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rFactor 2 – Howston Reality Check Video

FTRRacingTv has released a rFactor 2 reality check video, showing the Howston HG6 at Sebring.

FTRRacingTv has released a rFactor 2 reality check video, showing the Howston HG6 at Sebring.

The video below features the Lola T70, a legendary prototype racer the fictional Howston HG6 is based on.

The car can be downloaded here.

  • Harry Tulloch

    another great video

  • Matt Orr

    I noticed one thing… the guy on the right wasn’t countersteering on every corner.

    The howstons are good don’t get me wrong, but rF2 still lacks in stability / grip presentation. Wobbling around like a drunken monkey.

    • Lenniepen

      When I drive this car it helps me controlling it by thinking this car was made 45 (!) years ago: it lacks grip, it has too much power, the brakes are too weak for it’s speed and the chassis is flexible, all because it was made in the 60’s! Try driving it at 80-90% percent, instead of 100% (constantly on the limit) and you’ll probably find it is a joy to drive.

      • The Dark

        but not a joy to be beaten by ai because you drove at 80-90% percent percent 😀

        i hear what your saying but taking all that into account, things still not right with rf2. i hope it is not car physics but track grip causing this though.

      • Anonymous

        I think it is. GSC which many including myself regard as having some of the best cars, i think the modern F1 in that is the best F1 car in any sim for instance, not my favourite sim overall but certain cars in there for sure are the best of their kind.

        The feeling in that sim is mainly the tadk and tyhe grip that is applied to each track in that sim. It has more than normal, also has good FFB but most of the feel is from the tracks themsleves.

        I think this Real Road is weird as hell in rF2, reallt do, green track conditions are comical at times, i find it very annoying. I don’t think it is the driver but i do think it’s a rF2 problem.

        However once rubbered in i find ceratin rF2 cars extremely good to drive. Maybe we are all just so used to the old way of doing things that we are not ready for this new tech? I think we are but it needs to work as intended. Right now green track conditions are comical, anyone defending it is silly or just being blind.

        Been moaning about it for months on the forums. Mores seems different though and certain cars in rF2 deal with it better than others. Clios as an example seem to handle decent whatever the conditions.

        I hope it is looked soon

      • The Dark

        i agree completely. real road needs maybe another look and some tweaking to initial grip levels which I think are unrealistic unless the track has not had a car on it for years and has an inch of dust and debris on it.
        and why would you choose any other option, apart from a saved real road, other than “naturally progressing”?
        the green track option is what? green all the time? for even what purpose is that unless maybe drifting.

      • Lenniepen

        With the ‘green’ option, you START with a green track, which naturally progresses according to where is driven (real road is never static). The ‘naturally progressing’ option is only available for sessions following the first. It will then start where the previous session (free practice) ended and will continue to evolve.

        On the ISI-tracks, a preset with ‘low rubber’ is available, which already have the race-line rubbered in a bit. If this preset is available, you don’t need the ‘green’ setting, but if it is not (like with most tracks by modders), you have to start with a green track.

        It appears to me that in this video, the rF2-driver is running a ‘green’ track, which would be easily avoidable by running, let’s say, 10 laps with a full field of AI.

      • The Dark

        thank you. that is useful info Lenniepen. I didnt realise that about naturally progressing continuing on from previous sessions. I won’t give in quite yet even though I am close to calling it a wrap for rF2. I dont want to be a quitter on this. but my patience is not infinite 🙂
        I will try again the Howston (remember the ones from rF1?) ? again on a properly rubbered track and see if the back end holds on and if it brakes in time without me having to slam them on 500m from the corner 🙂

      • Slim Shady

        Interesting so there is a setting for track condition. So a green track would be like a cake with no icing. Hmmm that sounds backwards and should possibly read lots of icing.

      • Anonymous

        Yeah it’s comical for sure at times. Fingers crossed it gets looked at

      • Miroslav Davidovic

        A bunch of silly blind dudes there don’t you think ;).

        No, seriously just read what everyone of them says after the first session on green track.

