Alright. I've been pushed a little by
@Bozak, thank you a lot. He helped me quite a lot with various model details. I also begun to be a little 3DsimeED savy, and mod started shaping up to somewhat realeasable state. It is still WIP a lot to be done, but I think it is all good.
Sounds:
Least developed part. Using Cobra V8 sounds. I might seek and attempt to use sounds or some of them which iRacer made for our original Assetto Corsa mod.
Physics:
I have worked a lot on many historic racecars trhough recent years for Woochoo packs and some other stuff. This car benefits a lot from knowledge gained, especially from 1967 endurance pack, to me these physics is like continuation from where 1967 ended. I would describe this car as a medium between Jaguar Etype and Ferrari 330P4. Great aerodynamics, designed by Malcolm Sayer, probably as little lift as there can be while not using any shapes to gain downforce. This being said the car doesn't have any downforce. Aero combining with very wide grippy rear tires and heavily rearwards mass distribution and soft suspension makes it prototype with a DNA of road car. Perhaps main reason why this car never raced, Ford GT40 was happening, Lolas were happening, Chaparrals were happenign and paradigm of what is a racecar was rapidly shifting exactly then - growing downforce and power, stiffness and a lot grippier tires each year.
It is very fast car, but also very demanding at the limit. Easy to get tankslappers if you drive disrespectfully It is still playful, but better not force this car too much into powerslides. You might find it useful to stiffen up rear rebound to have it come back from oversteer slower when rear grips back, you might find it is useful to reduce caster to be able to rewind steering for smoother returning from oversteer. Especially when track is wet. For very wet track, over 50% I recommend to use rai ntires set, which is really jsut replacing rear wide tire to same tire as in front. With great power comes great responsibility, although rear end is planted, take speed in account and aerodynamics, with lesser grip conditions also you can just use lower rpm ranges, use higher gears.
I have added brakes wear. It shouldn't be too harsh, but I have done minimum testing on it. Brakes will disappear when disc thickness will go a bit bellow 1.9cm. It opens a little possibility to fake different brake pads compounds via upgrades function, although the disc is wearing in physics, I am considering it. As well as I am considering less grippy, but more durable "endurance" tires via upgrades.
I think I might possibly have a car little too fast in terms of pace, maybe top speed also. It will do 330km/h and a bit more. There are things about to be balanced. But I think I have achieved rather immersive car that is challenging to drive, but not too difficult as long as you respect it. There is a little bit room to ease off tires a little for example. Let me know what you think. I htink many of you might have trouble discovering sweat spot with this car. You shouldn't demand 100% out of it at all times, but at sometimes it can give 110%. And I think it is truly surprisingly fast.
Model:
There will probably be various of details to be added still, shaders to be adjusted a little. Will definitely have to have some LODs stuff done in future. But I have ran several cars with AI on my weak old PC and it was ok, could be better. Mirror is a bit weird at some times, sometimes it shows view too high, sometimes just fine. I like the engine sprite thing on mirror, it blocks some view, but I like it, let me know what you think, perhaps can make it possible to turn off via upgrades. I think I have got interior windshield texturing right, let me know what you think, rF2 shades it backwards so that it gets shaded when light is from behind not from the front, I have no idea how they never fixed it, although they improved whole rF2 graphics a lot.
Skins and administrative stuff:
It is perhaps most wip. No UI icons, just test for one BRG car, and it didn't workout so far. Car doesn't have skins, just 10 different colors. All other details regarding .veh stuff to be improved in future...
AI:
I just ran few tests on 100% to dry with AI on Brands Hatch and Imola 1972. It was all good pace wise. Maybe a touch faster o nBrands and a touch slower on Imola. But in my hands I was competing with Ai at 105%. And I think it is important to have AI that matches your pace to perceive physics well, because being close to your AI level when you push confirms that you are fast enough and car does handle. Well I hope it does for you, I don't want to throw subtle character of it, and make it one of those that you drink coffee and drift around at the same time while reading chat.
Eitherway I hope you will have fun...
Workshop, version 0.5:
https://steamcommunity.com/sharedfiles/filedetails/?id=3354397796