[REL] Howston G4 - Modded - 1967 Endurance Racing (Proto/Sports/GT)

Discussion in 'Third Party Content' started by woochoo, Jan 5, 2015.

  1. GeraArg

    GeraArg Registered

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    We are not going to invent any new work method with this, it is simply to apply the free software model. :)
    @woochoo or another guy with experience be the head and make the road map with the tasks must be done.
     
    Last edited: Apr 5, 2019
  2. woochoo

    woochoo Registered

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    I would be happy to be a consultant to whoever wanted to organise the project
    PM me if you're interested in... task lists, check boxes, flow charts, putting things in their most efficient order given available resources, replacing text snippets in text files, historic sports cars and Le Mans. Or something like that :)
     
    Last edited: Apr 6, 2019
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  3. vivemclaren

    vivemclaren Registered

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    I confirm and even Prototype C from F1C is allowed I think :) Sadly nobody has still begun to convert the GTPC ;) I always think the community can convert all of them and after that, adding cars or doing a new model to replace old models from F1C.... Like Gran Turismo 5, some standard models and some premium models, I think everybody in community can work together on a mod like that with only one credo "Doing more with less working" (and not doing twice the same rims for example) (see my message about Mclaren M23/M25 below, my messages on Lola T500 and St Petersburg topic). There are various working on a mod like that :
    - Research about cars (dimension, data, pictures for all evolution)
    - Conversion of old cars with permission
    - "Mockup" car as Woochoo did here!
    - 3D model
    - 2D Painting
    - Physics
    - and so on
    And a long time ago, I thought to create a forum where we can work all together with his skills and which is completely opened for the community. On all categories, some openwheel cars are used in CanAm or Interserie, we can't divide different fields of motorsport so easily indeed! However it is too late now I think!
    And of course the same mind can be applied on track modelling with some simple variation and the main modeller can allow to do some variations with different sponsors!
    I'm a great dreamer, yes!

    And of course thank you for your project Woochoo! I have missed it.
    I must say that I watch the modding from far away now. I hope I can come back a day.... I had a good project of a March car (73S-77S)... with an original blueprint of a wind tunnel model and dimensions of March 77S from http://www.marchives.com/ .... (No PM to have it, I have promise to keep it on my computer only!).
    However no motivation right now, and I scared I won't find back my motivation. My main reason for this motivation lack is the research before the modelling because I'm an annoying person which wants to be too much accurate, to model all versions once and to have some accurate dimensions before everything else. (Width, length, heigth, wheelbase, track for the easy parts and tyre and rims dimension for the difficult part)

    Doing a Mclaren M23/M25 is difficult for me beauce the dimensions changed year after year :D and I want to do the unfamous Can-Am version https://www.racingsportscars.com/photo/1979/Watkins_Glen-1979-07-08c-028.jpg :eek: (yes I'm completly stupid, 3 or 4 races in Can Am only :D, you can see my 956 variations in GTPC mod :D)

    EDIT Woocho, sorry for this long unstructured aside message on your topic!

    EDIT2: During my reflexion about Sportscars Unlimited mod which is stillborn mod, https://www.virtualr.net/sportscars-unlimited-rfactor-2-first-previews , I thought to integrate the scratch model from Brickyard Legend Team as standard model (Kostas allowed it to me) and make 4 model categories:
    - Premium models (full details)
    - Standard+ model (Model with mechanical details (GTPC))
    - Standard model (Model without mechanical details (BTL))
    - Basic model (F1C (PTC))
    (+ a Grid Filter model, why not for very old model as SCGT)

    Very old screen almost 4 years ago! And I lost this work on my computer indeed... Maybe on my other computer!
    rFactor (Lancia LC2-83) & GTL (Mazda RX-7 253i de BLT) (Standard model)
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    F1C (905 Evo 2) (Basic model)
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
     
    Last edited: May 21, 2019
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  4. mantasisg

    mantasisg Registered

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    Do we have some people who are so interested in these cars that would want to participate in improving their handling? Right now I went at rather basic level through them, and now IMO they are already epic. Maybe I am biased, maybe not, but it feels bad to have such a good time alone. Come join for some fun and to discuss handling and give feedback.
     
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  5. [ODS]Arnaud

    [ODS]Arnaud Registered

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    You're talking about 1967 Endurance Mod or vivemaclaren's post?
     
  6. mantasisg

    mantasisg Registered

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    Woochoo's 1967 Endurance cars mod :) Today I think I got Ferrari 275 GTB/C pretty damn closer to the truth. Adrenaline with 330P4 in Nordschleife or Bathurst is immeasurable. Obviously all the 60s and classic tracks, including Le Grand Circuit, they works everywhere. Mini Marcos ? FWD ? Your welcome, it is getting ready to understeer, AND oversteer even more :D

    I should do some introduction to some of the cars, hopefully most.

