

Remember to use Single Player version, preferably the Ferrari. Give these set's a try and tell me what you think. Heading into della Roggio, with the 12.5k limiter, I would reach 322kmh by the 100M board, with the 12k limiter, my best was 318kmh same exact setup, SP vs LE. For me, at Monza, this was a very noticeable power difference. Same ratio, shift at 12,500 lands just under 11,000. With the default ratio, 7th to 8th from 12,000 rpm lands a bit over 10,000 rpm. Again, this is done using the Ferrari SP Edition, as SP allows rpms to 12,500 and boost to 4.ġ2,000 and boost 3 is perfect for race trim, but even in the race today I saw plenty of shifts at about 12,250/12,350, and those couple hundred rpm's really help with the 7th-8th gear transition. Similar story for Monza I did a 1:21.36 on Thursday night before Valterri hit the 1:21.4 on Friday's FP2. However, remember that this mod uses a common wheel base length for all cars, which is moderately shorter than the real Merc, which is a bloody limousine compared to, say, a Red Bull. Version: 1.1 Official 2021 FIA F1 World Championship vehicles and drivers Singleplayer and multiplayer mode Switchable halo in cockpit view Working DRS, LCD, steering wheel LEDs Tyre compounds and performances according to real ones The mod is free. After watching quali, I was able to replicate Lewis' line fairly well. This is the rFactor 2 conversion of the F1 2021 rFactor 1 mod by A&M. My only major difference was that I downshift to 7th at Pouhon. Released on July 13, 2021, F1 2021 is a racing game that can be played on. especially the front tyres at Silverstone.Īt Spa, I was able to run a line and set a time almost perfectly identical to theirs the day before practice. rFactor 2 is a highly realistic racing simulation game that was released in. For more information check out the documentation.Īs of January 1st 2017, ReShade is open sourced under the terms and conditions of the BSD 3-clause license! You can help development with your own contributions via the official GitHub repository.I had a very similar experience to the real thing with both of those tracks. ReShade 5.0 introduced a powerful add-on API that makes it possible to write add-ons for both ReShade and the games it is used with. Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of compiling them to the right shader model and language (HLSL, GLSL or SPIR-V). The syntax is based on HLSL, adding useful features designed for developing post-processing effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states. ReShade features its very own shading language and compiler, called ReShade FX. NET Framework 4.6.2 or higher installed is required. ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12, OpenGL and Vulkan.Ī computer with Windows 7 SP1, 8.1, 10 or 11 and.
