F1 1996 Mod by SliDe

Discussion in 'Vehicles' started by intweb, Jan 16, 2018.

  1. The Iron Wolf

    The Iron Wolf Member

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    Yes, it is.
     
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  2. SL1DE

    SL1DE Registered

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    Been a while, had to disappear due to personal life reasons, but I'm back and finished off the new update!

    1.76 is now live on Steam Workshop!
    *New realistic suspension model (based on 1998)
    *New realistic GoodYear tyres
    *Better handling and countersteer
    *Visor Mod (no tear off because I couldn't get it to work and kept crashing the game so I gave up)
     
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  3. memoNo1

    memoNo1 Registered

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    Thank you very much dude!
    This Mod is it definatly worth.
     
  4. The Iron Wolf

    The Iron Wolf Member

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    Huge thanks, @SL1DE, I know where my upcoming months will be spent :)
     
  5. SL1DE

    SL1DE Registered

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    Mine too, finally enjoying what I spent time working on. :p
     
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  6. The Iron Wolf

    The Iron Wolf Member

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    @SL1DE - great work on damage sensitivity and lost parts, huge thanks man! I am also impressed how much those cars jump on tarmac when grip is lost, very immersive. And, Gear 1/2 are just crazy :)
     
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  7. SL1DE

    SL1DE Registered

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    Thanks, glad you're enjoying all the updates. :D
     
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  8. SharD

    SharD Registered

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    Really hoping we get some more F1 mods. This mod is good.
     
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  9. bears

    bears Registered

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    Nice work with this mod thanks so much for sharing
     
  10. Levelup1

    Levelup1 Registered

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    Just wow, these cars drive sooooo good. When I think about the effort you must have put into this, just blows my mind. Thanks for your hard work and dedication!
     
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  11. The Iron Wolf

    The Iron Wolf Member

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    Hi @SL1DE ,
    Is there an approximate mapping between Good Year D, C, B, A and Soft, Medium, Hard etc? Crew Chief operates in terms of Soft/Medium etc and I am thinking of adding mechanism to map custom tire names to those predefined types.

    Also, any setup hints to make those cars less tail happy?

    Really enjoying your work combined with 1988 tracks, awesome stuff :)
     
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  12. The Iron Wolf

    The Iron Wolf Member

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    I thought I'd share couple of things that make this series even more enjoyable:

    * In player.json, set "Self in Rearview" to "*". This makes mirrors reflect the car and driver, just as IRL.

    * F1 2013 series by Frenky & Co (https://forum.studio-397.com/index....-6-dx-11-compatible-visors-rain-update.44610/) contains Mercedes safety car. Not exactly era accurate, but beats Corvette or Clio for F1 immersion. Google on how to change SC in rF2.

    * To my surprise, Spa from F1 1988 track pack by Carrera4 renders just fine in DX11 even with Post Processing on. Those cars + tracks really bring memories of F1 that was paddle shifted, yet bigger engines, wide and less electronics (rF2 does not even simulate modern electrronics properly).
     
  13. AMillward

    AMillward Registered

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  14. The Iron Wolf

    The Iron Wolf Member

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    Do you have problems? Most of the time it works pretty well for me. Not perfect, but usable.
     
  15. AMillward

    AMillward Registered

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    I've only had it work properly once, and that's at Ipswich. Other tracks the cars will just slam on the brakes for no reason and refuse to catch up.
     
  16. The Iron Wolf

    The Iron Wolf Member

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    ah yes, that I see all the time, they do not keep close chain, but doesn't bother me too much - AI is just a training dummy after all. In the past it was worse though, they would race under SC, sometimes.
     
  17. SL1DE

    SL1DE Registered

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    Sure it's not track related? I wouldn't have the slightest clue on how to fix the AI behaviour under stafety car within the mod itself. rFactor is weird when it comes to things like that.
     
  18. The Iron Wolf

    The Iron Wolf Member

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    @SL1DE could you clarify which compound softest/hardest? I am under impression D is softest, A is hardest right? Cheers!
     

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