Just a quick question regarding the updated tracks, has the marbles effect overtime been sacrificed? Just watched and sped up a practice session to look over the new detroit update and noticed no marbles which for me was a brilliant immersive add on.
That was a kool morning drive around Cobo Hall etc. Great re-creation of a bygone era, trollray. I grew up in Windsor, across from Detroit and drove my Barracuda thru them same streets. What a rush in the Cobra. Can't wait to do a few laps myself. Mucho gracias
@Justin Smith Hi. No they where not sacrified. They should work. They do in scene viewer but i hadn't tested on race. Ill check that and correct it. I like this feature too. Thanks for feedback.
Guys, you are really doing a great job here. It's nice to see the project getting better and better. I can't thank you guys enough.
Hi guys, i'm back after a long time ( private work to do ). I'm getting back to track edition you can find here : https://forum.studio-397.com/index....r-86-88-historical-edition-by-trollray.70961/ For the cars, Doddynco will get back on it when he can but the motivation is still there, no stress. So, the tracks will continue to be released regularly to make the complete season done. The cars will be done as soon as possible but still no eta. Cheers
Thanks to all of you for what is probably the best mod ever! I can't wait to make a video about it when it's done! This has to be something really special! All of you, this is awesome!
The next track is done, check : https://forum.studio-397.com/index....8-historical-edition-by-trollray.70961/page-2 Cheers
Workshop link on the first page. Update 0.3 Benetton B186 updated to v0.98: - Vehicle reverse entered inside RF2 physics spreadsheet for ease of duplication and editing for other vehicles. Lots of small fixes found in the process. (yes I've been working from text files since this project began as the original spreadsheets were lost - I should have done this a long time ago because it would have saved me many headaches) - Fuel tank CG movement now effective - this was missing before due to a numerical error. Now the car will understeer with a full tank and as the tank empties the CG will move rearward and the car becomes more tail happy. - Sound mixed for new sound engine, but does not yet use the new sound engine features. This will be revisited once S397 provide info on the new file format. - Engine and turbo rebuilt - Removed Anti-Lag upgrade option - may be reimplemented in the future but it wasn't up to scratch. - Various physics tweaks
Thanks Doddy, please, studio 397, give him the infos on the new file format!! loll Great work my friend thumbs up.
apparently some sounds of all 86cars has been changed/softened due to the new build (almost no sound off-throttle and from gearbox while downshifting) which sadly kills the immersion. hope a fix is possible here.
Hi. some news to let you know a bit. I'm currently working on Monza 86. (The same post in location thread ) Should be fast to do it but i ask you some more time and patience. As all of you probably know it , @doddynco and I, we are working on the complete historical 1986 f1 season. Doddy is doing a very deep and realistic sound and physics overhaul to all the cars. If you like my work on the tracks and graphics, you will be impressed with the cars with no doubt So, i will release the last 3 missing tracks (Monza, Portugal and Mexico ) only when the cars are ready. We really want to make this mod a good one and as a plug and play ( a bit like my championship edition.) Then of course, the championship edition will go obsolete. But the championship edition was a very nice learning step for me. A plug and play means for us that every player could choose any track or car from the mod and still have the same balance. From AI, graphics, physics, sounds etc... In other words, if you are matching the pace according to your choosen team with, let say 98% difficulty, you won't need to change it to race with another track or car. You can do it and keep the ai balance. I think this is an immersiv braker to have ai be too fast on a track and too slow on another. Last but not least, the tyres and pit strategies will need to be balanced aswell. That said, we still need some time to make the whole package but we have good hopes to make it right for you Cheers and stay tuned !
Thank you for your work. Just a little feedback for the edited tacks, I've found that you should work on the horizon background image as it's weird on camera view (too big, too close). It's like your "horizon dome" is too small and so too close from the track.
@Arnaud Plume , for all tracks? If so, i will check and make the update. I've receive also some very intersting help from @svictor to make the racesurface more like the laser scan tracks. but, i need to masterize his technique first. defenitely, not a finished work lol
I didn't test all the tracks but the few that I've tested it was there, I'm sure it was the case on Montreal & Spa for instance.