rFactor 2

rFactor 2

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F1 1982 League Edition 0.913 Beta
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4.845 GB
Feb 21, 2022 @ 6:20am
Apr 21 @ 8:57am
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F1 1982 League Edition 0.913 Beta

Description
F1 1982 League Edition Converted by EmperorOfFinland, And Benborp.

F1 1982 Season was quite intensive season back then, it was the last season when naturally aspirated 3.0L cars still had a chance against the 1.5L Turbo cars.
This league edition aims to remake the season as a league edition with seperate physics for the NA and Turbocar.
In general the differences are as follows.

3.0L NA Car: Corners better than the 1.5L Turbo car as it has better chassis than the turbo car, You have 505hp Cosworth V8, 185L 520hp Alfa Romeo V12, 205L 530hp Matra V12, 225L on race and 530hp Cosworth V8, 540hp Alfa Romeo V12, 550hp Matra V12 qualifying engines on race. The engine lasts about 2h with raceengine So youre down on power but you have better handling and much more snappier feeling chassis. The car should be quite fast on tracks that dont require much topspeed as you have good response from the engine and good handling overall to drive the car. so the car should do well on tracks like jacrepagua and other twisty tracks.

1.5L Turbo Car: Corners worse than the 3.0l NA atmos car. Has 600hp on Race and 650hp on Qualifying. The engine lasts about 1h 30 minutes on race boost. The Turbocar uses 25% more fuel so when atmoscar uses 180L on Österreichring the Turbo uses 240L of fuel. This will make it slower at the race due to weight and makes the sluggish feeling chassis even worse. However you have bags of turbopower to blast past on straights and on faster circuits like österreichring and monza for example and it should not be hard to get good qualifying positions on tracks that are even slightly fast.

Modmakers:
Emperoroffinland = Mainline Graphical and conversionwork of the mod containing most of the stuff + testing and tweaking physics. Creating and guiding the packaging of the mod and maintenance of the mod. Conversion from RF1 to RF2. Tweaking the physics and making and adjusting caraudio.

Benborp = Physics recalculation and rebalancing from RF2 especially on the chassis side. Generating the 3.0L NA and 1.5L Turbo physics and testing them.

Postipate = Tirephysics maker of the mod, worked out the tires for the mod and general help on conversion and tirephysics side + help on physics work.

Doddycno = Helping with sounds and the maker of the BMW 1.5L Turbo enginesound.

Mauro = Doing the ingame icons for the cars

VirusGR42 = Remastering and remaking the car skins and some of the driversuits

Also alot of help from RF2 community, especially redagp for fixing various errors on the mod that i have encountered.

https://www.youtube.com/watch?v=cKhLDoDiKZw F1 1982 Season Review for you to watch

My Patreon where you can monthly support my work and get early access to stuff like F1 1982 League Edition Beta https://www.patreon.com/EmperorOfFinland

If you just want to support me with single payments
https://www.paypal.me/EmperorOfFinland
23 Comments
jepeto Dec 16, 2024 @ 1:49pm 
GENIAL THANKS
EmperorOfFinland  [author] Nov 30, 2024 @ 6:32am 
Thanks. yeah i was not able to contact the original devs so i put it on there and then made out the mod over 2 years on my own. due to my lacking 3d modelling skill the cars are what they are but atleast they are driveable. balance also seems to work really well too now.

Without your mod this mod would not exist and if you put your name to it i will add it into the credits too

Sometimes its hard to know who did what so yeah just shoot the name and i will add it into the description
@luka.karinja
luka.karinja Nov 30, 2024 @ 1:56am 
Love it that after 16 years from the original rF1 mod release this new mod lives!!
I'm the original creator of the mod for rF1, would be nice to credit the original authors though.
This mod was first taken from "Grand Prix 4" the author is "Ripping Corpse". Then we at "Varjanta SimRacing" created numerous new models and interiors.
Hope this will live for more years to come!
Relex Nov 10, 2024 @ 9:00pm 
Very very very very good
EmperorOfFinland  [author] Dec 1, 2023 @ 8:15am 
Yeah i just need tons more car data for doing it. i have one book that gives the dimensions of most cars and fueltank sizes but the downforce and other stuff might be harder to find out. @Rodrrico
Rodrrico Oct 20, 2023 @ 10:55pm 
I'd love to see a Historic version too :)
dsw999n Sep 8, 2023 @ 9:58am 
@EmperorOfFinland- Thanks for the explanation- Makes perfect sense! Regardless of the few issues replicating the boost with the turbo cars, this mod is already fantastic in its present state. Having the best balance between realistic performance//chassis dymamics and competitive AI is what I hope for and you've done a great job with this mod so far!
EmperorOfFinland  [author] Sep 8, 2023 @ 4:16am 
the ai would need some tweaking. the problem with AI is that it does not know how to use the push to pass boost so it tends to be 100hp off from the power since it also cant adjust the boost levels either. so instead of having 650hp it has 545hp. since boostlevel 5 is 575hp and 6 is 600hp and push to pass is equivalent to 8 so 650hp. on the league i was lapping around 1-2 seconds below real times.

This is mostly explained that i would take much bigger risks and groundeffect really benefits from taking big risks and going fast with qualitires.

Feasibly i could unlock the boost controls for quali but it does not fix the ai being able to use them. and if i put ai to too high boost level it will always blow the engine at the end of the race.

best option would be that AI could use push to pass on quali. so that would allow them to actually perform okay.
dsw999n Sep 7, 2023 @ 8:59pm 
Correction- Just ran at 1986 Austria and quali times within 1 second of RL at that track. Small issue still Turbo-PRO cars bringing up the rear of the grid but nevermind- It may just be track specific issue.
dsw999n Sep 7, 2023 @ 8:06pm 
I only drive historic mods and I have to say, this is right up there with the best in terms of handling on the limit and sense of connection to the road through the wheel. Great job on the models and sound- especially on the over-run. One thing I can't figure out is what appears to be a gap in performance/ speeds and historical lap times. I've adjusted obvious parameters (Boost, Gearing Wing, Ride Height/ Tow/ Radiator/ Diff) and still down on RL figures. Slip streaming is great and I can be competitive at 100% AI at some tracks but OA lap times still seem off 5-6 secs. Fantastic mod though and really looking forward to future updates!