    Want to drive something that quite closely IMO resembles this ? Turning while keeping steerign at center, or even steering to opposite direction ? Sure, you can check and make sure if it handles like that. :)
    https://www.youtube.com/watch?v=tcERzbehjYk&t

    You are welcome, I am getting close to the end of first pass of working with handling and AI, and it will be soon available for testing, and having fun !
     
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  7. Christian Dauger

    Christian Dauger Registered

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    cela a peut-être déjà été discuté ici, mais y avait-il une chance de voir ces voitures avec leurs vrais corps?;)
     
  8. woochoo

    woochoo Registered

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    I don't speak French, but I was able to assume this was a request for more realistic car body meshes.
    "une, chance, voitures, avec, corps"
    google translate says:
    "it may have already been discussed here, but was there a chance to see these cars with their real bodies?"
    I answer:
    I won't be making the real car bodies. I don't have the expertise to do it efficiently. If someone wanted to make real or semi-real bodies then I would be happy to work with them. BorekS has been interested in allowing a few of his models to be used, though they're designed with older games and lower system specs in mind, which isn't bad but might not satisfy some people expecting higher resolution models
    ---- Fr via google translate -----
    Je ne ferai pas les vrais carrosseries. Je n'ai pas l'expertise nécessaire pour le faire efficacement. Si quelqu'un voulait créer des corps réels ou semi-réels, je serais heureux de travailler avec eux. BorekS souhaite utiliser quelques-uns de ses modèles, même s'ils sont conçus pour des jeux plus anciens et des spécifications système plus basses, ce qui n'est pas mauvais, mais pourrait ne pas satisfaire certaines personnes qui attendent des modèles à résolution plus élevée.
     
  9. Christian Dauger

    Christian Dauger Registered

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    [QUOTE = "woochoo, post: 1004821, member: 24121"] Je ne parle pas français, mais j’ai pu supposer que c’était une demande de mailles de carrosserie plus réalistes.
    "une, chance, voitures, avec, corps"
    google traduction dit:
    "cela a peut-être déjà été discuté ici, mais y a-t-il eu une chance de voir ces voitures avec leurs vrais corps?"

    yes, sorry, I translated but google automatically put it back in french !!

    Je réponds:
    Je ne ferai pas les vrais carrosseries. Je n'ai pas l'expertise nécessaire pour le faire efficacement. Si quelqu'un voulait créer des corps réels ou semi-réels, je serais heureux de travailler avec eux. BorekS souhaite utiliser quelques-uns de ses modèles, même s'ils sont conçus pour des jeux plus anciens et des spécifications système plus basses, ce qui n'est pas mauvais, mais pourrait ne pas satisfaire certaines personnes qui attendent des modèles à résolution plus élevée.
    ---- Fr via google traduction -----
    Je ne ferai pas les vrais carrosseries. Je n'ai pas l'expertise nécessaire pour faire efficacement. Si quelqu'un voulait créer des corps réels ou semi-réels, je serais heureux de travailler avec eux. BorekS souhaite utiliser quelques-uns de ses modèles, même si ce sont eux qui ont déjà été remplis. élevée. [/ QUOTE]

    Ok,
    thank you for the answer...
    I would like to help with all this work, unfortunately, I do not know anything about it and the language ...:confus::rouler des yeux:
     
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  10. mantasisg

    mantasisg Registered

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    Physics testers with good eye and general understanding of at least some of the cars are needed. But just simple general testing also would be appreciated even if you don't have any particularly detailed real world observations of these cars, or cars that are similar. If you have driven any of these cars in real life then it is also welcome, but it would be ideal if you drove them in 60s, preferably in 1967 at Le Mans or some other race track on the edge and over it:D
     
  11. Christian Dauger

    Christian Dauger Registered

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    ah! my god, if I had the chance to have put my butt in one of these cars ... :rolleyes:
    By cons, if it is necessary to do tests, or give an opinion, it would be with pleasure ... ;)
    I "understand" mechanics and without being a specialist, I am attached to the respect of reality ...(I just drove an Alpine a110, it's not really the same thing:D)
     
  12. woochoo

    woochoo Registered

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  13. mantasisg

    mantasisg Registered

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    Last edited: Nov 11, 2019
  14. Christian Dauger

    Christian Dauger Registered

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    [QUOTE = "woochoo, post: 957105, membre: 24121"] MISE À JOUR: Bonne nouvelle, tout le monde!
    [​IMG]
    [USER = 4] [USER = 4] @Christopher Elliott [/ USER] [/ USER] m'a appris que la version commerciale du jeu pouvait être utilisée ultérieurement. contrôleur, pas dans l'interface utilisateur.

