@mantasisg perhaps these videos can help: 1955 Belgian Grand Prix 1955 Monaco Grand Prix “THE BRITISH GRAND PRIX” 1955 FORMULA 1 AUTO RACE AINTREE, UNITED KINGDOM STIRLING MOSS XD78215
Probably dumb idea but anyways, what if you divide the tach full circle into three different objects and treat them separately?
If you have the Patience, play around with it. After easily 1000+ Hours of "Try and Error" Tests with rFactor, i'm at a Point, where i try to avoid it.
Today I have devoted my time committed to an attempt of sound modding for first time. So far I have got my first steps in Audacity software relatively steady. Not exactly easy to make an even sounding engine sample, but probably with experience it could be doable efficiently. And already have exported sounds, not quite perfect, but very curious to test them i ngame for first time. I guess I should prepare myself for disappointment just in case. I have no idea how are they going to mix up, if looping and transitions will feel natural and if sounds will match and overall won't sound too bad. Not making any attempts with the new sound engine, json files yet. Are there even mods that are utilising updated sound engine ? @Art_Pereira I have see nthose except one from Aintree, but in Aintree I think there was any of the Lancia cars. The Spa film is very nice, but also I miss more of the scenes where the handlign could be observed well. The aintree video is pretty good for overall observing, good one. @atomed That sounds complicated, perhaps even more so, not even sure if it would work. @redapg The fatigue from rF1 it seems has carried over for many modders. I think I also have carried quite a bit from AC (despite common knowledge that AC modding is easier, it is in fact difficult too, and in my personal opinion in rF2 modding is harder than in AC at first, but gets easier than AC with experience, despite some shortcomings and complications). To make it worse rF2 surely is more demanding, no doubt. I think I've spent at least two hours if not more for gauges yesterday, it did feel a bit of a time burn, as well as energy, but it was interesting to try solving it, felt like doing an IQ test lol
I created my sounds as .sfx then used @redapg sound converter. Once converted, you'll need to look at the .json to confirm that everything converted correctly. I had a few instances where it took the file path instead of the file name. Entering the sound position in the .json is very important. Then adjust the volumes from there. The Skip Barber in Mod Dev is using .json sounds. Using Notepad++ compare feature helps with finding the inaccuracies.
Here goes some data from the GPL 1955 F1 mod for the Lancia D50: BHP +- 270 Max torque 6300 rpm Max power 8000 rpm Max RPM 8900 Base weight 1502lb Wheelbase 90in Front track 50in Rear track 50in Length 3.95m Weight distribution: Front/Rear 50% Stroke 2.7 in Displacement 152 cu in Intake Valve Diam 1.65 in Max fuel load 66 gallons
Interesting information about the engines of that era. https://www.grandprixengines.co.uk/2nd_Naturally-Aspirated_Era_(2NA)_Part_I.pdf
Thank you @Corti . Very interesting information there. Here go some more: a. Map of Monza made in 1954 by Mercedes Benz showing the ideal lap for one of their cars in that layout. b. MotorSport February 1955 - The Trend of Racing Car Design c. Race Reports of some races in 1955 at Parco Valentino, Pau, Napoli and Monaco
Thank you for all the material. Looks like I will not get bored for some time studying it all. I think I have the car handling too well currently, it is not the best way to drift it around, but I have saved some wild slides, that perhaps I shouldn't have lol Thanks to you guys, I should be able to achieve better authenticity. One big problem I am experiencing right now, which confuses me so much. I have done some good work with sounds in the first half of the day, and everything was fine. Then I came back for little more development in the late evening, and I was totally confused to find that sounds which I made now doesn't play at all, instead I am having different sounds, which are default or not I have no idea, and just for the sounds which I have worked for, I did not work on exterior sounds, and these are fine. I am leaving this problem for now. I hoped that converting samples to mono will help. It did not. I renamed file names, renamed folders, didn't help. I hoped that it will be fine in main game, and it had same issue. So confusing. Why would the sounds work well earlier in the day, and then stop working now. I hope this is another stupid issue that almost solves itself, hopefully quickly.
Not lucky today. It never feels great to be stuck too long. But at least it seems that the issue is in the sound files, I just have no idea what. They are 44100Hz and 16Bit. The sfx file works well, even though interior sounds are not mine, they respond to changes of volume multipliers, all other sounds are good. So there must be something wrong with files. It is just super strange how those same files worked well at first, and seems to have stopped working for no reason. I myself certainly don't know much about sound stuff. Other than that the car is rather in good shape. I'd say some skins work, improving few details here and there for model, texturing and shading and it will be releasable. Edit: After some continued troubleshooting I am confident that the sound samples I have are being used. But they sound extremely smoothed out, muffled. Hardly recognizible. I have completely no idea what happened.
