oh i give up haha... in the Car and driver i created i only have these files so userdata-settings-player-f1 70s style- driver name : dds json and mas file.. never thought it would be that difficult
It's not difficult, you just need to prepare a few files, and edit some values. 1. VEH file, you can get a copy of VEH from one of the team mas file. Here is an example, red arrows point out important values: You can get genstring value from showroom description, where Chief has written every part's corresponding genstring value. You also need to know the order of genstring, which can be found from mod's GEN file. For this mod, the orders are: 1. carbody 2. engine 3. windscreen 4. sidepods 5. front wing 6. rear wing 7. airbox 8. mirror 9. helmet Next, you need name VEH, dds, json and other skin related files (such as icon, driver skin, windscreen texture, etc) with correct names. Something like this: Last, put those file inside team folder, and it should work in DEV mode (or properly packaging with MAS2 for use in normal game). Repeat for other cars.
So many things to go over. I'm not at my gaming PC, so some of my notations might be inaccurate, but it should give you a starting point. First question, are you looking at adding an "AI" car with all the body work or just your player car? If it is your player car, would do what you did. Click on Create folder, and have your textures as alt.dds. When you click on "Force Setup", that sets all your upgrades for that specific track selection. That I think is controlled by the trackconfiguration.ini in the player/settings/[car] folder. Even if you clicked on the force set up once, what you have selected in the upgrades will load if that car and track is selected. It was used for the DW12 Indycar. Modded ovals would load the road course body. Selecting the Force Set up would allow the AI and player car to load the oval body work. If you are looking for an AI car that has specific bodywork, that will not change, the best way that i found is having a .veh, textures, and .json in a .mas file and that is placed in the Installed/Vehicles/[car]/[version] folder. As @Mauro stated, looking at the complete car packs and how that is done would be best. The body work is controlled by the GenString line in the .veh. There are pluses and minuses to each way. And unfortunately, the system hasn't been updated. The first way allows for custom skins to be used for online. The second way allows for custom GenStrings and Driver names (if creating a series). Hope that helps.
Hi I am a lover of this 1970's mod, above all the "early 1970 cars" May I ask your help about the AI behaviour on Silverstone 1975 track ? I noticed many of this mod car AIs (not all 1970-early cars) have big problems staying on the track on those fast corners ... is there a way to fix it ?
The cars seem to have a default setup that is prone to oversteering. Not just Silverstone. It may be more rear wing and softer springs might help them.
@Maurizio Savona here is a pdf File done by Mauro and philrob, when you understand the System it is really easy to create Cars https://workupload.com/file/jbVuu7Xgvv9
Problems with AI at Silverstone 1975 happens in other mods to. My races with the 1979 mod had them spinning a lot, running over the kerbs causing crashes.
There is a fix for the kerb problem: https://mega.nz/folder/CIIlGQ5C#jmMrO8sfvanSx4D6X8PaLg or as direct link: https://mega.nz/folder/CIIlGQ5C#jmMrO8sfvanSx4D6X8PaLg/file/vBhnQKpR
About Silverstone 75 Have you tried to send fix to @senormen? Maybe he could update the track on workshop
... but i dont know if it works with the F1 1979. With Chief´s 1975 mod and the S397 historic Formulas it runs well
V 0.97 - the Update was created by Svictor, I added only the Parts for the Chapparal from 1971 - Added additional six wheeler tyre (Firestone & Dunlop) that are selectable for player custom car (also affect weight & reduced drag values). - Selecting Cosworth V8 would activate 450HP engine, and Ferrari V12 for 480HP, for player custom car. - Tyre textures are darkened, and slightly adjusted tyre spec setting in gmt. - Fixed UV map channel for all tyre GMT, so spec & bump map can show. - Added additional brakedisc & cal & suspension for six wheeler that is needed for player custom car. - Fixed rear axle issues. - Fixed cam file LODMultiplier value, and adjusted all LOD values for all GEN files. - Fixed front RIM size for all TBC to 0.165785 (was 0.179 in original file, which is bigger than actual 3d model). No changes to TGM file, but I have included them, just in case if something missing. - Fixed F5000 starter sound (Chevy_304.INI). - Added Headlights parts,currently only selectable for player car. Added new Headlights entries in 70_f1_player.gen & 70_F1_player_spin.gen & F1_70_UPGRADES.ini. - Fixed Tachometer (F170_cpit.ini), now in-game HUD RPM LED is correctly synced with Tachometer needle (previously HUD RPM led would light up into red zone about 4000 RPM earlier, due to incorrect min-value in TachometerRange) - Added BT34 front wing with 2 styles, added entries in F1_70_UPGRADES.ini. The genstring code are: 1 (f170_fw_1.gmt) , 2 (f170_fw_2.gmt). Included a UV map reference file in team folder (fwing34_1wireframe.png). - Added 2 more car skins, one is 71's Graham Hill #10 (normal configuration). Another is Graham Hill #10 monza configuration. - Fixed UV map channel for windscreen, so raindrop can be visible.