    Donc, assignez votre touche ou bouton pour le volet arrière dans l'interface utilisateur et enregistrez le profil du contrôleur.
    Ouvrez le contrôleur .json (dans Program Files (x86) \ Steam \ steamapps \ common \ rFactor 2 \ UserData \ Controller) avec un éditeur de texte et recherchez "Rear Flap".
    par exemple
    Code:
     "Contrôle - volet arrière": [
          1,
          41
        ],
    et utiliser ces deux nombres
    1 = un contrôle est attribué à cette fonction,
    "41" est destiné à la configuration de mon contrôleur. 41 s'agir d'un numéro différent sur votre configuration).
    Code:
     "Contrôle - volet avant": [
          1,
          41
        ],
    Puis en enregistrer le fichier.
    Vous pouvez peut-être recharger le profil dans l'interface utilisateur.
    Que vous êtes sélectionné comme profil de contrôleur dans l'interface utilisateur du jeu.
    Vérifiez à nouveau que les deux volets ont la même liaison de contrôle dans l'interface utilisateur.
    Cela devrait vous permettre de passer d'une voiture blanche à une grande machine sans transformation.

    conseils généraux pour l'aile:
    Avoir l'aile en position d'appui élevé pour la plupart des virages.
    Légers kinks pourraient être en position d'appui faible.
    Activez la force d'appui juste avant un pli rapide, si vous en avez besoin, puis relâchez-la lorsque vous achetez la voiture.
    Utilisez une position d'appui dans les zones de freinage, en activant éventuellement juste avant de freiner pour améliorer l'équilibre.
    Lorsque vous accélérez dans un virage, laissez-le probablement appuyer sur votre appui pendant quelques instants pour améliorer la traction, puis passez à l'autre.
    Si la route est rectiligne, appliquez l'aile: RÉ [/ DEVIS]

    Hi
    Peut-être que je n'ai pas compris l'opération ... mais pour moi quand l'aile est en position verticale (plate), elle est inconduisible, en ligne droite comme dans un coin (très survireur)
    J'ai assigné un bouton et lu les explications. the file "controler" already contained the 2 lines with the numbers but in circuit the front flap does not seem to work with the back
     
    Last edited: Nov 14, 2019
  15. woochoo

    woochoo Registered

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    sorry it's not working for you.
    if you have the correct numbers entered into the controller file for both flaps but it still doesn't work, make sure you did load the controller file in the UI again after editing the text file. If that doesn't help I'm not sure what is wrong
     
  16. Christian Dauger

    Christian Dauger Registered

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    but curiously I did not have to modify the controller files! After entering the button in the game, the 2 lines were already !!
    By cons allocation "front panel" remains empty in the game...!

    But clearly this only works behind. For now I'm doing with 2 buttons.:(
     
    Last edited: Nov 14, 2019
  17. davehenrie

    davehenrie Registered

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    I was able to assign both flaps/wings to one button/pedal.
    The Chaparral was a semi-automatic so did not need the clutch pedal. Drivers used a foot pedal to actuate the wing's movement, so I created a custom control setup that uses my clutch pedal as the wing command. The only issue I have is, in the heat of racing I can forget if the wing is up or down.

    These two lines were separated but can easily be found just by searching for flap. Again separate controller, I don't want the wing to override clutch for other cars. Mine is called Wing.json

    "Control - Front Flap":[
    1,
    13 <=== Assign one flap, then use a txt editor to search for that flap, and copy whatever number your wheel button assigns to the other flap.
    ],
    ------------------

    "Control - Rear Flap":[
    1,
    13
    ],
     
  18. Christian Dauger

    Christian Dauger Registered

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    I have these 2 lines with identical numbers (I did not have to create the one of the front panel, it was already!)
    But that only activates the rear flap ...
    Do you have the 2 lines (front and back) assigned to the same button in the user interface?

    Besides, how do you put in auto box, I put clutch and auto box, it does not pass the speeds ...!?o_O
     
    Last edited: Nov 14, 2019
  19. davehenrie

    davehenrie Registered

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    I just use auto clutch, and shift with my wheel's paddles. Only 3 speeds if I recall so gearing is widely spaced. The last thing you do is edit the .json file, you must do that last. If you edit it, and then make more changes in-game with the UI, it could over-write your edits. Make ALL your control assignments that you can with the UI before you exit the game. Assign one flap. Save it as a custom control config. Then double check with a text editor that both flaps have the same value listed,(the 13 in my example, yours will most likely be different) Remember, these edits should be to a custom control set. You do NOT want to be editing your controller.json. But rather, a saved profile like wing.json.
    Then go back in-game, load your custom-named profile and you should see both flaps assigned to the same key/button/controller.

    When you are driving, the front wing is not visible, it was located under the nose(kinda like ground effects 5 years early) So 'IN-GAME' all you will be able to see moving is the rear wing.(and even then, only with an exterior cam) But the stability will be noticeable when you have the wing angled down. When the wing is flat, the car drives like a motorboat, swaying all over. With the wing down, the balance is better and the car feels much more planted. At some tracks I just leave the wing in the angled down position if there is not enough long straights to take advantage of the flattened wing's reduced drag. I saw a few posts above that Woochoo figured out how to make a dash light for the wing position!!!!! Many many thanks sir.
     
  20. Christian Dauger

    Christian Dauger Registered

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