as you can only choose a max of 29 AI in the Race settings & they are stating that large numbers are not effecting fps, which is great news & definitely a step in the right direction.

ISI will be using JSON file formats in upcoming builds. This replaces, most notably for most users, INI file format. We will gradually move all files to a single format, and JSON is it, giving consistency for editing and usage across what are currently mixed filetypes.

Tools, APIs, Libraries are readily available on the Web to parse and manipulate, and many platforms and languages are supported. Most users will be able to make the same changes they did previously with INI files by simply opening the JSON file with notepad. However, as with the INI file it is important to understand the formatting to avoid issues.

Source: http://rfactor.net/web/2014/06/27/consistent-file-format-json-in-upcoming-rf2-builds/
 
I've reinstalled the game for the first time in at least a year tonight and I'm having some really weird FFB on my CSR wheel.

I tried the Camaro and the Indy Car.

The camaro is all right but the ffb is jerking left and right almost constantly.

For the Indy, there's almost no FFB. I get a bit of resistance and vibration when I turn but otherwire the wheel is completely loose.
 
I've reinstalled the game for the first time in at least a year tonight and I'm having some really weird FFB on my CSR wheel.

I tried the Camaro and the Indy Car.

The camaro is all right but the ffb is jerking left and right almost constantly.

For the Indy, there's almost no FFB. I get a bit of resistance and vibration when I turn but otherwire the wheel is completely loose.

This ffb thread over on their forums is current and active. If you search for "Fanatec" you'll find info about wheel oscillation, and most likely your other problem as well. I see some chatter about it being a driver issue, but you can look into better yourself.
 
I don't yet have the T5 mod. Worth getting? I suppose that depends on how much you like driving DTM cars... I do like them, yes, but how "on rails" are they?
 
I don't yet have the T5 mod. Worth getting? I suppose that depends on how much you like driving DTM cars... I do like them, yes, but how "on rails" are they?
It's a really well done mod by Ales Ogrinc and compares quite well to what SimBin have with their DTM add-on although I believe the SimBin vehicles are better overall. As for the on rails bit, watch any of the latest videos on Official YT channel of the DTM series and the cars are glued to the road, seemingly even in the wet. Chris Harris tests the DTM BMW here: http://www.youtube.com/watch?v=KLTxwpsj3Y4 Make up your mind as to how planted the car is in the hands of a 'novice' and just how difficult the car is to drive from that 8)

One can always download a demo version: https://www.dropbox.com/s/ok4ijvpdizx4fr8/AuraT5_Demo12-13.rfcmp although I think we are up to version 1.8 with the actual mod. The full mod is just 6.50 Euro, so what have you got to lose by taking a punt?
 
rFactor 2 Build 770 released: http://rfactor.net/web/rf2/rf2dl/

Highlights of this build are improved memory usage in 32bit, realroad got some major tweaks and is no longer accelerated (unless you want it to be), flag rules without disqualification as an option, lots of AI improvements, new matchmaker technology in the back end, enhanced plugin reporting, some modding tool changes, and various fixes and tweaks. 64bit exes are available to openly test (see below).

=====================================================
Update 23 (Build 769-unstable, 770-release) Changelog Jun 30, 2014):
=====================================================
GRAPHICS:
————————
  • Fixed sun block bug which caused inconsistent occluder values.
  • Fixed a bug where HUD textures refuse to load.

FEATURES:
————————
  • Experimental 64 Bit builds added. Manual rename of 64 bit executables to 32 bit names required so the launcher can successfully start 64 bit executables.
  • Upgraded to latest version (9.3k) of Miles Sound System.
  • Updated projects to latest OpenSSL (1.0.1h)
  • Support added for gear-specific rev limit offsets.
  • Added additional Flag Rules option “Full w/o DQ”.
  • Eliminated race condition that could cause race rejoin to fail.
  • Added RealRoad timescale multiplier to control how fast the dynamic road changes conditions.
  • Added the ability to control vehicle- and tire-specific effects on RealRoad.