      • D3

        Funny that XD…I get the feeling that the people who comment on how stupid the green track idea is are the ones who actually don’t follow any racing at all…and I mean follow the first sessions of any race weekend as well as the race.

        MotoGP is at Aragon this weekend. They tested at the track about 3 months ago, and in the sessions they have just had, times are down 1.5s or more. Temperatures are slightly higher and the track is dirty. Before the test eariler in the year, there was a car event at the track, swept it clean. Not the same for this weekend though.
        Sim driver are going to have to learn how to actually adapt their driving like a real driver would. You can only drive with what grip is available.

        ISI have said that “green track” setting is for an absolutely fresh, newly laid surface that not a single vehicle has driven on. So you can have each end of the spectrum, huge amount of rubber on the track from a saved file, or none at all, depending on what you want to do. A league may want to start a weekend event on a fresh track, to get a bit more of a real experience. Times dropping as the track “comes in”.

        For all ISI tracks, and most user made tracks, there is a light rubber setting, which will give a nice starting amount on the track, much like what a track would be around the year with regular events being held. That is the setting you should be using for a typical race IMO.
        Another way of doing it is saving the realroad setting while in a session. There is a button in the menu near the “restart weekend, etc” buttons, which will allow you to save the rubber that is currently on the track. You can then load it for any future session you want.

        Ontop of that, a cool way to do it is to set the first session you will run as “Autosave” which will load the rubber that was on the track last time you used it. Then you set each session after to “naturally progressing” so that it will continue to build. When you are done, it autosaves, and you then continue that cycle over and over.

        In terms of the video here…well…you can drive a car however you want to really. Keep it under the “limits” and you should easily be able to make the car look steady as and planted. Push it hard, and it will start to skitter around. Not exactly a hard concept to grasp surely…

      • Anonymous

        Quote: “Clios as an example seem to handle decent whatever the conditions.”

        Hearing that from you more than anyone else is great, ISI should have included that car, in their rFactor2 demo, that would have been a game changer for me, atleast add a vehicle, where a first time user of rFactor 2 doesnt have to workout, just to control the car keeping it on the track & facing the correct direction.

      • Anonymous

        Yes you will like the Clios in rF2. FWD is simulated really well in rF2. Bit boring in terms of performance but physics are very good for the car itself 🙂 And i agree on the choice of vette for demo, seems a tad suicidal if you wish to attract new players and throws you in the deep end if you are new to rF2.

      • Realkman666

        It’s pretty easy to drive in the new build, but I agree that it was a monster even until July or August.

      • Anonymous

        im not rly good at complaining abt track condiitons. I just take it as it is. If its comical, deal with it and try to be quick on it! well…thats my way anyways.

      • Lenniepen

        This is exactly how I try to drive. During the first few months after the first release of rF2 I kept thinking something was wrong, just because it felt wrong to ME. I think I felt this way because I compared it to other sims I have played before.

        Since then I tried to think as a ‘real life race-driver’, instead of a sim-racer. I tried to adapt my driving to the given circumstances (both car and track), like dealing with a changing track, which is never the same because of changing grip levels, temperatures, weather, tire degradation etc.

        If the grip levels are low, I try to deal with it. If the car is handling difficult on the limit, it probably is handling difficult on the limit in real life.

        Suddenly I enjoyed rF2 much more, and I even enjoyed watching Formula 1 more, because I felt I understood much more of the different circumstances the drivers have do deal with, especially with the current tires, with which they have to drive carefully to save them from wearing to quick.

    • Anonymous

      Exactly. The rear of that car is constantly sliding around and yet the real car is holding to the road steadily. It’s the issue I see with every rF2 car I’ve driven.

      • Lenniepen

        I’m not to sure about ‘every rF2 car’, but regarding this car, and this particular video:
        Do you know how much the ‘real’ driver (on the right) was pushing the car to the limit? I don’t. If I were a ‘real’ race driver and would drive such a car these days, I won’t risk crashing it (both for my own safety and for the sake of not damaging such an classic/valuable car), so I won’t drive it to the limit.
        If I don’t push the car to the limit, the rear of the cars doesn’t slide much. I don’t know, but it seems that simple to me.