@mantasisg a good news, follow up from your post regarding TachometerNonlinear experiment, I've tried more testing, and managed to get "impulse" tachometer working in RF2. Here is an animation showcase the impulse effect on Skip barber: ps: main difference (or limitation) of this method compare to the real one seen in 50s is that it is RPM based rather than timing based, so the "impulse" interval varies a bit at lower or high gear instead of constant. The code part: TachometerNonlinear=(0,0) // target RPM to override; RPM for displaying Basically, the first value of TachometerNonlinear is the RPM that we need to override with; the second value is the target RPM range we want the needle to be placed at. The reason it doesn't work with a few lines (big steps) of TachometerNonlinear, is due to that game automatically interpolates the RPM gap between each TachometerNonlinear line in order to produce smooth transition. The solution is to simply override every one RPM step with second value, so game won't have the chance to interpolate it. Edit: Just did a bit more testing, apparently the code can be further simplified down to following, there is no need to add TachometerNonlinear for every single RPM, but only the lower and upper bound of each step. Updated example files For example, the original test code that doesn't work: Code: TachometerNonlinear=(000,0) TachometerNonlinear=(500,500) TachometerNonlinear=(1000,1000) //(... continues) Code that works after fill in TachometerNonlinear for lower and upper bound RPM steps: Code: //------------ Target RPM: 0, Override: 0 - 499 TachometerNonlinear=(000,0) TachometerNonlinear=(499,0) //------------ Target RPM: 500, Override: 500 - 999 TachometerNonlinear=(500,500) TachometerNonlinear=(999,500) //------------ TachometerNonlinear=(1000,1000) TachometerNonlinear=(1499,1000) //------------ TachometerNonlinear=(1500,1500) TachometerNonlinear=(1999,1500) //(... continues) For complete example, see attached tach_nonlinear_rpm20000_step500.txt file which contains full TachometerNonlinear example lines, range from RPM 0 to 20000RPM with 500RPM step for each impulse, that should be enough for most cars. Note, you only need the lines up to the car's max RPM, for example, skipbarber is around 7000RPM. Also see attached example file inside skipbarber_cockpitinfo.zip (just extract and drop it in ModDev\Vehicles\SkipBarber folder, backup old file first) which can be tested in Dev Mode. The limitation of example file is that changing RPM step(impulse) require some manual editing. Maybe @redapg can come up with some tools to easily change RPM step & automate whole process. Plus, this method is pretty easy to be integrated with existing mods (only need change cockpitinfo.ini), probably a good starting point. Good luck.
Thank you, thats very neat. Nice work. I was at first scared of thousands of lines, but then you edited the post with much improved and simplified approach. The tach impulses looks really good. Looking forward to implement that. More immersion ! Currently still troubleshooting sounds stuff.
Thanks, mantasisg is correct, the telltale needle is called TachometerNeedlePeakMap ("NeedlePeakMap" suffix, strangely could not find any info from forum search), Chief's F1 60s 70s mods also have this. Just tested this impulse effect on Chief's F1 60s and it works perfectly with peak needle. I think there is also some room to play around with RPM step range and adding a bit random offset to make the effect more natural.
Not sure, couldn't find any info about resetting peak needle unfortunately. It's strange there is very little info related to cockpit gauge from either forum or web search, and NeedlePeakMap parameter couldn't be found in the official guide or phys-sheet either. (it could be really helpful if developer would share a little more insight about cockpit analog gauge)
An "automatted" Process could be problematic, if you have non linear Scales. In your gif File, the Needle Position changes in visible Steps and i'm not aware of e.g. RpM Gauges that work in that Way. So i assume that a lot more Lines are necessary to get the Needle moving visibly smoothly. And the whole Scale in the gif is linear. Is it also working properly (with a smooth Needle Rotation Movement and Needle Positions matching the correct Values) with e.g. Temp or Fuel Gauges, that have non linear Scales? My Suspision is, that ISI wanted to implement such a System for non linear scaled Gauges, but didn't do it, because the Amount of Entries for it would be much too high. But i can only assume, because i didn't invested any more Time to test it, in the last ~15 Years.