V2 will address many issues, including the tires, tachs, engine durability, damage, aero package and will include the GN63 cars. More cars will come as I get them converted/imported, including the 1965 Impala by CY-33 converted from GTL, 1965 GTO, 1969 Charger, 1969 GTO, 1970 Chevelle, 1971 Chevelle, 1971 Road Runner, 1971 LeMans, 1974 Gran Torino and other models as I or if I get permission to use them (if you have a model you'd like to add, the more the merrier!).
The biggest hurdle to adding cars at the moment is that I have no idea how to skin a model. I'd like for a person to be able to use the same paint on their 69, 70 and 71 Chevelle, for example, instead of having to paint a new one, so if anybody that knows how to skin wants to help, that would be cool. I have Blender but it's Greek to me (and will probably take another year to learn and I'm not getting any younger).
My computer died months ago and when I put my old IDE backup HD into the new system, it wouldn't spin up or recognize it so I think it got fried along with the old CPU so I'm in the process of rebuilding all the spreadsheet formulas and such to calculate aero, inertia and such.
I've learned a whole lot more over the past year, like the tach redline (HUD) being determined by "UpshiftAlgorithm=(0.787,0.0)" in the .HDV and not the Engine.ini (?) and the tire grip #'s not being as important as the slip angle #'s when it comes to traction.
V2 will also have the cars divided by year, ie "1969 - Dodge - Charger 500" with 1969 specs set to 1969 rules, 1968 cars with 1968 rules, 1971 cars with 1971 rules, etc.
I have yet to figure out how to put spring rubbers into the garage so people could choose them before getting on track so I've gotten rid of them and just went with stiffer spring options to simulate the "Air Lift" and spring rubbers that would add 50# to 150# to the rate.
Many things in rF are just plain weird.. And I didn't discover many of the oddities until I got Motec and looked at the telemetry..
Like stiffer springs lowering the ride height while softer springs raise the ride height (?).
That increasing drag will increase downforce (?) so raising the "BodyDragBase=0.624" to slow the car actually makes the car stick better (have to counter that by decreasing the front and rear 'wing' downforce #'s).
That increasing rake would increase drag instead of lowering drag, like every real world wind tunnel test I've found shows (got around that by using negative numbers and incorporating the diffuser to increase downforce at higher angle of rank, to a point).
That wedge changes the ride height with very little effect on cross weight, ie 1 inch of wedge changed the cross weight 20 pounds, which is almost nothing (0.5%, yes, 0.5%, NOT 5%). And since the min ride height is 6.5 inches, it would take a whole lot of lowering to get to 5% wedge (car would be scraping or really high).... So, people will have to use spring rates to adjust wedge (getting obvious rF1 was not meant for stock cars yet?).
That setting the ride height to 6.5" front and back will make the rear too low once it's on the track with a full load of fuel... Pain in the butt, since the spring rate and wedge change the ride height...
That the "feelers" determine where damage can occur? I had the rear feeler too close to the axle and the rear bumper would not take damage no matter what... I'd go full bore in reverse into a wall and the rear was pristine.. That one drove me bonkers for quite some time before I woke up in the middle of the night, moved the feelers, crashed it backwards and then I could finally sleep!!
And then there are the things I still have no clue about, like...
How to make a "one legger" like the pre-1967 cars (1963 to 1966 NASCAR rule book
Section 20-23 -- Rear Axle, paragraph b, "No quick change, limited slip, or locked rears permitted." Watch Ned Jarrett pulling out of the pits at Daytona in 1963 and you'll see he's smoking the RR (and rolling up the window, which is another thing that would be cool do be able to do!).
How to change the garage screen to show wheel rate instead of spring rate (it's nice to know what wheel rate that 300# rear coil on the 63 Chevy is delivering at the wheel {0.501 spring to wheel rate, so 150.3#]).
How to get spring rubbers into the garage so a driver can add or remove them before hitting the track, and be able to add or remove during a pit stop, thus adding that much needed wedge to get around the ovals since the wedge doesn't do much except change the ride height.
Why the mirror and gauges won't show up unless I remove the dirt layer from the 3d model (which sucks! I want the dirt layer to show up!).
How to get the cockpit view to show damage (I crash into a wall and from outside, the hood is bent but from inside, all looks fine).
Other things needing changing include having stock door panels on the pre-67 cars. Did you know that side windows were optional but the window cranks had to function? The rule books are fun to look at and see how things evolved from 'stock' to 'not so stock' over the years.
Anyhow, V2 will address a lot of the issues already discovered and if anybody has anything to add, please do so. That includes suggesting upgrades be used for things like spring options, aka not taking the entire shop to the track, but loading your hauler with what you'll need for that track, as suggested by ti2blegrr a while back.
Sorry it's been a year, but life likes to keep giving me tasks that take away from my play time.
In closing, I am always looking for people to help so if you know what you're doing with modding and want to help, don't be shy!
Have fun!!