UPDATE Like RF2 itself, future versions of this mod will be released on Steam only. Version 1.0.5 has just been released adding DX11 compatibility, for more detailed notes the change notes section below . Go to the Steam Workshop page and hit "Subscribe" to download it. Some gratuitous DX11 screenshots: ------------------------------------------------------------------------------------------------------------------- An update to the ISI Howston G6 to give it the Lola T70 body that its physics were made for. Many thanks to ISI for providing the original car. The mod is made from a combination of scratch built geometry and textures combined with various geometry and textures from several ISI donor cars. Some were heavily modified in the process, some not… The physics of the mod are heavily based on those of the G6 donor car however some minor physics changes have been introduced via the upgrades section of the vehicle tuning screen. Don't forget to check them out! The latest version adds the final two car models from the original Howston G6, the Mk3 and Mk3b hence, I am calling this version 1.0.x as that completes my original goals for the mod. This won't however be the last release. Bug fixes will be forthcoming as needed and some further improvements are planned. Unlike the G6, the mk3 and mk3b cars are added as a separate car within the mod to the previously released mk1/mk2. It has a separate upgrade file and uses a different skin template. Besides the above the mk3/mk3b car has the following differences to the mk1/mk2: - An optional new nose type, introduced by Lola sometime in 1967. In sim this is known as the mk3b nose but its also found on some mk3's. The differing nose options provide no difference in performance. - Additional front and rear wing options that provide more downforce. - More powerful engines. - Improved brakes with in-car adjustable bias. - Wider tyres - Narrower track (mk3b only) - Lighter weight (mk3b only) Planned Improvements - Update tyres to CPM. Obviously dependant on ISI either updating the Howstons or making sufficient documentation available so I can attempt it myself. - Additional Engine and Tyre options (Maybe). Known Issues (so far) - Car reflections on the spinner floor are lodding in and out as the car is rotated. - Tyres very occasionally 'pop' through the bodywork when going over bumps. - Despite the menu and icons indicating otherwise, when first selected the player car will always be in the base vehicle with zero upgrades regardless of the individual car selected from the Vehicle menu. Use the upgrades in the tuning menu to select from the available upgrades. - Some upgrade options do not display correctly in spinner (but work fine on track). - CLASS PACKAGES upgrade groups are used by AI but are not applied to the player car when selected in the tuning screen. Make sure you select each available upgrade individually to have it correctly applied on track. Licence - Rights to reuse any original content contained within are denied unless explicit permission is given by CrossPly but please feel free to ask. - Conversions require explicit permission from CrossPly (email: crossplymods@gmail.com). Fixes, bug reports, reference data or suggested improvements gratefully (but not always) accepted. Enjoy! Links: Download Skin Templates ------------------------------------------------------------------------------------------------------------------- Changelog: ------------------------------------------------------------------------------------------------------------------- 02/05/2017 - Third Public Release - DX11 Compatability: 1.0.5 - Removed Some1's Custom Glare and Light Flare shaders from headlights and tail lights. Now using HighLuminanceSun shader with textures adjusted to suit. - Created new Batttery gauge background texture that works with DX11 and fixed poorly placed needle. - Adjusted gauge needle texture to remove unwanted DX11 bloom. - Adjusted shift light texture. - Improve backfire animation effect by switching to HighLuminanceSun material. - Adjusted rollcage material reflections to work correctly at night. - Adjusted LOD's to reduce long distance pop-in and "floating" cars (which was especially obvious when following cars on long straights). May reduce performance slightly. -------------------------------------------------------------------------------------------------------------------- 07/01/2016 - Second Public Release: 1.0.4 - Added mk3 and mk3b models. These are based on the physics of the Howston G6 originals. The mk3 and mk3b cars are added as a separate car to the mk1 and mk2 and use different skin templates. AI drivers and liveries are mostly based on the real life 1967 and 1968 Can-Am and USRRC seasons with a couple of 1969 ones to help pad out the field. - Adjusted AI settings to reduce crashing at common tracks, hopefully this hasn’t made them too slow... - Improved glass material settings and enabled cube-map. - Made rollbar texture paintable and added car specific variants where appropriate. Paintable using 'EXTRA1' wildcard. - Added driver specific helmets, particularly for the more recognisable drivers. Paintable using 'HELMET' wildcard. - Added