      • Anonymous

        Yes, I do know how much the rl driver is pushing it. He’s doing about the same speed as the rFactor driver. Did you watch the video?

      • Lenniepen

        I suppose you also know both cars run in the exact same configuration, with the same tires, and exactly the same track conditions (time of day, temperature, grip level, etc)? 🙂

        The difference between driving on the limit and just below it (i.e. 100% vs 90%) can mean a time difference of a few seconds a lap, so I don’t think you can really judge if the driver is pushing it.

        Yes I did watch the video.
        And while watching it, I saw that halfway the video, the rF2-driver is ahead by 2 seconds, and by the end they are almost crossing the finish time at the same time.

      • Clutch Norris

        I’m glad to read someone who has some common sense. I was feeling alone.

      • GamerMuscle

        To counter that point though anyone can go and play RF2 and indeed see that the cars lack “bite” and see that the cars handle all wonky when they lose or come close to the limit.

      • Kendra Jacobs

        Depending on your entry speeds your steering angles and how early hard and quickly you go to full throttle you could drive the rf2 just like in the real life video but most people cant seem to wrap their head around this

      • wajdi nujeidat

        Not exactly every car! the Megane, Clio and the Camaro for me don’t have this issues!

      • Kendra Jacobs

        If you go 10 mph under the limit of grip and and get on the power as slowly and late as the guy in the real life video the rf2 version would be driven just like the real one

    • Anonymous

      RF2, floaty, no doubt about it. Doesn’t mean some people aren’t enjoying it. Good for them.

      • wajdi nujeidat

        I love rfactor 2 and I agree with you, but if some one( like a lot of people on the official rf2 forum) has a fun driving this rf2 new mod, that doesn’t mean that the rf2 Howston has a realistic behaviour! looking at this video and others videos in YT it’s clear that the real-life car has much more grip that the virtual car of rfactor 2! just my onest opinion!!

      • The Dark

        can the floaty be, on this car, because of the old fashioned suspension?
        have ISI used their chassis flex on this car?

    • The Dark
    • Kendra Jacobs

      I can drive the howston exactly like the guy in the real life video and I bet if you got a F1 driver who wasnt scared to approach and go beyond the limits that he could drive the real life car just like the one in rf2 so what is your point

  • Jos

    the player was using a gamepad or 360 degrees wheel…?

    • Slim Shady

      Ummm No. Someone who is involved enough to take the time to do a comparison video probably has a decent Sim Hardware setup.

  • Anonymous

    To me, the fact that rFactor side can only put in tiny steering amounts, compared to the rl, says it all. Real tires are much much more forgiving. Allowing for a much more relaxed driving style. And much more feel of the rubber through the wheel. You can see the rl driver using his wheel to feel for the road and grip. While rFactor and most Sims, you always feel you are on the edge of loosing it, and just guessing where the edge is.

    • The Dark

      yes in the real life video it is clear to see there is more grip available and the rfactor video has the driver having to do a little bit more work to compensate for the lesser grip.
      we know older cars dont grip or brake as well as the modern ones but maybe the effects in rf2 are exaggerated just a little? again I think mainly down to the unrealistic track grip levels and probably not the car.

      cos then either ISI are getting all their cars wrong or their track grip levels are. but I ran the howston 4 at Croft and it was a nightmare for me and thats not an ISI track.

      whatever it is. I hope it can be improved to be more inline with the real world.

      • GamerMuscle

        The issue with RF2 is not the point at which is loses grip ( though cars can be slippy on green track and low speed) but how the cars handle when they lose grip and how long and specifically how they regain grip and how controllable they are when they go over the limit.

        Its as if ISI are totally oblivious to car handling once it goes past a certain point / gets to a certain state.

        Its strange to me how there physics model can have such a gaping hole compared to reality and even some other simulators.

        Just compare GSC to RF2 or NKP where the developers actually have an idea of how cars tend to handle when pushed around.