BUG FIXES / OPTIMIZATIONS:
————————
  • Optimized memory usage.
  • Fixed thread safety issue that could produce crash when crossing finish line while recording a best path.
  • Fixed a problem where remote vehicles might appear to have brakes on all the time (and no steering, either) while viewing from the monitor.
  • Fixed issue where leftover RealRoad events could be applied in the wrong session.
  • Fixed inconsistent writing of config.ini if installed to write-restricted path.
  • Improved collision with temp cars.
  • Fix reporting of anti-stall to plugins.
  • Potential fix for exiting game while skin transfer is unfinished.
  • Needing to update car components will not overwrite any existing parameters from talent/vehicle rcd files. Will only add unique parameters.
  • Fix problem where you sometimes get a brief blast of vehicles sounds on subsequent track loads.
  • Fixed issue if server was password protected it would not verify server content was installed on client.

MODDING / PUBLIC DEV
————————
  • Added OpenMP to Mod Mode and Dev builds (improves speed of TTool).
  • Added a dev mode AIW editor options to move selected waypoint’s selected path so that the next waypoint (or previous) matches the speed of the waypoint 2 spaces in front (or behind).
  • Corrected problem where +ptool and +ttool wouldn’t start up properly when using SDK.
  • Attempt to use AVX (if available) in 64-bit TTool.
  • Fixed double screenshots in TTool.
  • Plugins will need to be built in 32-bit and 64-bit versions. Please add “_x64″ to the names of the 64-bit version for easier identification, otherwise anybody with a 32-bit version of Windows will get an annoying popup.
  • Made plugin functions RenderScreenBeforeOverlays() and RenderScreenAfterOverlays() always work in the UI, so that plugins can identify the options page.

UI / HUD / Options:
————————
  • Added new gizmo action to clear multiplayer password.
  • Possible fix for HUDs picking up & using unrelated but identically named assets.

MULTIPLAYER:
————————
  • Sync up RealRoad on new clients at an accelerated pace.
  • Changed upload/download speed variable so that higher rates could be set in the dedicated server.
  • Initialize newly-joined clients to a basic RealRoad value such that they can’t gain an advantage over other clients.
  • Fixed multiple players in dedicated server startup dialog.

CONTROLLERS / FFB
————————
  • Fix controller auto-detect on first startup. Hopefully without causing that no-keyboard problem on Win8 whose fix broke this.
  • Output FFB value to plugins even if no FFB devices are detected.

AI
————————
  • Added checks to be sure only real AIs can talk and request pits.
  • Improvements to superspeedway AI.
  • Added AI control to PhysicsOptionsV01 in plugin interface.
  • Now doing limited loading of rcd files from location components so that track builders can specify new track specific driving lines of known 3rd party cars without.
  • Fixed AI cars swerving on formation lap skip and transition from formation lap to race.
  • Removed unnecessary AI braking prediction that had them tapping the brakes needlessly.
  • Reset “add AI” menu when leaving page
 
More about the latest build: http://rfactor.net/web/2014/07/01/rfactor-2-build-770-now-available/

Important note: The primary executable is 32bit. However, 64bit executables are now available for open testing, in what we would call experimental stage. At some point, the 64bit exes will be the default, and 32bit will be the optional like 64bit is today, though I doubt renaming will be the method to switch.

We ask that if you have issues in 64bit, you verify them in 32bit before reporting them to us as a 64bit issue or an issue in both builds. It’s also important to read the knownissues.txt in the rFactor 2 installation directory before reporting, as well as the list below:

1) At this time if you change a 64 bit exe (by renaming, as is required) to the 32 bit exe, the next auto update will overwrite the 64 bit exe with the new 32 bit one.
2) As of right now the only way to activate 64 bit builds is by renaming them to the current 32bit exe names. This will require administrative privileges if installed to the default location. Why? So Nvidia and AMD drivers that use the exe name to map to proper optimization profiles don’t fail to load said profiles.
3) The USER SESSION EXPIRED warning on the matchmaker can only be resolved by restarting the executable. This was design decision so that user would not be prompted for credentials from the simulation UI. It has been increased since the Unstables.
4) GMT formats. There may be some Third Party mods out there that does not work in 64bit as intended, or at all. Rebuild your mod using the newer GMT formats ASAP. There may be a cutoff of age going forward.
5) People starting rFactor2.exe outside the launcher. That may no longer work. See CLI.txt in Support.
6) Matchmaker is separate from 660, new build servers won’t show on old MM.
7) x64 will not (ever) work on an XP based OS, this includes older versions of Windows Server.
 
