[WIP] AE86 Club v0.468

Discussion in 'Vehicles' started by I_Bellett, Apr 28, 2020.

  1. Denis Betty

    Denis Betty Registered

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    The OP does state that this is a WIP version, so I think perhaps we should just be thankful for what we have here. Would be great if @I_Bellett was able to put an update out at some point in the future, but for now, I'll keep my fingers crossed and keep checking this thread. :)
    Thanks again for the template and good luck with the mod, I think it's great. :)
     
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  2. DirtyPotter

    DirtyPotter Registered

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    Thank you for the amazing mod! Rf2 needs more cars like this!
     
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  3. Haris1977

    Haris1977 Registered

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    If the modder was kind enough to give me a working devmode folder of this mod, i can happily capture all car screenshots/thumbnails - with the coresponding names in order for them to work with the new ui) and upload a zip file here for the next update!
     
    Last edited: Jan 26, 2021
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  4. Haris1977

    Haris1977 Registered

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    Here are the 27 Trueno car screenshot images (total of 27 x 6 = 162 *.png's with correct names) in order to work with the new ui.

    https://gofile.io/d/O6axsA

    Cheers!
     
    Last edited: Jan 15, 2021
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  5. Haris1977

    Haris1977 Registered

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    Here are the 27 (of the 41) Levins car screenshot images (total of 27 x 6 = 162 *.png's with correct names) in order to work with the new ui. I could NOT CORRELATE the 14 remaining car images (which are included inside the zip with a separate folder named "EXTRA CAR IMAGES WITH NO NAME").

    Link is here:

    https://gofile.io/d/F5vOTI

    I think @I_Bellett could do the remaining job as he knows his project better than me. I really hope for an update soon (with the corresponding names + maybe working wipers:cool::p)

    Cheers!
     
    Last edited: Jan 15, 2021
  6. atomed

    atomed Member

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    Fantastic job Haris1977, and with the Super Touring as well, thanks.
     
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  7. philrob

    philrob Registered

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    Great work Harris, and on the SuperTouring cars.
     
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  8. I_Bellett

    I_Bellett Registered

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    Recent situation.

    The Update date is still undecided, but I will explain the situation.
    With reference to the structure of the F1_70 tire, we are currently testing and making our own tire model.
    I haven't done the QSA batch test yet, but it's a character close to the tires of the early days (ISI era).
    test_tire.jpg

    Physics is also overhauling, and the "lightness of FFB" that has been a concern in the past has been improved.
    Wiper animation is complicated, so I don't think it will be implemented at the time of update.
    The collision model problem is also looking for a solution, but it is unlikely that a landing point will be found.
     
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  9. Tom Lory

    Tom Lory Registered

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  10. Denis Betty

    Denis Betty Registered

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    Are there any plans to update this great mod?
     
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  11. I_Bellett

    I_Bellett Registered

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    Yes.
    We are planning to update the collision model and physics.
     
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  12. Denis Betty

    Denis Betty Registered

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    This is wonderful news, thank you. I'll do my best to wait patiently.... and quietly.
    Your great work is very much appreciated - long may it continue.
     
  13. sniper

    sniper Registered

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    We are using this mod this week but i am finding some strange things with the FFB, We have guys on g27's and some fanatec 2.5's etc saying how great the FFB is and there is plenty of it and yet i have some guys including myself on DD wheels that have hardly any FFB at normal levels? I run a DD1 and i am currently having to run it at about 90% to get the FFB strength i get on most mods at 30-40%. I don't get how a weak belt driven wheel can get more FFB that a DD1? Not sure if we have some strange driver issues going on or what
     
  14. Lazza

    Lazza Registered

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    Sounds like the FFB being scaled per the maximum torque controller option and the car's nominal max. The only question is whether the generated forces are at a realistic level.
     
  15. sniper

    sniper Registered

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    it's a strange issue, if i use 40% on my DD1 you may as well forget it there is hardly any FFB, so light:(
     
  16. Lazza

    Lazza Registered

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    Is your wheel 20Nm? If a car is rated to, say, 8Nm, the game will scale that. So then your 0.40 will make the max force 3.2Nm. While a heavier car with fast steering will scale to most of your 20Nm, and end up a 8Nm.

    Weaker wheels just get 0-100% whether the car does 8 or 28Nm.

    * @sniper if you don't want this scaling effect, or to reduce it, just lower your torque capability in your controller profile (or controller.json). That way you can keep your multiplier and not adjust for these lighter cars.
     
    Last edited: Nov 5, 2021
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  17. I_Bellett

    I_Bellett Registered

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    MaxSteeringTorque is set to about 7Nm, and I think most steering wheels have a satisfactory FFB output.
    You may have already tried it, but try setting the output on the main unit to 100%, FFB Smoothing to 0, and Car specific ffb multi to 100%.
     
  18. sniper

    sniper Registered

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    Dropped this to 10nm and it is better, thanks
     
  19. I_Bellett

    I_Bellett Registered

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    We have released a new version.
    Check the first post.
     
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  20. vava74

    vava74 Registered

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    Brilliant work @I_Bellett ! Simply brilliant!
    The cars feel very believable and are heaps of fun to drive!
     

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