I searched a little and found only hints about it, but can rF2 simulate turbo lag? I was wondering because i am looking at modeling a car. Started on a Ferrari F40 as i thought that would be cool in rF2 but i might go with some other car and start the long project. Thank you.
Yes,im making the updates for the Supra and was the turbo modeled hehe,a few mre weeks and i release the update,im waiting for permissions from Mak Crop to use the turbo gauge from the Porsche whit the respective values
Cool! Love that nasty turbo kick that you have to manage along with the rest of the cars behaviors. Long road ahead. But it is a start (literally a few hours ago, lol). Thought of doing the Le Mans version as well with fatter wheels and rear wing. Easy thing to do if i ever manage to finish the standard version (heh. Almost first time so...). Of course they will also need physics...
Looks good, yes it can simulate it... I believe it's about the compressor efficiency line and something else... The ones to have gotten the sensation right as of yet in terms of mods are the MMG Group C cars... But I think also the ISI Formula 2 had it.
Ah yes! You are right. Forgot about those since DX11 i just didnt try them, argh. Love those cars. I remember in AC when first released their F40 had brutal turbo lag and i loved it. I think its much tamer now. Maybe closer to reality, i dont know, but it was funnier before. More like a beast to tame hehe. I just thought of the F40 and having it in rF2. If well made should be really nice drive. Cheers mate.
The F40 is my favorite car to hate! Can not drive it enough!! Just got the F40 rip in Pcars. It's nice to drive it in another sim for a change. Before I got rid of Bitdefener the F40 in AC had a really horrible steering lag as well. Now I have to get used to driving the car with a functional wheel in both sims. It's sooo much fun!!! Can't wait for it in rF2. I would be willing to donate money for this mod!!
Haha yeah i also would LOVE to have it. I will try my best but im learning as well so i might actually give up, but i will try not to. A really good guy who knows all the ins and out of 3D modelling is helping me so thats a huge plus. All i can hope for is that i can power through this cause i do want to learn and make more cars/tracks down the road (hehe), but there is also - i guess the hardest part - of making the physics for it and that i have no clue how to do it. Same with sounds and how they are implemented. If i manage to get it to a good looking stage i'll pop in and see if someone want to join in and help with physics and sounds in a team collab. I wish i can get over the hurdle and finish it because i have 80's monster cars i want in rF2... Those loud, dirty, fast, brutal days on the tracks. About the year. Im doing the main rough mesh atm. I will home in on the AC one when i start detailing.
There isn't a variable for turbo lag, but you can create lag by changing turbo friction and inertia. If you are happy with the flow and pressure that the turbo produce, play with these two variables. TurboInertia= TurboFriction= Change the values by small amounts, or the turbo will stop working easily.
Got a decently even low res mesh now with some tweaks left to do, but going to start subdivide and add next layer of detail now. I think i figured out that the higher IQ you have the easier this is. After all its about seeing what shapes go where in the best possible way, and i think i found that my IQ isnt mensa level cause im struggling often. Just tiny update.
When working on the model you can add edge split modifier and then make the shading smooth so you get a better idea how the smoothness of the mesh is (edgesplit keeps sharp edges sharp for the time being). Also you can use matcaps to give better idea how the smoothness of the surface. A highly reflective matcap can help spotting issues with the model. Are you doing the american or the european version? There are some differences both visually and in physics between those two.
Thanks mate! I will post more progress later and was hoping for good criticism so i can make it as good as possible. I was wondering when subdividing more how to get it to look smooth without moving every single vert, and how to make a perfect smooth bent surface area with a lot of faces. I hadnt gotten there yet but started to run into difficulty as i add more detail. Its basically my last hurdle and i think your tips will help. Was going for the European. Didnt even know about the American version.
Nice! If edge split + smooth show a good looking mesh/surface in object mode does it mean it will also look good in the sim? Looks pretty clean so far i think? I am looking for shading problems where the light becomes dark/light close to each other.
Hard/soft edges in blender. For FBX to gJED you need to split the hard edges. But's best to do this in the end of your moddeling process or just before the fbx export. Because it's easier to keep things together during your modeling process to avoid gaps etc. The roundness of an edge can also be controled with edge loops.