@bears I am very happy to see you finished the 1970 mod I started, a great thank you. I have a question; I noticed the '70s style car AIs very often crash out of the track (for example on Imola 1972 or CTPM 1.03 (Mosport); maybe there is any parameter on which to make modifications to have them "stay on track" ? I remember in the old days on the old rfactor 1 there were parameters that could be modified ... but I do not know how it works in Rfactor2 ... any help would be appreciated
Not a direct reply to your post, in the sense that I have not driven this mod for a while, BUT, do you have in the player.json file the AI Autocalibration changed to "2" and then run a long practice session for any new combo (car/track)? In spite of the developers saying that it should not work, I and many others have found that the AI will effectively improve their knowledge of each new combo, become progressively faster (within reason) and crash much less. Just recently someone was complaining about the AI piling up at the Casino, on Monte Carlo 66, with the F3 cars and once the above change was implemented, he said that they stopped crashing altogether.
Hey mate, great to see you back, hope you like the car set, you provided a great foundation, I will eventually finish it properly, chief has given me permission to release it as a standalone mod but I am not ready to do that yet my brain has to think about it lol….My efforts have slowed a little due to a few health issues slowly getting back into it. I have found these cars are a bit wild at a few tracks, I am not sure if it’s ai related or a small issue with the car physics…. Sorry can’t help you with it.
Hi @seamount , @Manfredk2 worked on an AIW for Canadian Tire, I didn´t try it with these cars but there it goes: https://mega.nz/file/uMBx1YTR#1g7uvTVNSwUjO5xNzmcpq4oEiZfLth5H5oI6fxWLZ3k Hope that helps.
@vava74, I did not remember it; I will try @bears, well, health problems are the reason I stopped working on that mod ... unfortunately they are still there. But you did a great work I really like your cars @atomed, I will try it, may you please remember me how to apply it to the track ?
Sure, you just download the file and put it in your rFactor2/Packages folder. Then open the modmngr app in rFactor2/Bin64 folder. Go to the track in the list and it should be highlighted because an update is available. Click on update. On track selection it should be named as 1.03a instead of 1.03.
Hey @ChiefWiggum if you ever add new parts the March table top nose it’s so unique and would be a great addition Also the nose and side pods from this March there are so many of this car in the early 70’s grids… no pressure just ideas ;-)
I'm working on a Update, the front tires are now a little bit bigger, and the cars are a little bit higher, also is there a Option for different Dashes and Gearsticks, and you can choose Head and Backlights for the Cars, in the Future I want also more Engines
If you like those historical cars this sunday 19 March sr4l friends have a 45 min. race with F1 70 Style “early” cars. It could be a good chance for try mod and the new Kyalami Historic 1.3 version (updated to the latest rf2 technology -images below-) Sunday 19 march Practice: 17:25PM UK time - 120 minutes Qualify: 19:25PM UK time - 30 minutes Warmup: 19:50PM UK time - 5 minutes Race: 20:00PM UK time - '45 minute' race server is online 24/7 for test Live Timing (Race and Test servers) https://simracers4life.liveracers.com/Live/?server=!SR4L-1 Sun League R5 sr4l website http://www.simracers4life.com/forum/index.php?forums/sunday-league-chat.64/
@bears you must update your Carset, there are new Entries in the Genstring Line...... GenString=1242gfd2144 //Carbody,Engine,Windscreen,Sidepods,FW,RW,Airbox,Mirror,Helmet,Dash,Gearstick
@ChiefWiggum sounds exciting and scary at the same time lol I am on holidays atm far away from my pc I will look it it on my return ;-) ps thanks for the March
Brilliant stuff @ChiefWiggum! We’re into the second half of an eight round season of Sunday races with v0.97 - can’t wait to see this mod updated (any chance of sorting the mirrors in VR by the way) The c-of-g for penalty ballast seems to alter the car balance too - not sure if this is intentional…?