[WIP] 70's Formula 1

Discussion in 'Vehicles' started by ChiefWiggum, Jul 26, 2020.

  1. MileSeven

    MileSeven Registered

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    ...further testing, @ChiefWiggum, suggests that your other mods are behaving much the same way on my machine (F1 60s style and WSC75 Alfa 33).

    'Interestingly', I have just noticed that the perspective seems to work the wrong way round when you move the seat position... If you move the seat further back, the images in the mirrors get bigger and if you move the seat further forward, they get smaller (and eventually distorted)...

    Looking forward to a fix one day - assuming it's not just me!;):)
     
  2. Radkappe

    Radkappe Registered

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    I'm having the same issue. It's not only @ChiefWiggum 's mods but also S397 cars. Every car I have to adjust the mirror for about 100-120 clicks. :(
     
  3. svictor

    svictor Registered

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    The mirror parts (left and right mirror) in 60s&70s mod are combined together, which means they can not be individually adjusted. And this is highly likely to be the cause of wrong view results with VR and manual adjustments.

    Since the mods have many different selectable mirror styles, it would need quite a lot changes to get them separated into left and right parts to work correctly (though I don't know if separated mirror parts will ever work with the multiple parts upgrade system).
     
  4. Radkappe

    Radkappe Registered

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    Ok. Understand but why is the default position so off that we have to adjust the mirror so much? what in this mod its not possible
     
  5. svictor

    svictor Registered

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    The mirrors look normal for me though (I don't have VR).

    As you have mentioned that other mods' mirror position is also further away, maybe something else is wrong. There is a way to reset all mirror/seat setting to default by deleting all_vehicles.ini file under rFactor 2\UserData\player folder, probably worth a try (backup first).

    Note: Also there are a set of Mirror Adjustment & Mirror Physical values in player.json file, which may also affect.
     
  6. DiggerHawk

    DiggerHawk Registered

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    I use headtracking and was having issues with the mirror positions until I set "Moving Rearview":7.
    This ignores headtracking all together and leaves the mirrors set at their default position and you can then adjust them to how you like them.

    This is the full entry I have in my player.json,

    "Moving Rearview":7,
    "Moving Rearview#":"Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOV-only, 3=both) - add 4 if you want to IGNORE head-tracking movement",

    Its a bit confusing but seems to work so far for me. Although just to clarify, I have not tried this mod yet. So I don't know what affect it will have.
     
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  7. MileSeven

    MileSeven Registered

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    I don’t think that setting is additive - the value of 7 is the same as zero I believe.

    I have tried zero (and 1) in @ChiefWiggum ’s mods and it helps insofar as I can see *something* of the rest of the field in the mirrors in VR - but with big blind spots and some distortion. I’ll try to use the OpenXR screenshot tool to take an in-VR screenshot as normal screen shots don’t really show the issues.

    I’m still bemused not so much by the adjustment issues as the wacky FOV and distortion effects when a VR user moves seat position with the FOV option of Moving Rearview is switched on.

    Maybe it’s time for me to dust off some of the mods I’ve worked on to see if I can recreate it and work out what’s going on.
     
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  8. Chris Lesperance

    Chris Lesperance Registered

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    atomed, pascom and vava74 like this.
  9. vava74

    vava74 Registered

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    Probably the correct reply is: "everything!" :-D
     
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  10. seamount

    seamount Registered

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    @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
     
  11. vava74

    vava74 Registered

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    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.
     
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  12. bears

    bears Registered

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    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.
     
  13. atomed

    atomed Member

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  14. seamount

    seamount Registered

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    @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 ?
     
  15. atomed

    atomed Member

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    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.
     
  16. ChiefWiggum

    ChiefWiggum Registered

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  17. bears

    bears Registered

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    Hey @ChiefWiggum if you ever add new parts the March table top nose it’s so unique and would be a great addition C700E114-31AC-4ACE-A439-8B5206CBD28A.jpeg

    Also the nose and side pods from this March there are so many of this car in the early 70’s grids…
    40575433-BD9F-401A-8FA3-2C9C5DE6F5D9.jpeg
    no pressure just ideas ;-)
     
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  18. ChiefWiggum

    ChiefWiggum Registered

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    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
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  19. ChiefWiggum

    ChiefWiggum Registered

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  20. Mauro

    Mauro Registered

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    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/

    [​IMG]
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    Last edited: Mar 13, 2023

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