I saw that one too. This one had the clearest details I could see and less building shadows. I may as well make the transit bridges drivable with a hot wheels jump now! double check the measures, through a quick sloppy spline around confirmed 2.9km.
So, Vancouver is on its way... the other tracks too? At least a refresh to the exposure to make them look darker as previously?
Indeed, I am trying to just mesh add good bumps and maybe lines for the best driving experience. Many of these tracks have 4-6m sq mesh and benefit huge with a new .7 or 1m sq mesh. RealRoad works better and the bumps/humps/dips flow so nice. I often get side tracked fixing things on the side or reducing wasteful verts. Grandstands and lamp posts with over 10000 verts or walls set to drivable. LOD's too high rendering objects on the front when your on the back. To your point I dont enjoy mapping but often find myself reducing exposure with gimp on ads etc. Or I just set overcast on some tracks and save myself some time. I was hoping to get some help from anyone with simed experience. I would just send the devmod file and have them lower object LODs / lower what is visible in mirrors / sort items that shouldn't have realroad / some items are drivable that shouldnt be. Even textures. Then I can focus on the mesh walls or curbs. the time saved would be awesome. I will have time to learn PBR as that is on my list. I can make a video of how to do these things if anyone is interested.
umm... I still don't know jacks&%% about the subject, but I am just starting to get my feet wet with the guidance of Frederick Alonso (who has done the Ginetta and Nagoya/Toyota LMP1 from scratch, is doing a scratch made Fuji, ...) So... let's see if I garner the knowledge and find the time to give you a hand...
Oh nice, I have been looking at his tutorials, very detailed. 3dsimed, basic as it is can be a great tool to understand and look up all the textures and export options on many tracks. Learned so much as the jump to max is pretty big.
Excellent work, but if you don't mind opinions which may go a bit against the flow, I believe that less gloss on the cars would make them look more natural and realistic. This issue - for me - happens also on DLC and other official contents. In my view, unless cars have just been ceramic coated, they do not have this depth of gloss, making them look like they are made of glass. So, personally, although PBR stuff does look great, it is often overdone for my taste.
I think I based the paint material settings on one of the Tatuus cars. But I could tweak the clear coat roughness to tone it down a bit.
At first sorry for my emotional comment BUT: I can`t wait no longer!!! Please, please!! Keep the work like you do till today! This Video.....WOW! For me the absolute Favourite Mod in rF1. Ok, the conversion to rF2....hmmmmm yeah, ok. BUT THIS: i am so hopefull, thats blast me away when its finally done! The sound, that cars (the most beautyfull Formula Cars in that time, till today, for me!), the handling and last but not least: shifting with stick manually! Wow wow and chapeau! Just an example for that sounds in real. Absolutely insane for me! Ok, not a car from 1998, but.....it stands for itself i think Its music, gentlemen!
Great video, I like the shot when the cars drives away from view. Smoke and hay trail then you here the popoff valve in the distance.
Yes! You got the point Thank you! btw: i beg you pardon for my bad english...but its just english from school I am from Germany, hrhrhr....
I appreciate your enthusiasm for the subject and your English is better than my German (or any other language to be honest). That video you posted helps to encourage me to continue working my way through this mod.
I have all four chassis converted to Flex I have added upgrades that include FFB strength / Semi Auto lift and blip or Auto lift manual blip downshift/ Split mirrors / onboard ARB / pressure on the fly / body and suspension repairs Working on turbo engine and gears testing primary and wet tires Creating default setups with motec Once road package is closer I will shift into some oval action Have been using the physics blog, ptools and looking at the physics spreadsheet (rather intimidating). Unfortunately this will be by feel as there is no real spec data to be found for this era. I have probably reached my peak of ability physics wise and will have to find a mentor on this forum. There has been some encouraging improvement. The turbo testing has been interesting. Tracks: My main focus was to re-mesh and add proper bumps from cockpit footage on these tracks. I will eventually pursue permissions to share but want the product to be clean before asking. I just keep going back into tracks as skills increase. Still using legacy shaders. Anyone want to help PM me. I would appreciate it so I can focus mainly on the mesh, bumps, lines curbs, walls, setup and AIW. Be great to learn from others Long beach 98 new layout remeshed bumps and lines Doug offered to host but I want to clean it up first Belle Isle 98 remeshed bumps lines and billboard trees Surfers Paradise 98. remeshed bumps and lines Midohio: re-meshed added bumps and lines Cleveland: resurfaced need bumps and paint Toronto: re-lofting track and walls then adding bumps, lines, adds Vancouver: re-lofting adding bumps and lines Road America; havent tried it enough to feel the bumps Ovals I have a bunch loaded up in MAX and been working with the meshes[/QUOTE] I'm a newcomer here, but I'm no stranger to rFactor. Been simracing in various forms for more than two decades. Microsoft Cart Presicion Racing was my first taste of this wonderfull hobby. Once I saw there is some progress on updating this mode, I was extremely excited. I've tried all the sims and all the best mods, but in my humble opinion, this is the best mode of all time in all of simracing. My reasoning - these cars put you in the mindset of a real race car driver. Apart from the physical fitness, you gotta have gargantuan mental stamina - 100% focus, high attention span, split second reflexes. This mod perfectly captures it all. It is the only thing I drive, it is my inspiration and motivation to get a DD wheel and take a DIY route for the sequential shifter. If you can perfect this even further, it'll be a dream come true. I would be more than willing to make a donation. I would however strongly suggest not to mess with the physics too much because of the following reasons: - The original rFactor1 mod was created in cooperation with Dario Franchitti and Chip Ganassi who proved their insight into the driving feel - Richie Hearn, the guy who drove the series, thought very highly of the mod when he was introduced to it. I'm stating a comment from a person close to him: "I am roomates with Richie Hearn and I loaded this up the other day just to see what he would say. He was smiling from ear to ear. He said the cars were almost identical in behavior. Such a great mod." - Judging from the onboard videos, the cars indeed handle identically. I've been driving a lot lately around Portland, and the resemblances really strike my mind. Goosebumps all the time. If you fast forward to a 20min mark, you will see Zanardi's car oversteering in the exact same manner in the exact same section of the circuit, just like in a sim. You have to be James Brown with your right foot to be able to control these ridiculous machines.
Thanks Rfactor4life, Looks like your passion for this series prompted you to sign up and post. Awesome! It was this mod that inspired me to learn the steep learning curve of modding in RF2. I loved the driving challenge of Grand Prix Legends and view this late 90s CART era as the best modern Historic. Your concern is shared no doubt. The team has all agreed that these cars should not be easy to drive. Lots of power and very avg down-force. FYI : I have some actual aero data and was measuring and testing. The original mod actually had too much down-force so I suspect your focus and concentration will be required. ROADCAR anyway! That was an old update and there is a new one coming soon. Just gathering some more permissions and testing. We have been given official permission in terms of updating the mod and several tracks too.
Awesome stuff my friend! When everything gets polished up, I'm really looking forward to driving these beasts with the folks from the forum. Although the AI is decent, racing a Champ car against real people would be a dream! Hope we make a league or something!
If you have already answered this question, I'm sorry because I haven't read all the posts but will there be any upgrades adding the hard compound? There is only one tire compound for dry and one for rain.