Nooooo.

I just had my molars removed and I'm not supposed to do anything that would raise my blood pressure… like playing a new build of rF2.


Edit: Reading through the list of fixes, this finally feels like a v1.0.
 
There is a little confusion as to what to do in order to have rFactor 2 run as a 64bit application. Navigate to the \rFactor2\Core\ set of folders in within this folder you'll find two sets of executable files:

32bit
rFactor2 Dedicated.exe
rFactor2.exe

64bit
rFactor2 Dedicated 64bit.exe
rFactor2 64bit.exe

First step is to delete (or rename) the 32bit files; the second step is to change the names of the 64bit files by removing 64bit from the name. Thus rFactor2 Dedicated 64bit.exe becomes rFactor2 Dedicated.exe by simply changing the name.

When the steps above are completed correctly, Windows Task Manager will no longer display rFactor2*32, instead it will display rFactor2.exe

Cheers.
 
Regarding the above, ISI have an awful habit of making things needlessly complicated don't they. Why not have a 64 bit on/off checkbox in the launch options?

And on making things needlessly complicated, has anyone tried changing the safety car from the Clio to the SLS? It's ridiculous. You have to:

-find the .MAS file located deep in a folder structure
-find the .MAS editor tool, deep somewhere else
-open the .MAS with the editor
-drag the top file to the desktop
-open the file with notepad
-find the .veh name for the SLS safety car on the ISI forums.
-find the Safetycar line, change to whatever .veh name is
-save the file
-drag the file back into the .MAS editor
-save the .MAS file
 
I'll be waiting for 64bit to be more digestible before making the switch.

The less I screw with rF2, the better off I am. My "subscription" expired some time last month and since I don't play much mutliplayer rF2, I figured I could do without. What's that though? It also includes the auto-update functionality? Sold. Manual updates shouldn't be a big deal at all, but I just know ugliness lurks down that path.
 
Just been playing with the new 64bit version. Plays fine, and it's beautifully smooth nowadays.

I always do a full manual install with the new versions anyway and I've yet to try the update button.

My licence expires in a month so I'm fully prepared ;-)
 
A non-lifetime multiplayer subscription means one cannot press the update button to update the core files of rF2 to the latest build. Instead we have to suffer the indignity of manually downloading the 'lite' build and clicking on the executable file.

The 64bit version is working pefectly for me too. Looks pretty good too (just a F12 screenshot, nothing fancy):

 
An 1992 F1 mod is on the way...

By7pahF.jpg


The team are releasing one car per day and so far the following have been made available:

Andrea Moda S921
Jordan 192
Ligier JS37
Mclaren MP4/7
Minardi M192
Venturi LC92

With these still to come:

Benetton
Brabham
Dallara
Ferrari
Fondmetal
Footwork
Tyrrell
Lotus
March
Williams
I still don't understand my reasons, but I've returned to the original UI, even though this is far superior.
 
HA! Pretty much! I couldn't possibly go back to the original UI.

'92 F1 mod looks great. It was very popular in rF1. Happy to see it come over to rF2.
 
Build 798 is out
=====================================================
Update 25 (Build 797-unstable, 798-release) Changelog July 21, 2014):
=====================================================

FEATURES:
————-
Moved plugins dir to Bin32 and Bin64 for 32 and 64 bit plugins.
Launcher now runs 64 bit executables if possible.
Updates no longer require login.

