On page 9 on this thread you can find some pics of other cars. The graphical update is done since a time now but the physics and sounds are far more complex to do and they where done from scratch for this historical version, this is why. Cheers and stay tuned. Btw : The last 3 tracks are in the final pass so i will finish them this week.
SOme pics of Monza and Estoril. WIP. They are nearly done now and the rest of the tracks receive the new mesh surface that give some noise and of course some nice sparkles
This is really an amazing effort all round RF2 really needs quality historic tracks and these fill a massive gap for a lot of racers... great stuff!!!
This looks like it will be the 1980s mod to compare all others with. The B186 is excellent - keep up the great work.
Hello there I’m having a blast driving these cars. Thanks for the great work. Some days ago I noticed a problem. The 1988 Ferrari is missing the Engine sound. It may be a result of the Sound update in the maingame With Regards Isamaru
Some new pics of the road textures updates (here from Jacarepagua) Hope you like it. It's done in conjunction with all road meshes rework. Cheers, your patience will be rewarded lol https://forum.studio-397.com/index....8-historical-edition-by-trollray.70961/page-3
so if you guys are wondering about a qualifying engine that is accessable for the player it could be useful to put it to push to pass. i have succesfully made a non upgrade qualifying engine that way that it only allows the player to use it on practice and quali and does not allow it to be used when not racing. This might prove useful as you can set the turborpressure in a specific way and still get 5.5bars of boost for the car. [PUSH2PASS] Push2PassType=1 // 0 = mixture map. 1 = turbo Push2PassEngineMap=0 // engine mixture map to use Push2PassAllowManualDeactivation=1 // can de-activate using button Push2PassMinStartSpeedKPH=0 // minimum speed to activate Push2PassHoldButton=false Push2PassMaxUses=-1 // total. Set to -1 for unlimited. Push2PassMaxTime=0 // total. Set to 0 for unlimited Push2PassTimePerPush=0 // max duration of each activation Push2PassActivationsPerLap=0 // maximum. Set to 0 for unlimited. Push2PassBoostMap=7 Push2PassHybridMap=0 Push2PassInRace=0 Push2PassInQuali=1 Push2PassInWarmup=0 Push2PassInPractice=1 [ENGINEMIXTURELIMITS] RaceLimit=0 // maximum mixture available to select manually during each session WarmupLimit=0 // these settings don't affect the P2P mixture! QualifyingLimit=0 PracticeLimit=0 [BOOSTMIXTURELIMITS] RaceLimit=0 WarmupLimit=0 QualifyingLimit=0 PracticeLimit=0 You can use all of this to edit the engine to your liking and all it needs from the driver in pits is to enable the push to pass button and thats it.
Very interesting. But did the Ai will be able to use it? Don't really know about the push to pass feature but i imagine that it's something that should work for the ai too ? Cheers
No, the AI won't use P2P, as far as I know. They definitely didn't seem to use it when I tried a race with the new IndyCar the other night. I'm not sure if this is the best way to handle the qualifying engines since I am guessing you can't model the fragility of those engines with P2P. When I ran a couple of MP races with cars with qualifying engines, the admins just restarted the server between qualifying and race sessions.
Thanks for the answer. @doddynco is dedicated alot on the physics, i have no doubt he will do it right but it's still something missing in RF2 that not been able to change on the fly the updates or even assing them by session to AI.
The engine should follow the damage curve you set it to so it would make it quite fragile if you balance the thing right. as the damage curve still should apply for the durability. given its level 7 boost so the durability should be level 7 boost
Hi all, some news here. First of all, the tracks are done now and i'm discussing with @doddynco on what is the best choice to make on releasing the tracks now or wait for the complete mod. (Remember that this mod is divided in two mods : F1 1986 historical cars and F1 1986 Historical tracks). The fact is that Doddy have a lot of private work and of course, his priorities are giving his professional buisiness first. So, the motivation is still strong but 24 hrs in a day is not enough lol. But, the good news are here As a lot of you where so patient, i've started to focus on the 1988 season now. I still need to do the 2 tracks of the 1988 season that are not in the 1986. (Susuka and Silverstone) They will be done soon and keep the same standards as the 1986 trackpack. I need to search a bit on how to make two different layouts instead of two different complete track mods ( 1986 and 1988 ) The biggest problem is the pitbox with different teams and some rumble colors. Anyway, i want to show you my wip for the 1988 cars with the new PBR shaders and new tires. (The original ones where a bit too big ) Stay tuned and keep the faith lol Cheers