[WIP] CART Factor

Discussion in 'Vehicles' started by zerocool, Dec 13, 2014.

  1. davehenrie

    davehenrie Registered

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    Cart had one basic tire compound and then had the RED sidewall tire. I can't even remember what it was called, similar to the option or softest tire offered in F1, it was a faster tire but with a shorter lifespan. So they didn't have hard/medium/soft tires, they had the standard tire and then the red tire.
    They do need to create this 2nd tire and they probably will also have to build an oval tire with the same two levels of grip...who knows, perhaps multiple tires for big oval like Indy and the shorter flat ovals like Milwaukee or Phoenix.
     
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  2. PatientRF2fan

    PatientRF2fan Registered

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    The original mod took an interesting approach with the tire wars ( goodyear and firestone)
    They used the identical TBC entries
    The firestone was the dw12 primary tire and the good year was the dw12 alternative tire.

    We have the dw12 tires and have added a few new entries from the physics blog.
    Alternate
    Primary
    Wet
    Short & Speedway ovals.

    The focus for physics is currently on the road chassis, primary tire plus a few tracks remeshed and optimized for frame rates
    Turbo engine
    2 Transmissions options
    FFB options
    Onboard arb
    Workarounds for push to pass - separate on and off button
    Workaround for weight jacket - using wedge or track bar- whatever is available onboard on the track

    The big car highlight is the super pbr work being done on the car and driver models as seen in diggerhawk videos within the thread.

    Don't underestimate the impact that the Tracks being re-meshed will have even though they are legacy shaders.
    Creating a new mesh that’s 1 or less m sq and placing bumps rollers and dips where they are supposed to be really makes this mod come alive. The testing group can speak to that as they have conveyed very positive feedback in that regards.

    There may be a track and car sample before the end of the year.....
     
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  3. boxer

    boxer Registered

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    Are you increasing the poly count for the cockpit view? Would be nice to have a smoother cockpits.
    Looking forward to these beast.
     
  4. vava74

    vava74 Registered

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    Marcel mentioned that push-to-pass and weight jackers are incoming and soon (I think rF2 will be hosting an official Indy500 under MSG's Indy licence) so need to update the available features for a new Indycar in production (or an improved DW12).
     
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  5. GertjanD

    GertjanD Registered

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    Apologies if this is somewhere stated in this long thread, but is there an estimated (full) release date/period for this interesting mod?
     
  6. djvicious

    djvicious Registered

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    I think Digger can comment on some of the cockpit graphics as he's worked on them, but I can say we're integrating the updated driver model and I've redone all the driver suits to a modern standard (okay I have a couple to do still, but you get the point).
     
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  7. PatientRF2fan

    PatientRF2fan Registered

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    Hey Boxer, watch the video and you will see the detail on that cockpit. There is another video in this thread that showcases the penske cockpit.
     
  8. PatientRF2fan

    PatientRF2fan Registered

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    Hard to predict the full release. Potentially released in parts
     
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  9. heisenberg70

    heisenberg70 Registered

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    Just ONE car pleeeeease :D
    But: no pressure, hehehe...
     
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  10. DiggerHawk

    DiggerHawk Registered

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    I have looked at the original model and added more detail and smoothed areas which are easy to do and add to the quality of the models. In regards to the cockpits, I have smoothed the steering wheels, gear levers and ARB lever knobs. I think with the Lola I also smoothed the top of the nose that leads to the cockpit reducing that faceted look. There are always more that could be done in the future but as I am sure you can understand with four chassis to work on, that is a lot of work. Currently I am happy with how the Lola and Penske look, hopefully will everyone else.

    Mark
     
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  11. boxer

    boxer Registered

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    May be I'm wrong and that's how the car is built. (I don't have an pictures so I really don't know and I'm just assumed)
    A first glance the portion outlined in green looked a bit sharp other than that they look great.

    Looking forward to the update.
     

    Attached Files:

  12. DiggerHawk

    DiggerHawk Registered

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    I took a bit of time yesterday to smooth those kinks out for you. I think it looks better now, so thank you for the feedback boxer.
     