BUG FIXES / OPTIMIZATIONS:
————-
Fixed crash on exit.
Fixed inability to scroll mp lobby after server item in list was selected.
Fix problem where players rejoining a race would lose any laps over 63.
Fixed a typo where the Real Road Time Scale setting for qualifying was used for race and vice versa.
Fixed dedicated server memory leak.
Reverted a change made to window style which broke some windowed modes

MODDING / PUBLIC DEV
————-
Modmode: Fixed pit location picking resetting the menu every time a location is recorded.
and 100 car grids are awesome.
 
These guys don't do any favors for themselves. I have to mess around with manual updates because I'm now a filthy single player peasant?

I'd rather just move along to the other early access/beta/paid the company before the game came out racing games where a little more respect is provided.
 
These guys don't do any favors for themselves. I have to mess around with manual updates because I'm now a filthy single player peasant?

I'd rather just move along to the other early access/beta/paid the company before the game came out racing games where a little more respect is provided.
Automatic updates = respect? Wat.
 
These guys don't do any favors for themselves. I have to mess around with manual updates because I'm now a filthy single player peasant?
The steps to update are very easy:

Download the latest 'lite' build ~ 300MB,
Uninistall current build (I also delete everything in my rF2 folder as mods are on another drive),
Install latest build and reinstall mods.

Whilst not as smooth or easy as the auto update, it takes all of 5 minutes to complete the process, including installing tracks and cars.
 
DJC and TOSCH have finally released their much sought after Nordschleife Tourist. It's a thing of beauty.
At 623 MB, it would want to be a thing of beauty! 104 grid slots too; that should bring most systems to a grinding halt. Change logs are very impressive for the amount of work that has gone into making this mod too:

DJC change log v1.65 to v1.70 22/07/14
- Fixed broken trees
- Added 104 grid spots, with first 20 more spaced out than the rest (Test your 64 bit versions of rfactor2 on this I dare you)
- Added 20 pit boxes
- Added 40 garages (<-had some help from Tosch here)
- In pit area, lowered pavements by 4cm's to help AI leave area without getting stuck on them. Making the track online friendly is easy making it AI friendly is not so
- Added start lights to the bridge (race mode only)
- Made 759 LOD changes in order to both improve FPS and reduce pop up's where needed
- Fixed 3 holes in the road
- Cleaned up the camp sites, removing some of the not so finished looking items like flying people, and floating camper vans.
- Fixed a sign that said 'Start Timed Lap Here', it was only viewable from the back but not from the front.
- Fixed the roof on the ticket house.
- Made pitlane 0.5 metres wider to help AI pit without crashing.
- Added tire stack at pit entrance to make it more visible from road.
- Fixed the odd flickering bush.
- Removed a number of trees that were growing outside the guardrails. (I would have fixed a lot more but found 3DSimED3 was braking the Billboarding effect of the trees, so could not use a lot of what I had done, sorry)
- Made the café and the ticket house visible with track detail set to low. People where reporting great big holes in the area where they would have been.
- Added two floating hot air balloons, one made with Germany flag colours and one with Nordschleife logo on it.
- Got Tosch's wheel track map working.