      • The Dark

        yes when you look at those respected sims that you mentioned (GSC & NKP) the perceptions of grip are a world apart it can seem.

        i think the idea of the green or progressing track is a very cool one. i just dont think ISI have implemented it properly. but it suppose it is a new thing and could need further tweaking. I hope they realize this.
        for all we know their actual physics might be right on the bullseye but the grip on the track is not letting us see that.

        you cannot compare to the first austin texas race where all the drivers noted how slippy it was because it is not like that for all tracks.
        what I mean is the first Austin F1 race the track was just the same like rF2 green track. But you would expect that. It was NEVER race on b4. it was totally full of dust from the construction.

        but is Spa or Monza like this? No. Silverstone? No because it is raced on a lot. ISI should realise that not all tracks when they are green are like Austin F1s first practice sessions:)
        I hope I made my point correctly 🙂

      • Miroslav Davidovic

        Luc explained it quite nice in the wiki.
        Worth a read.

      • The Dark

        yes I know you can save you real road etc. but it means having to do that for every new track you get if the modders havent included it which maybe wont be likely.

        it is not the concept of the green track that is the problem it is how little grip isi thinks there is on a green track. you dont see f1 weekends all starting on ‘green’ tracks for example.

      • Miroslav Davidovic

        “it is not the concept of the green track that is the problem it is how little grip isi thinks there is on a green track.”

        Again, driven on green track. I guess they know very well what they are talking about.

        “you dont see f1 weekends all starting on ‘green’ tracks for example.”

        As I said you don’t have to start your weekends on a green track.

        It’s a matter of 5 min. Load the track with 20 AI, accelerate the time and go for a smoke or wash your hands or watch the AI or even do some yoga.
        Save the real road, reload the track and you are done forever on this track. Later if you want to practice some Q laps you can save another real road with more rubber, as much as you want.
        It’s just the possibility to be able to simulate all states of a track, that’s what a sim is about I think. Simulating as much stuff as possible if able to do so.

        I do understand that people complain all over it and won’t accept it.
        It doesn’t let you look good as a driver, it is frustrating whilst driving, it’s nearly like driving in rain. If the track is dirty, it’s even worse.

        I also wish my fridge would fill it self all the time but that won’t ever happen.
        Surly, maybe, somebody, somehow will make a fridge sim where the fridge fills it self all the time but I don’t think I will play it. 😛

      • GamerMuscle

        Yep dynamic track is an important fundamental part of racing , but until the car physics can work to a high standard and car tyres operate properly to a high standard then its silly to throw new things at it.

        When real world drivers say “oh its slippy” what’s slipy to them would be what most sim-racers would consider grippy lol its all relative.

        Real cars even on very slippy tracks don’t have RF2 spins or weird grip unless you aquaplane or literally power out on ice or snow or ride the under body on a corner in strange way.

        You have utterly useless drivers doing track days and even racing , I have a feeling that if real life was like RF2 and even many of the i racing cars most race drivers would die within 5 years.

  • Justin Schmidt

    sim drivers rev this car to 7000rpm but the real driver shifts between 6000-6500rpm. thats why it simmers get in trouble. the driver in the video also choose a much quicker steering-ratio.

    • GamerMuscle

      Simmers get in trouble because RF2 is nothing like driving a real car at the point that you go over the limit or start to slide.

      • Kendra Jacobs

        Its only when you really get out of trouble that rf2 falls behind ac, if you know how to drive and approach the limit and ride the limit without going wayyy over i think rf2 is the best in the industry. Judge the physics on driving the car to and on the limit as that is where most race car driving is done, its the most important part of a race car phsyics sinxe that is what you are doing 99% of the time and that is what your goal and objective to do is. Going way beyond when plowing or getting really out of shape isnt isi’s strongest point, but its also the point in physics least relevant if you know what you’re doing

      • GamerMuscle

        Please upload a video of you doing a decent lap and showing how its done then.

        The only way to drive fast in RF2 is to drive like a robot under the limit or set-up the car with the traditional sim-racing ridiculous car set-up.

        What name do you race with on-line? I have never seen you in a public server and I play RF2 on-line all the time.

      • Marco Hooghuis

        So you never go over the limit? You must be some kind of formula one driver then 😉

  • Kev

    Nice vid. Silverstone next? 😛