The turbo engine didn't work for us. We are looking for a simulation of the primitive turbos from 1979. Does anyone else care to take a stab at making this? It's a tough task but it'll be rewarding to see this in-game.
the Turbo posted above is a modern turbo and it has the wrong RPM values. We need a turbo modelled after one from the late 70's and it has to have the correct RPM values for the Renault.
Here is the RF1 engine curve... We need apromatively same curve for RF2 but without turbo peak.... View attachment 9486
it exceeded all my expectations ... this ... this... wheel, rev light, tachs .... hey Guy hope that my keyboard is drool proof too ... Very nice Zonder Sweet
It's refreshing to see proper graphical touch up on a mod. Congratulations on the effort so far, it'll be stunning to see that entire cockpit look like something at least from 2012, instead of 2006.
Great job, zonder. Especially the little touches and scratches left and right make it look so much better. Please continue with your work, this mod deserves it....
The wheels back in 79 were round, not horseshoe shaped. but other than that the cockpit looks awesome. I agree with ibird about the little touches. To me those little things bring a mod alive.
Oh dawmn... Sorry Zonder to put you in the wrong way... This Photos was looking so good View attachment 9532
I'm sorry I stand corrected! http://atspeedimages.com/showcase.php/1246858e-f15a-11dc-d9a9-0019e3f8e432
Hey Guy I think that last pics is not from 1979 too... If you look closer there is a speed Digital gauge that may not was there in 1979... We better find some pics of Didier Pironi or Jean Pierre Jarier from these era ??? You re certainly right maybe no Horseshoe shape wheel... but we may can keep it as an upgrade !!!
One question i was asking myself a couple of times already: Is it possible to implement a combi-instrument like the standard smith gauges in the sixties and seventies (e.g. water and oil pressure combined) with the current rF2 model ?
After testing and trying to get one background have assigned two things like oil pressure/water temp it doesn't work, so i think solution may be to create another geometry plane on top spaced tiny bit apply full transparency and reference second value and needle to that then scale it properly, technically should work, going to try it out, ok that works well now into position subject as we have to have two different pivot points for needles, they can be define in cockpit.ini. Another question arise can we make needles go one clockwise another one counter clockwise? hmm make material doublesided and flip it? gotta check it
Use this line: FuelPressureClockwise=1 // 0 = counterclockwise, 1 = clockwise (this is obviously the default)
Thank You got it working now. We decided to reshape line of the cockpit opening to better ressemble original one, and one little issue arise to what i can't find solution so far. Looks like this It appeare as break in reflection, previous geometry was using my custom made tangent space normal map was ok, current one in current state is included on main template so is repaint friendly, uses default diffuse, specular and bump from main carbody material wich are plain color in order blue, light grey and 128,128,255 for normal, border (blue part from inside) is one smoothing group, one UV shell. Question is what can cause that weird break?