Tosch change log v1.65 to v1.70 22/07/14
Texture adjustments:
- Adjusted the saturation and brightness for most of the diffuse textures
- Created new normal maps.
- Created new specular maps.
- Re-sized textures
- Removed the bug where you would get a black line floating above trees
- Exchanged 2 tree textures (oak trees)
- New guardrail texture + high res normal map (normal map has a huge impact on the specular reflection) + new specmap
- Added alpha channel for road reflection (wet and mirage) to all road and roadside textures (kerbs, rumble…).
- Added alpha channel to all road and roadside specmaps.
- Exchanged grass textures and added some flowers.
- New textures for some bushes (borrowed from ISI tracks) and alpha channel modification (more transparency) for x-shape bushes and grass billboards.
Layouts:
- Created a new layout “Nordschleife Tourist Autumn”
- Layout is the same as the Summer layout but the track has modified tree textures (and some other green stuff) and no crowd, marshals, tents, etc. in all sessions.
- Race date is 27th of October 2014. Different sun elevation, times for sunrise/sunset.
- Race date for the Summer layout is 14th of July 2014. DST is enabled (daylight saving time).
- At full track detail the Summer layout has an increasing number of track side objects (crowds, tents, marshals and other stuff). Depends on the session (practice, qualifying, race).
- New loading screens and icons.
- New wheel track map
- VehicleConfig.ini for Indycar road configuration is included.
- Realistic default weather profiles
SCN-file adjustments:
- Improved car reflections (Refmap0)
- Added omni lights to fireplaces. Fires are only visible at full track detail, at night, during race in summer layout (VisGroups=(1217)). (See known bugs)
- Added some omni lights to the garage area, fuel station Doettinger Hoehe and Breidscheid.
CAM-file:
- Improved LOD multi and Clip planes for better performance.
- Added some tv cams and adjusted some camera positions.
- There is a tv camera on top of the Nuerburg (high LOD and high view distance). Leave the track on the public road (traffic circle) to activate it. You can also press 3 times “End-key” in tv cam mode while sitting in the pits.
- Added background bird sounds to cameras
HDR profile:
- I have included 3 different hdr profiles for each layout
If you change the hdr profile, leave the track and start a new session. Otherwise the profile becomes way to dark. rFactor needs to reset the black point setting and create a new currentProfile.hdp file.
Real Road:
- 4 different real road presets:-
Medium rubber, Full wet medium rubber, Drying line, 55 percent wet. I’ve created this file in devmode. Should be good to observe different dry states of the track.
- The road reflection may look strange in some situations. The reason is that atm only the sky is reflected. To add the reflections of trackside objects the track needs reflection planes for all elevation changes. That's a job for a pro and not a noob like me.
TDF file adjustments:
- Removed dust from kerbs and run off's.
- Fixed a grass material that had no friction at Döttinger Höhe, was like driving on ice.
 
Very happy to report build 798 performs very well on my PC (i5 & GTX 680). I raced a full grid of Honda WTCC at Silverstone, with a maximum allowable grid of cars (29) & with every graphical setting at its maximum setting. The net result was a consistent 60fps with a small frame rate dip at the start to 57fps. I also raced a full grid of Indy cars at Indy; the frame rate dipped into the low 50's during some overtaking but held a constant 60fps away from the start and when away from traffic.

It does appear a few more optimsations are required on the Indy oval as the drips in frames were odd (watching an instant replay showed cars driving in the air above the track) however I'm still very happy with the performance. Normally I run in rF2 at maximum graphical settings with the exception of high shadows, shadow blur off and no crowd & wind movement (don't see much point of the latter setting). With the builds prior to the 64bit executable, a 20 car grid was pretty much required to achieve 60fps.

Tried the Nordschleife Tourist circuit marvelharvey linked to and it's a sublime looking track. I don't know how accurate the track & its surrounds are..however given the efforts of the guys responsible for the mod, I'm inclined to think it's a very accurate recreation.
 

Very good.

Oval data, is that what we're talking about? On one hand I feel as though I'd give ISI a pass since very few sims take oval racing simulation seriously, them included. On the other hand, they've got a partnership with the Speedway, and are doing a bunch of other oval Indy cars. Kicking it off with a "lack of data" car isn't exactly confidence inspiring.

I'd really like some proper single player oval racing, so hopefully they get it squared away at least as far as car physics go.

Interesting chatter about rF Pro. Them and Kunos with their on-the-side Pro businesses. I've got no problem with it whatsoever, but it's always so hush-hush. My eyes squint a little when reading about it.
 
Nissan GTR/370z, Chevy Camaro/Corvette C6.R Updated: http://rfactor.net/web/2014/08/15/nissan-gt-r-370z-and-chevrolet-camaro-corvette-c6-r-updated/

Release notes detailing changes since previous version(s):

Nissan GT-R GT1 v 1.47
- Chassis flex implemented and new steering parameters.
- CG increased.
- Downforce reduction and slightly less yaw stable.
- Slightly less downforce sensitive in slip-stream.
- Updated to use new tyre mass method and slightly more accurate unsprung masses used.
- Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
- Automatic shift aid works a little better (less reluctantly).
- You now also have to blip on down-shifts as per the real car.
- Minor AI tweaks.
- Additional radiator setting to prevent overheating in high ambient temperatures.
- ‘Central’ TVCockpit / bonnet camera.
- Tweaked headlight parameters should improve night racing.
- Now using newer sound attenuation parameters.
- LOD distance tweaks
- Updated to latest shader settings
- New driver helmet
- Additional teams / liveries added
- Rim Blur added.
- *There are additional minor undocumented changes.