new driver dust mask and textures. Paintable using 'EXTRA6' wildcard? - Adjusted body material settings and textures for improved specularity and reflections inspired by the work of Tosch for the Apex GT3 mod, thanks to both of them. - Adjust body generated dirt and weathering to be a bit more subtle. - Various individual skin fixes and colouring tweaks. - Updated details and textures for the original G6 dash to be used by the Mk3b - Added additional dash for mk2 (and mk3) - Added additional dash for mk1 - Added missing shift light. - Fixed flickering gauge glass material. - Rebuilt seat to fit cockpit bodywork. - Improved fibreglass texture and dirt/weathering. - Improved cockpit bodywork, now includes accurately modeled doors. - Added 'pontoon' ram air intakes as an option. These come with an improvement in power and torque but more weight and drag. - Improved tail light chrome texture and material. - Fix unwanted reflections from a few key areas. - Added unique intakes and exhaust textures for the different engine upgrades to make them visually identifiable. - Split Engine physics from the "Model" upgrade into its own upgrade. - Improved engine and gearbox textures and geometry. Textures now based on Brabham BT20 - Improved headlight and tail light textures and implemented light flare shaders. Thanks to Some1 for creating them and making them available to the community. - Added rim-blurs - Improved driver physique (now includes seatbelt) and animation. - Fixed bonnet view cam clipping through nose bodywork. - Added additional Lods for minor components (Headlight reflectors, Rear Wing Parts). - Adjusted .rcd file to provide a greater spread of Speed and QualifySpeed values - Added Missing A.J. Foyt driver to AI .rcd file. - Fixed side mirrors to be independently adjustable ------------------------------------------------------------------------------------------------------------------- 02/07/2015 - First Public Release: 0.6.2 Major Changes to ISI Howston G6: - Extensive graphical changes to accommodate the Lola T70 Spyder body. Most of the geometry assets have required changes of some sort to make the body fit, others have been remade from scratch. I've tried to update as much as I can to bring the car up to the standard of the later ISI cars, with various levels of success... - Split some upgrades (most notably wings) from the original "Model" selection into individual upgrades. The effect of this is that wing options can be changed so that a Mk1 can have Mk3 level front or rear wing fitted and vice-versa. Based on my research this better reflects the historical reality of the way these cars raced. It also gives some additional setup options for drivers to choose the setup that suits the track they are racing on, as well as give some more variety in the AI field. - Fixed the AI "1 lap short of fuel" bug. ------------------------------------------------------------------------------------------------------------------- Original OP:
They look very nice, I enjoy racing the ISI car, but graphics were not top, so your T70 is wellcome! Never understood why there is no decent Canam mods (nor in RF1), the cars of 66 and 67 were splendid, the races as you can see on Youtube were fantastic. Waiting for release.
How much different is the mesh from the original ISI version? ................ will skins for the Howston still fit?
Thanks everyone for the kind words, much appreciated! I've thought about it, but they are not on the list at the moment. I've probably got enough body variations already [emoji4] The main body is a totally different mesh so Howston skins unfortunately won't fit, sorry.
Excellent, CrossPly Icing on the cake would be to properly configure VEH, RCD, etc. to optimize AI behavior such as: .VEH to properly identify several teams (>= 15 for interesting racing) NOT using same driver for > 1 team to, for example, enable consistent drivers from weekend to weekend during championships .RCD so AI spread out appropriate and otherwise optimize AI behavior Etc. Also, current Howstons have AI bugs where cars pit on last race lap, etc. that should be fixed. Thanks again for your efforts!
I don't know [editorial] Amazing something like that would go unfixed for so long, though [/editorial] I've been working around it by doing timed races. Sorry for OT
.RCD will be included. Which team value in the .VEH is relevant for AI? Team= or FullTeamName= ? I'll have a look at the AI pit bug, I've seen the same behaviour in DevMode. As said in the OP though, physics have not really been something I've been looking at too much yet so if anyone has already found a fix for this (or any other known Howston bugs) please send me a PM. Fixes require releases and releases require testing. More often than not testing effort is a finite resource and it can be tricky to get the balance right. ISI have recently released a few sizable updates for older content (eg. Clio, Brabham, Skippy) so with any luck there is a Howston update in the works as well and a chance for these minor things to be addressed.
This looks sweet, thanks! Just to reconfirm, it's using the same physics as ISI's? Or is that just the base you started from?