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Wed Fun - Caterham 7 Academy 2021 (Official, new, FREE content) at ...?
#21
Bruce, post: 31627, member: 581 Wrote:That's better, got my wheels now. Also I was well impressed with the sound. I use Quest 2 but have my sound set to windows default through a wireless gamming head set. The engine sound comes from under the bonnet, even when I look to the side, the exhaust pops come from the exhaust pipe down on my right. I can identify which wheels are locking, if I change down too early I can hear the back wheels hopping. In iRacing while it has great sounds; one can hear the birds and bees, crowds, pit sounds, etc. even the Kookaburras at Oran Park. There is no noticeable positional audio, even though there is a tick box to move sound with VR headset.
Hmm. I’d love to know how to get my audio as good with a Rift CV1…

I get the engine and induction sound but can hardly hear the exhaust even when I crane my head over.
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#22
Mr Fox (Myles7), post: 31628, member: 579 Wrote:Hmm. I’d love to know how to get my audio as good with a Rift CV1…

I get the engine and induction sound but can hardly hear the exhaust even when I crane my head over.
It should work on the CV1 to. Go into the Oculus app and in devices set your sound to windows default. I use a Corsair wireless HS80 headset with Dolby Atmos; gives you spatial audio for games without Atmos. I can't say I ever noticed it was this good with other headphones, the CV1 or Quest 2 speakers, so it's probably dependant on the headset.
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#23
Bruce, post: 31630, member: 581 Wrote:It should work on the CV1 to. Go into the Oculus app and in devices set your sound to windows default. I use a Corsair wireless HS80 headset with Dolby Atmos; gives you spatial audio for games without Atmos. I can't say I ever noticed it was this good with other headphones, the CV1 or Quest 2 speakers, so it's probably dependant on the headset.
I did try my conventional headphones (and tracker - but the audio doesn’t track with that) but didn’t find much difference. Haven’t tried your settings yet and I think I ought to check what else might be running (NVidia Broadcast etc.) that could be influencing it.
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#24
Server updated with Croft v1.01sm (note - not much rubber down yet but the realroad multiplier will quickly change that...)

I did try Oulton but there is an issue (I suspect) with the suspension settings - the rear of the car suffers loads of travel - but the front not so much - and in VR at least, the 'porpoising effect' (not remotely the same as F1 but...) is quite unpleasant...



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#25
I'm getting this message when I try to enter the server.
Unable to create mas file during installation of TA_Plymouth Cuda.

Any ideas what I should do?



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#26
Fergy, post: 31641, member: 6 Wrote:I'm getting this message when I try to enter the server.
Unable to create mas file during installation of TA_Plymouth Cuda.

Any ideas what I should do?
Have you downloaded all (four?) of the cars we’re using - or are you relying on the auto+download? I’ll take a look on the server but they all should be there.
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#27
Mr Fox (Myles7), post: 31642, member: 579 Wrote:Have you downloaded all (four?) of the cars we’re using - or are you relying on the auto+download? I’ll take a look on the server but they all should be there.
Yep - all of the cars are in place on the server for auto download. I’d try manually installing the Cuda from the car link and maybe checking if you had an earlier version of one installed already. One of the cars (can’t remember which) is at v1.01 and all the others are at v1.0. - versions haven’t changed since we started using them but you might have stumbled on one some time ago?
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#28
Fergy, post: 31641, member: 6 Wrote:I'm getting this message when I try to enter the server.
Unable to create mas file during installation of TA_Plymouth Cuda.

Any ideas what I should do?
….Apologies - this is trying to access the Caterham server (WedNite - server #3???)
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#29
That work at treat Myles. Great work as alwaysSmile Thank you.



Sim Racers 4 Life
Come race the classics
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#30
Mr Fox (Myles7), post: 31640, member: 579 Wrote:I did try Oulton but there is an issue (I suspect) with the suspension settings - the rear of the car suffers loads of travel - but the front not so much - and in VR at least, the 'porpoising effect' (not remotely the same as F1 but...) is quite unpleasant...
Does the 'stabilise horizon' setting help here?
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#31
Edvvc, post: 31649, member: 582 Wrote:Does the 'stabilise horizon' setting help here?
I do plan to try that but a) I’m kinda suspicious of anything that artificially constrains my vr head movements, b) I don’t need it in anything else and c) feels like ‘treating the symptom, not the cause’…

I couldn’t honestly tell you how much rear suspension movement I used to get in the real car - but it looks wrong and I think I used to get a lot more front movement too (you could clearly see the front wheels reacting - they seem to only move significantly in the sim when hitting kerbs etc.)
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#32
Does anyone else experience thier wheel rattling with this mod , mine rattles like mad i cant hear the engine
Understeer - is when you hit the wall with the front of the car
Oversteer - is when you hit the wall with the back of the car
Horsepower - is how fast you hit the wall
Torque - is how far you move the wall when you hit it
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#33
deecee52, post: 31653, member: 19 Wrote:Does anyone else experience thier wheel rattling with this mod , mine rattles like mad i cant hear the engine
No, not really. I’m running around 120-130% in game multiplier too (but zero min force as I have a DD wheel).
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#34
deecee52, post: 31653, member: 19 Wrote:Does anyone else experience thier wheel rattling with this mod , mine rattles like mad i cant hear the engine
It doesn't rattle for me. I'm using 100% ffb multiplier and haven't changed any other wheel settings. Fanatec CSW 2.5
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#35
OK thanks , i will play with settings and see if i can damp it down
Understeer - is when you hit the wall with the front of the car
Oversteer - is when you hit the wall with the back of the car
Horsepower - is how fast you hit the wall
Torque - is how far you move the wall when you hit it
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#36
Okay - we’re retiring the Trans Ams for Wednesday nights and will give the Caterham a run out.

First outing will be at Croft - I’ve turned off the Just4Fun server and set it up on the normal Wednesday server.
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#37
…as the http://Windscreen Bug is yet to be fixed by S397, we may have to race with collision damage set to 0%. it’s currently 40%

If we do go to 0%, please don’t abuse it either in setting hotlaps or in the races. Or you’ll get a weight penalty o_O Wink
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#38
Windscreen bug is not fixed by clients leaving and rejoining the event - nor is it fixed by the weekend restarting. However, if the admin forces the track to reload (possibly through the Next Track option in the UI but I did it through the dedi) then all affected clients are reset.

Anyway, cracking turnout last night with 11 drivers at one point (roughly half were drop-ins). I’ve updated the server with Ratus’? / Giorgio‘s? suggestion of New Jersey Motorsport Park which I believe will be a cracking track for the 7s…

http://Workshop link - New Jersey Motors... Lightning
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#39
It looks great.
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#40
I've just done a bit testing/practice just now - it's a cracking combo Cool

A quick shout out for [USER=582]@Edvvc[/USER] for some driving-style advice in the 7s...

I struggled at Croft as i couldn't avoid nasty understeer and ended up with an extreme setup to try and lose as much rear end grip as possible... Ed suggested an Alonso-style chuck-it-in approach (which is not how i used to get the best out of my real Caterham - it rewarded a very smooth style). I'm glad to say that the 'committed turn-in' (aka yank the wheel) approach works well with even the default setup).

Thanks Ed!
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