  13. PatientRF2fan

    PatientRF2fan Registered

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    Sorry deleted post

    : there was a packaging error with the sample car ........ sorting out over xmas
     
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  14. DiggerHawk

    DiggerHawk Registered

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    Here is a little taste of the Swift chassis.

     
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  15. Roninho

    Roninho Registered

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    Hi guys, here are my tips for getting AI to work decent at ovals (still work in progress) and some tips for the base CART98 mods playability:

    First off: back up your files upload_2022-7-21_11-0-49.gif

    For safetycars/full course cautions:
    * Install the stockcar rules plugin as described in https://www.racedepartment.com/threads/how-to-fix-rf2-stock-car-rules.219153/
    * When doing this take good notice of what is mentioned in post #17 in the topic, otherwise in my case the SC does not work
    * In your player.json file change the setting of the damage removal to 2 seconds. This will ensure that after a crash the debris is removed in 2 seconds, greatly reducing the chances the AI will crash into the debris even when there is a yellow

    For pitstops:
    * Only use timed races, not laps. Reason for this is that if you use laps the ai will make their first stop in normal fashion, but after that stop randomly way earlier then the pit window would suggest (as in stopping in lap 30, then 36 then 40 etc.). This won't be an issue when you use timed races, the ai will always pit for a full tank.

    For AI racing feeling
    * In the player file i will set the 'ai logic override' to 1. To be honest if you set this to 2 and you watch the ai race then 2 would be the setting to use at ovals, because then you see 3 wide and many overtakes. However when racing the AI with this set at 2 it is undriveable for me. The AI will move all directions when you are close and i find it impossible to drive more then 5 laps without crashing. When set to 1 it works fine for me.
    * in the player file i have the ai limiter set at 99%. This will ensure the ai will spread out over time, if you set this at 4% (i think the standard setting in rfactor) then even after an hour of racing all cars will remain bunched up
    * i have ai aggression at 29%, but havent really tested this at the moment

    House rules (for your own liking if to be used or not)
    * The AI isnt smart on the strategy part. So for example if you have a regular pit window of 50 laps and there is a caution after 25 or 30 laps in a long distance race (say a 500 miler) you normally would want to pit for fuel. Often the ai does not. I have the house rule i only pit when others pit as well.
    * When you use timed races the AI will always pit for a full tank. Even when there is only 6 laps to go. So if you decide to go for a splash and dash with 6 laps to go and only fuel for 6 laps you will gain an advantage. So i don't do that, i only pit for a full tank

    For the CART 98 mod driveability:

    * The basic setup for the car is undriveable you will spin due to oversteer every corner. So change:
    * The front wing to 1
    * Make a big change in the setup to the weight distribution and the oversteer effect will go away. I put it fully to the max (i think it is to the front, but set it to one of the max and you will notice it right away in the first corner)
    * Change the AI Fuel Multiplier (at least for indy). With default setting and the multiplier at the base setting of 0.99 i get roughly 33 laps with a full tank and the AI does between 39 and 41 (depending on their car). You have to test for yourself but i have increased the multiplier to somewhere between 1.10 and 1.20 to have them run the same nr of laps on a full tank
    * Unfortunately the mod builder did not do anyting with the oval tyres, meaning that whatever you will do you front tyres will be gone long before you have to pit for fuel (and worse, the ai does not have that issue). You can work around this in 2 ways, first of all you could just turn off the tyre wear at all. Or alternatively you increase the fuel consumption in the main menu (x2 or x4) meaning the fuel will be gone before the tyres are gone (just more stops).

    Cheers, Ron
     
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  16. Damatta39

    Damatta39 Registered

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    Hello and congratulations for your improvement and work,
    I had a question about advancing it or if we will have the chance to ride the Jacarepagua Fittipaldi Rio Speedway Oval 98 one day, understanding the work that this represents, congratulations to all of you
     
  17. Corti

    Corti Registered

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    this...? :rolleyes:
    jacarepagua_oval.jpg
     
  18. Damatta39

    Damatta39 Registered

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  19. atomed

    atomed Member

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    Corti´s treasure cove is infinite :p
     
  20. Matt21

    Matt21 Registered

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