[REL] Jaguar XJ13 1967

Discussion in 'Vehicles' started by mantasisg, Nov 26, 2018.

  1. mantasisg

    mantasisg Registered

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    What do you call "anything" ? I think that apart a small circle of guys that I know, no one cares about "anything" anyway ;)
     
  2. Xzanman

    Xzanman Registered

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    i just wondered if the mod is in a usable state, I would love to try it.

    I downloaded it and had a quick look at the AI driving it seems everything works with the audio and graphics, i just hope it drives as good as it looks, hopefully I will get a chance soon.
     
    Last edited: Apr 17, 2024
  3. mantasisg

    mantasisg Registered

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    It does look like no downforce at all, doesn't it.

    I don't even remember how it drives, most likely trash now, partly because there will be steering mismatch, maybe some other bit will be wrong... I will be revising physics sometime because I have learned so much while working on a lot of cars from 1954 and 1967 endurance packs, as well as some other... Most likely I won't be sharing anything publicly, or maybe I will. All I really want is connection with other simracers who are enthusiastic about this type of car, and would also have mind rich enough to talk about it in pleasant manner what they think is right and what they think is wrong. Without that to me sharing is pointless. Que sera, sera.
     
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  4. AKR

    AKR Registered

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    Please share ! I am sure there are a lot of simracers who truly enjoy this stuff, but never provide any feetback. For you this may provide good karma though ;-)
     
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  5. Xzanman

    Xzanman Registered

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    Well personally I love driving this era of cars. Especially these iconic cars that are not really seen in sims.

    I understand how making mods can be a demoralizing and thankless task. When you put your heart and soul into something, only to have negative feedback said in negative ways and pestered for updates by people with no patience or idea of how many hours actually goes into making a mod. But you can be sure that there are people that use yours or others mods that get a real joy out of using them, that your work is appreciated and although we may all be strangers you have put a smile on their face.

    I haven't had time to drive this mod yet but I did watch the AI do a few laps to make sure the mod was not broken. Just looking at the 3d model and hearing the sound put a smile on my face. So already I can sincerely say thank you.

    I will update you of my experience driving the mod.
     
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  6. mantasisg

    mantasisg Registered

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    Haha. Should have enough karma by now.

    Don't need likes, don't need compliments. As a moral online currency, they have suffered from inflation. The real valuable things are not easily named, and not simple to understand.

    Big thanks to the people that offered good help, were genuinely there together and brought true good willing vibes. You can always reach me out privately if you want to offer something, or just ask and talk about something that is interesting.
     
  7. Xzanman

    Xzanman Registered

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    so I gave it a try, the steering seems off but lowering the lock down to 16 helped, there is a lot of lift off oversteer but perhaps that is a characteristic of this car. definitely challenging to drive in its current form, I would love this to get some love it has real potential, the cockpit view is excellent and I love how you can see the engine in the rear view mirror.
     
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  8. mantasisg

    mantasisg Registered

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    [​IMG]

    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
     
    Last edited: Oct 25, 2024
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  9. mantasisg

    mantasisg Registered

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    I think XJ13 was closer to racing than this one. Unless this one has raced, or at least been driven in anger over its limits. If there is no video on youtube, then it means it has not haha

    And it is different car model, although it is based on XJ13. Besides, IMO, It is no where as nice as XJ13, just interior is way nicer. It would have been like 908LH, but with bit more drag, definitely worse front aerodynamics. And 908LH supposedly was rather difficult at high speed.

    Looking at that picture I wonder what if I'd put a upgrade options, graphically not represented, for these aerodynamics. Also there would have to be K version, because this long tail wouldn't be ideal for many tracks. It is a real wonder how such aerodynamic shape would have stood in 1967 LM against GT40MK4, or in 1968 against 908LH and GT40MK1. IDK why it is named for year 1969 ?

    Adding such option although would definitely spoil the mod. It is not like Miata, that is by definition a modding platform.
     
    Last edited: Oct 25, 2024
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  10. tjc

    tjc Registered

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    @mantasisg

    Many thanks. Will give it a try asap.

    :)
     
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  11. svictor

    svictor Registered

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    Great update, the car now feels & handles significantly more detailed and pleasant to drive, another great historic mod. Thanks!
     
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  12. mjo1704

    mjo1704 Registered

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    great mod will this mod have working windshield wipers and raindrops on the windshield in the future
     
  13. mantasisg

    mantasisg Registered

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    Perhaps. Would probably take some time to get it all working. I have great anti-talent with anything animated. But only if it wouldn't break my current inner windshield texture, I am happy how it worked out, it has subtle details, subtle dash/panel reflection baked in, it catches shadows nicely, the only issue is that rF2 lights them up from wrong side... If I would have to choose I'd choose proper immersive windshield in every other situation vs when windshield is supposed to be catching water.
     
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  14. mjo1704

    mjo1704 Registered

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    thanks for reply
     
  15. Petteri

    Petteri Registered

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    Just out of curiosity, I seemed to get an update for the Jaguar yesterday that was 34.9gb in size - is steam messing with me or any idea what happened?
     
  16. mantasisg

    mantasisg Registered

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    Maybe you just had a nightmare ? :D I hope that is just some kind of steam error. That wouldn't even accumulate close to what was downloaded in total, 242 people has downloaded/subscribed the car which is a little over 115Mb, that sums up to about 27Gb lol
     
  17. Petteri

    Petteri Registered

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    That might well be :) it does still show up on steam dloads though and the Jaguar was only thing that updated so no idea what happened - maybe rF2 decided to re-download every mod? View attachment upload_2024-11-1_15-7-18.jpeg
     
  18. mantasisg

    mantasisg Registered

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    Nice update for 911S is almost ready. Meanwhile to cool down a little and refresh. I just took a glance at XJ13. It needs some rearranging and improving of meterials, thus I am taking a look at the model to develop clearer picture about what to do.

    Here is an interesting look of model with exterior majorly stripped off.

    [​IMG]

    Look how far are the tail laights. I think it is fair to say that this car by default was a long tail version. Look at the potential for K model. Potentially having rear end developing some downforce and saving how much - 50-70 kg of body mass, and from the very rear of the car, which would also improve mass distribution quite a lot. Besides that it would have also reduced polar moment significantly making the car much more agile.

    With minor changes for front end to split air flow more upwards it could have been successful in 1968 and 1969 too.
     
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  19. philrob

    philrob Registered

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    Really good news Manta, i always loved the various Jags.
     
  20. Emery

    Emery Registered

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    I don't think Malcom Sayer was a proponent of Kamm as he never made use of Kamm tails and the XJ13 was Malcom's final design, pretty much right before downforce became the overriding concern of racecar designers.
     

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