Okay i have started the big work of redoing the driverskins for the new drivermodel given its 40-55 drivers and different skins that i need to do. As the biggest complaint has been the old driver models of the cars i decided to get the animated drivermodel in and start doing it So i need to take this And take the logos and other stuff and translate them to here I experimentally did AI upscaling of the existing textures to get better logos and then just copy pasting the logos so i dont have to go and find new logos for the driver, the AI upscaling should be mostly okay for the job. it will muck up some of the details but in general its passable to use it. It will take 5-10 years until its universally good so you can just throw old skins to the ai and it does perfect job. So this is a stopgap measure for now as i can reuse assets and dont have to spend time searching the internet for perfect logos as i dont have them at hand right now.
Thanks its a converted track from AC that i have been working on, i should finish the conversion quite soonish. Also here are the ATS guys, Salazar Winkelhock Now i think its time to go to sleep and continue the work tomorrow or take time off again depends how i feel on the morning so 3 teams out of 17 teams done. Also full credits go to the people who made the original skins as they are a nice blueprint to take logos from with the power of AI and put them in where they need to be. So it makes this work much easier as i dont have to search info about the driversuits myself
I have been reworking the audiosets for the different engines and i added new sounds for the cars that did not use turbo engine in 1982 based on what the team used as their first turbo engine. so this means that the sounds are as follows Alfa V12 3.0L NA= Alfa Romeo Alfa V8 Turbo 1.5L= Alfa Romeo, Osella BMW 1.5L Turbo= ATS, Brabham, Arrows, Toleman Ford Cosworth DFV 3.0L NA= Brabham, Williams, Tyrell, Mclaren, Lotus, ATS, Ensign, March, Fittipaldi,Arrows, Theodore, Toleman, Osella Ferrari 3.0L Flat V12 NA= Ferrari Ferrari 1.5L Turbo V6= Ferrari Renault 1.5 V6 Turbo= Renault, Tyrell, Lotus, Ligier Matra V12 3.0L NA = Ligier Honda V6 Turbo 1.5L = Williams TAG Porsche V6 Turbo 1.5L = Mclaren
I think i will make a video today showcasing the mixture of sounds i have got together, I have made 1 sound completely by myself that being the alfa V8 Turbo sound, its rather rough still as documentation on how to soundmod was not that clear so i basically learned on the job, I also gave the Matra V12 the extrernal sound upgrade what also needs some finetweaking on the sound of the car Rest sounds either came with the mod originally or i loaned from other f1 mods ofcourse crediting the original enginesound makers.
okay i managed to get the video into the renderer. its going to take about 1h 45mins to render it and then its going to take about 1-2 hours to upload it. so i think its going to be up at 21-22 my time
okay the video is here, its just 360p now but i think the quality should improve quite quickly indeed im leaving it here so you can find it tomorrow and watch it.
Another day another update that i have been working over the course of the last few days, i integrated the drivers to the cars so brabham and ferrari have fully textured drivers, im not sure is the brabham suit supposed to be like this for both of the drivers so if you have more pictures or info forward them to this thread so i can read them and edit the driversuits of the brabham drivers Now the ferraribois Andretti Pironi Tambay Villeneuve So all the driver models visible here are integrated into the main test build at the moment and they work as expected albeit i have to get different animation file for the legs as they peek out of the car a bit due to the animationmodel not fitting entirely in the cockpits. If you want to see me throw the cars around in the track i will start driving the cars in about 30 minutes for 1-2 hours on my own twitchchannel at https://www.twitch.tv/emperoroffinland So basically i put a new version of the turbo car physics that im testing on the track and seeing how the car fares around the track. 15:00 Finnish Time
So i have been speaking with postipate, i could release the mod as a beta version with the cars that are currently on good shape. but the main problem is that there is alot of graphical problems relating to the mod but the physicsside is quite done already, so what is left on the mod is to fix the worsequality carmodels that i added and overall adding of new shaders to the cars and so on. Im not willing to release a fully unfinished mod just yet but i could technically release a version that had the best carmodels around on the mod to get extra testfeedback. But if i release it as a beta it will basically mean that its not allowed to use it for any league racing purposes at all. as the mod is unfinished for the most part. Also im working really hard on getting the graphical aspects of the mod fixed but its alot of work to do it so i expect 2-3 months of work until im done with the graphical updates and when i would release the mod myself. I could do like chief and postipate did with F1 1975 mod and get the best models out of the mod and release it without the extra cars that dont work and release it on a car by car basis. But i also could release it just on the forums and get feedback like that. as a beta version. The physics are mostly tuned at this point so they will not have major revisions mostlikely and all the cars are driveable, they just lack in graphical representation. And that is taking most of the work currently. So if you want to have access to beta what cant be used for league racing like this post so i see about it.
So i basically have ran the mod through the new turboengine and it seems to perform quite well. I also fixed the Graphical offset of the Lotus and Renault cars But the most nicest thing is this. BEHOLD
I restored the pitcrews that the mod has and now they are working with Rfactor 2 so now when you go to pits you have the pitcrewmen of the team that is racing.
I probably need to fix them a bit but basically when you enter they are flush so they only get tilted when you enter the pits. but there is probably a way to fix that too. Only issue being that the pitcrew editing process is not that well documented, atleast i could not find information on how to edit them
Okay i have been tweaking the DFV engine and i noticed yesterday that atleast mclaren had Qualifying DFV engines that lasted couple laps So i decided to give an option for the DFV to use a boostlevel with extra 20hp. but i will make it so punishing that the engine only lasts 2-5 laps with it. this will allow me to drag the atmos car closer to the qualifying laptimes but also make the car bit slower for the race. EngineBoostRange=(0, 0, 2) // Number of possible boost settings, this can be used in conjunction with BoostTurboPressure to alter turbo boost pressures EngineBoostSetting=0 EngineBoostSpecial=(0,"510hp - ","Race", 0) EngineBoostSpecial=(1,"530hp - ","Qualifying", 0) BoostEffects=(0.0, 0.01, 0.8) // RPM change per setting, fuel increase per setting, engine wear rate per setting BoostTorque=0.05 // fraction torque per setting (applies to all RPMs) BoostPower=0.05