Nissan 370z GT4 v 1.47
- 2 versions now available, European and Dutch, which more closely match rules from specific series.
- Chassis flex implemented and new steering system.
- Suspension and steering geometry revisions, that more closely resembles the real car (steering has an increase in ackermann).
- Caster range reduced.
- Slightly stronger suspension.
- CG increased, further forward and more laterally offset.
- Slight downforce reduction.
- Slightly less downforce sensitive in slip-stream.
- Minor setup tweaks.
- Gear ratios replaced.
- Brake system completely recalculated.
- Updated to use new tyre mass method and slightly more accurate unsprung masses used.
- Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
- Minor AI tweaks.
- ‘Central’ TVCockpit / bonnet camera.
- Tweaked headlight parameters should improve night racing.
- Now using newer sound attenuation parameters.
- Updated to latest shader settings
- New driver helmet
- Rim blur added.
- New team liveries added.
- Fixed reversed / mirrored logo on the side.
- Fixed wheel shadow height.
- *As usual there are some small additional undocumented changes.
- **Previous setups will likely be obsolete, but the car should no longer have major revisions in the future as data is more complete.

Chevrolet Camaro GT3 v 1.49
- CG raised
- Minor setup tweak
- Updated to use new tyre mass method and slightly more accurate unsprung masses used.
- Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
- Slight downforce reduction and drag increased.
- Minor AI tweaks.
- Small engine torque correction.
- Slight increase in shift duration, ignition cuts more correctly on upshifts also.
- Slight damage tweak (suspension a tiny bit stronger).
- Wheel / brake shadowing issue resolved
- Updated to latest shader settings
- New driver helmet

Chevrolet Corvette C6.R GT2 v 1.49
- Weight distribution adjusted.
- Force upshift ignition cut.
- More accurate steering range and lock including new variable steering ratio system.
- Updated to use new tyre mass method and slightly more accurate unsprung masses used.
- Slight geometry tweak.
- Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
- 2009 & 2010 spec engines available.
- Reduction in overall downforce level and slight increase in yaw sensitivity.
- Small AI tweaks.
- Slight damage tweak.
- Updated shader settings
- Fixed the rear diffuser shape
- Now using latest driver helmet
- Rim blur was added
- *There are additional small undocumented fixes not noted in logs.
 
Just tried the GT-R around Bathurst and Portugal, and the car is completely different at the back end.

Gone is the random lack of grip and feeling, and I could push without fearing it would kill me.

The open wheelers are already good but the GTs have let the side down (Megane excepted), imo.

That seems to have been fixed so rF2 is going to get a lot more love from me now.
 
ISI Track team just posted the following on Twitter:

BvPCMirIgAA41Af.jpg


More bonus stuff -- not sure what kind of cars could race here ... would karts be boring :) ?

There is a lot more stuff on their Twitter feed:

Bu_aSy8IgAEw3AH.jpg

BvAoheaCIAA1vpA.jpg

BvFMbuUIYAIDkzC.jpg

BvLPtJeIIAAz67e.jpg
 
Yeah, it's weird. I wouldn't even call that an oval either. It's just a paved circle. It seems like the whole thing could be part of a larger facility. Who needs giant grandstands for just that?
 
Today, I have mostly been messing around in the Spec Miata at Putnam Park.

Great fun steering on the throttle around the last few corners.
 
Hello there AC Cobra...

BwaSO6TCcAEjBZE.jpg


Should be interesting to feel how ISI's take on the AC Cobra compares to the Assetto Corsa one.
 
Top Bottom