[REL] 1967 Endurance (Proto/Sports/GT) - modded Howston G4

No Dolby Atmos sound??? Rhythm & blues? I wanted to hear the Ford's bellow and the Ferrari's scream. When was this filmed? The '80's??? :) Kids having to use those mirrored periscopes to even SEE the track...classic...
 
I thought it is worth to mention here, that epic Brianza 1000km race is being organized by Nicolas Hillebrand. And cars of this mod has been chosen for it. Practice and testing is ongoing, and race is December 9th, if I recall it correctly. There is still free entries available to join in.
 
Here is the broadcast from yesterday's Brianza 1000km!

It was the middle of the night for me, but I did join in for the first hour, just cruising around and taking it nice and easy (Woods Carter in the green #27 Forster x4, if you're looking).
Mantas also joined the race, along with a lot of folks from the HRRC and HSO Gold Star, and a few notable names from the competitive sim-racing world. It was a great atmosphere and a great event. Big thanks to Nicolas Hillebrand for organising the event.
Teams/Drivers were open to use custom liveries, so there was some nice variety.
And the race used a soon-to-be-released physics update. Not yet public, but will be soon
 
It's been a while since I've tried this mod! It's really nice. Some cars are really good, others are still a bit too much on ice ....
It could do with a bit more online racing...
 
2024-01-03 - UPDATE v2.90!
Updated on workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1213554944
Standalone download: https://drive.google.com/file/d/1mRYpVYydtNxE4n6bWCftc1prRL7ZVBhl/view?usp=sharing

This changelog includes minimal amount of detail. Physics went through complete overhaul.
Special thanks to the participants of the Brianza Vintage 1000km event (2023) for testing and feedback.

Tyres:
- Small tweaks for tires sharpness (big tyres less sharp, smaller tyres a little less sharp, or no change).
- Changes to tires behaviour on damp and wet track (more grip in wet, less cooling on a damp track).
- Higher minimum tire pressures;
- Increased tire to road heat conductance power per tire pressure;
- Small changes to base grip coefficients.

Engines:
- Some small tweaks to fuel consumption for some cars;
- Engine revolutions impact for engine life tweaks;
- Radiator cooling and oil overheating effects to engine life tweaks.

Chassis:
- Almost all cars got their chassis partially or completely remodelled, resolved and improved.

Aerodynamics:
- Mostly unchanged, but some cars aerodynamics were slightly altered (lift, drag).
- Radiator settings and brake duct settings have more effect on cooling and drag.
- Increased draft effects to radiator efficiency.

General physics:
- Some changes in fuel tanks capacities and positions.
- Enabled aerodynamic and tyre force sensors.
- Modifications to undertray points to better match car shapes.
- Generally plenty of suspension changes to improve cars and accommodate to new/altered chassis:
-Anti-roll bars, springs, dampers, pushrod positions, wheel travels, packers, caster, camber and toe.
- Various changes through whole range, from steering, brakes, differentials, to inertias and engine braking;
- Some changes to various setup settings and their ranges.

Artificial Intelligence:
- Some general tweaks to AI grip, mostly to their damp/wet grip.
- General tweaks to AI usage of braking power, grip and cornering grip to adjust to updated rF2 AI.

Known AI issues:
- AI doesn't mind to just push into you and does not let go if you get in their way;
- They sometimes accidentally collide during overtakes and cause jams;
- Some AI might run out of fuel sometimes.

Extra:
- Tweaks to steering animation related settings to get steering in sim to match your wheel, improves perceived quality of physics and steering precision;
- Added upgrades to some of Proch cars (2.2L engines, bigger tyres).
- Mod manual with some more information is being prepared, you also can get good look at some specifications with CarStat 2.3.

Graphics/Misc:
- Cleaner windscreen.
- Windscreen rain drop refmap0 assigned (refractions in rain drops).
- Clearer cockpit gauge glass.
- Fixed Costin Nathan missing tach needle.
- Improved static dirt effect in albedo, alpha channels and specular map.
- Removed small dark circle ahead of left-front wheel arch.
- Shortened Descriptions in veh files.
- #40 Proch 70-CL had veh engine listed as 5L v8 instead of F6 2.0L.
- Sound balance adjustments between cars, and between power/coast (still old sound setup).
- Updated onboard cameras.
 
I'm glad this mod is still worked on, I admit, I never gave it all the love it needed... but I love Howstons soapbox of death :D

I will surely try it when online comp. is not for me.
 
Thanks a lot guys! :)


P.s. the mod is public on workshop? (i can’t find it if i search like “lates updated contents”)
 
I know, direct link works
but from workshop you can’t find the mod

i think there isn’t “public settings” on workshop
 
P.s. the mod is public on workshop? (i can’t find it if i search like “lates updated contents”)

now all is ok
———-


updated trackpack

1967 International Championship Sports-Prototypes season:
01. Daytona Road Course Link (or payware Link)
02: Sebring (payware) Link (or free VLM version Link)
03. Monza (Historic edition) Link
04. Spa (League edition) Link
05. Targa Florio Link
06. Nurburgring Link (or modern Link or modern payware Link)
07. Le Mans Link
08. Brands Hatch Link (or payware Link)
 
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It's been a long time since I've driven this. It has been a great time of learning how to drive these again. It's so hard but fulfilling once you get it right. Thanks for this!

Has there been any thought into updating the models a little bit? Personally I'm finding it difficult to know if a car is coming behind me or if a car in front of me is in class or not. I do like the generic nature of the mod, but I think the cars could have a but more realistic variety. For example, making the "Shelton" - Shelby GT350 Mustang be off the Howston Dissenter.

This is going back a ways, but I know Borek had some (at the time) good examples of fairly low poly 1967 cars. I stumbled upon this post stating that he was possibly going to bring it to rF2? It appears that he has stopped modding a few years ago, but maybe those models could come over?

https://www.racedepartment.com/thre...by-boreks-and-deep-strike.140859/page-4#posts

Anyways, great work as always! I'm not sure what is next but looking forward to it!
 
Thanks for your interest. I won't be updating the models. Borek and I did do a test, but that won't be going ahead.
The mod will be welcoming of anyone willing to do good quality models of all (all) of the cars to a consistent standard, be they an expert, or a beginner with a year or more to dedicate to learning and improving, and eventually completing the car set. What i don't want is a mix-match between G4 and other cars. The exception may be for a Dissenter-based overhaul of the GT cars, but I won't be doing that.
In general I'm happy enough that these cars aren't exact replicas
 
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