[WIP] 70's Formula 1

thanks chris

i think i could redo car icons, cars and tyres are much better now in showroom (i think it is new materials/colors or rf2 updates related)

p.s. have you consider to create a standalone mod?
(.....maybe with historical physics for each car?)

some nice shots at riverside:
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F5000 USAC/SCCA 1975 Trackpack:
01. Pocono Link
02. Mosport Link
03. Watkins Glen (boot no chicane layout) Link
04. Road America Link
05. Mid Ohio (chicane layout) Link
06. Road Atlanta Link
07. Long Beach Link
08. Laguna Seca Link
09. Riverside (short layout) Link

Other suggested tracks:
Bridgehampton Link
Mont Tremblant (grand prix layout) Link
Lime Rock (no chicane) Link
Sears Point Link
 
Last edited:
thanks chris

i think i could redo car icons, cars and tyres are much better now in showroom (i think it is new materials/colors or rf2 updates related)

p.s. have you consider to create a standalone mod?
(.....maybe with historical physics for each car?)

I just got your PM :) Thanks!

As for doing doing this mod standalone, it was something I was just starting to consider. Would need Chief's permission of course. I noticed within the 3d model selections that there is a Chevy small block option, but it doesn't work with all the air scoops that the F5000 cars use. Separating out the cars would allow me to make everything fit.

As for the physics part, I've learned a lot on doing physics the last two years. But doing individual physics would be a bit much for me. Not a lot of info out there. It might be possible for me to make a generic F5000 physics though. It is a big Chevy engine in the back instead of an F1 Cosworth. There are a couple rF1 mods to compare data with (1971, 1972 and 1973 F5000 mods). I don't have as much time as I use to. Never say never, but we'll see. But I have to say, I felt pretty motivated again taking a look at this :)
 
What happened to the 70's USAC Indy cars ??, there were shots of a Offenhauser engine and a Viceroy Parnelli VPJ etc., also of 70's F1
 
Big update to the USAC-SCCA 1975 cars in time for their 50th anniversary!

This will be the final update unless another update comes to the F1_70s_Style mod.

** F5000_SCCA-USAC_1975.mas will need to be removed from your rFactor 2\Installed\Vehicles\F1_70's_Style\1.082 directory**

Updates:
- Updated physics. Minor updates, but updates to the tire pressures and engine should have a more believable feeling. Still generic F5000. Let me know what you think!

- New engine 3d model. Model taken from the Shadow DN6 AC mod from CRLHistoricsModding. I wasn't able to get ahold of of them for official permission. It is my understanding that the model was from the F1 Seven by F1 CREW. This has been customized to fit the mod cars and to allow custom paints.

- 8 additional skins added that were raced during the season. Total is at 38 cars. Only missing a Lola T300/T330 body for me to add the rest.

#00 Jean-Pierre Jarier - Shadow DN6
#3 Jody Scheckter - Lola T332
#12 Benny Scott - Lola T332
#37 Horst Kroll - March 73A
#45 George Follmer - Lance LSR1
#55 Bill Baker - Lola T332
#69 Michael Brockman - Talon MR1
#96 Steve Durst - Talon MR1

- Custom .rcd to help with realistic driver performance

I reverted to having to use the .rfcmp install method in order for the game to recognize the custom driver .rcd.

Special thanks again to:

Mauro: for the icons and screen shots
CRLHistoricsModding and F1 C.R.E.W - the engine model.

Install:

** F5000_SCCA-USAC_1975.mas will need to be removed from your rFactor 2\Installed\Vehicles\F1_70's_Style\1.082 directory**

Install by putting the .rfcmp into your packages and install using the in game installer or Mod Manager. v1.082 of the F1 70s Style is required. If the mod gets updated, it will break the skins.

https://www.overtake.gg/downloads/1975-usac-scca-f5000-70s-style.42723/
 

Attachments

Guide for F1 70's Style: How to create custom cars

1. go to the human driver car from the mod
2. create a new virtual ride car
3. save it with the name of the car
4. make the adjustments in the upgrades area
5. use the painting template provided by Chief matching the layers with the the upgrades chosen

-S397 official guide https://docs.studio-397.com/users-guide/how-to-paint-a-car-with-the-new-material-system

-Template for all parts, the Carbody is always the same for all cars, when you look at the showroom every part from the car have a Description, it have the same name as the layer in the template.
the mirror, rollbar, and rims is also the same for all cars.
Please paint 5 - 6 pixels bigger as the layer is
https://workupload.com/file/Wm5qk7my5s3
-Driver and Helmets Templates
https://workupload.com/file/znyDd6NpBS2

70s_style_descriptionqakgv.jpg




Guide for F1 70's Style: How to release your custom cars

Now for release you cars to the public
you need your .dds, .json and .veh files for each car you have made
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for .veh file you can use one of original .veh file of the mod (verify tire brand in Graphics string) , then copy and edit it
you need to edit .veh name and this values
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"GenString" indicate the upgrades selected for your car
you have to open F1_70_UPGRADES.INI and take note of what value of upgrades you need
example
VNTU54C.jpg

EDIT: more info here https://forum.studio-397.com/index.php?threads/70s-formula-1.66791/page-41#post-1086094


finished all, you can pack your work in a .mas file and then release it
(in .mas you could also add icons and .rcd files if you want)
and for working just copy your .mas in ....rfactor2/installed/veichles/f170/0.94/ folder

Have you got an updated car template, Mauro? With the newest/latest parts (airboxes, front and rear wings, sidepods)?
 
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