[REL] Metalmoro MR1 Prototype 1.51

Discussion in 'Vehicles' started by Slow Motion, Oct 1, 2017.

  1. pilAUTO

    pilAUTO Registered

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    I agree.
    Thank you.
     
  2. Slow Motion

    Slow Motion Registered

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    soon available also with better clutch and few improvement to the AI behaviour...

    few more revised and HiRes skins...
    20210115143227_1.jpg
    20210115143325_1.jpg
    20210115144309_1.jpg
     
    Corti, pilAUTO, makan and 2 others like this.
  3. Haris1977

    Haris1977 Registered

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    I dunno why but this mod (and only this) conflicts with s397 metalmoro (paid version of the m18). I can see the mr1 but when i hit the mr18 nothing happens (the car does not appear). I guess it is because the use the same folder name? I dunno..

    ps i was about to capture the car icons for the new ui but @Slow Motion did it first!
     
  4. Haris1977

    Haris1977 Registered

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    Just checked this. Yeap i can confirm that there is a problem in new ui between the mr18 and mr1. We hope for a fix (i guess s397 knows the problem?)
     
  5. Slow Motion

    Slow Motion Registered

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    The temporary (and I fear for long time) fix is here: https://forum.studio-397.com/index....type-new-build-1-42.57913/page-5#post-1054930

    I informed S397 and added to the bug list. It depends of the capital letter used by Reiza and that is not correctly recognized by the code of the new UI. Of course I do not change the name of the manufacturer, so please follow the fix written in the above post also because it is a problem that seems affecting also other mods (tracks).

    The new build 1.44 is ready:
    - updated to new IBL/PBR 4096X4096 all cars
    - replaced old UI icons and added new web UI icons
    - updated HDV files for improving AI behaviour and some fix to the clutch
    - new public body template (PBR)

    GRAB_130.JPG GRAB_129.JPG

    Enjoy it!
     
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  6. Haris1977

    Haris1977 Registered

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    Thanks for the new update!

    Just a quick question: i always have a pile crash in front of me in the first (left handed) turn in Sebring with this car (i usually race with 23 ai’s and i always start last)

    How can i fix that? Is this a aiw error?
     
    Last edited: Jan 16, 2021
  7. Slow Motion

    Slow Motion Registered

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    does same happen also with this last build?
    Anyway let me look at the turn...
     
  8. Haris1977

    Haris1977 Registered

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    It happens (most of the times). And in last build yes.

    An other issue is that - sometimes not always - the 1st car (out of 24 that i usually race) disappears and re-appears 100-200 meters in front (at least in the same track - Sebring, havent tested other tracks). I guess smth with the lod parameter (maybe it needs a lodout param larger in car's gen file?). Check that too..
     
    Last edited: Jan 17, 2021
  9. Slow Motion

    Slow Motion Registered

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    Okay, thanks for info!

    Well, for the second issue I think it depends of your settings and how and how much the mod uses resources... please look at the number of the "visible vehicle" and setting of "auto detail fps" in display/graphics options. The lods are like any other mod and I read you use a lot of AIs.

    About the AI behaviour, uhm here is much more complex and is not track related, st least for the most of the times. It is something really specific of this car. Let me explain better: at first, you know real cars similar to the MR1, but the MR1 has only the look of the "500"... we can say more or less the size, but is RWD, turbo engine in central position, semi-tubular frame, long lasting tire and a specific behaviour in driving.
    I know you are feeling all this specific characteristics of the mod, that are really unique and very closed to the real car. I have to say that also the owner of the car time ago asked me for the cad drawing to test a new rear wing for a simulation into the wind tunnel. The car is great to be driven, great "sliding" feeling, but just a very thin barrier between keeping it under control or not!

    The difficult thing is to keep this behaviour for the human and at the same time to improve the AI behaviour!

    I spent several hours on this specific need and I improved a little the AI, but sometime can still happen that a car creates an accident, more probable than for other mods.

    I hope to upload a new build soon.
     
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  10. Haris1977

    Haris1977 Registered

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    Thanks!

    My settings: "visible vehicles" = 25 and "auto detail fps" = 0
     
    Last edited: Jan 17, 2021
  11. Slow Motion

    Slow Motion Registered

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    bah, no idea then and no idea if it depends of track, I do not make tracks since years, LOL
    Anyway nothing to do with the mod LODS... latest are 500, both for scratched and detached options
     
  12. Haris1977

    Haris1977 Registered

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    Hmm ok then, thanks again;)
     
  13. Slow Motion

    Slow Motion Registered

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    tested with 50 cars at Sebring, several starts and no one with accidents... not a warranty, but better than before I fear.
    20210117133618_1.jpg
     
  14. Slow Motion

    Slow Motion Registered

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    first post has been updated to the:
    NEW BUILD 1.45
    - improved AI behaviour
    - updated default pedal brake power setting
     
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  15. Haris1977

    Haris1977 Registered

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    That 's quick thanks! Cant wait to test it.

    PS I also had some crashes in Spa Circuit (in turns "Les Combes", after the long straight), dunno if this is fixed or not - with new version

    Will test and report back!
     
  16. Haris1977

    Haris1977 Registered

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    That’s better yes. Better ai lines in Sebring and in Spa , i can tell! (No crashes atm)

    Had two small issues though:

    1) Had to completely unsubscribe from the workshop item and re-subscribe, as the update didnt work for me (no “syncing to workshop” process at the start of rf2 with new ui)

    2) Ai is always faster than me - on the straight. It s impossible to follow them. They need to be a little slower imho
     
  17. Slow Motion

    Slow Motion Registered

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    1. no idea of the reason, not depending of the mod
    2. sincerely no idea also here, because I tune AI vs. humans at Joesville to look at max speed also when limiter works and then into another track, usually Silverstone.
    I watched just now at joesville and max speed AI is 233 vs. human 234
     
  18. Haris1977

    Haris1977 Registered

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    That happened on Spa circuit. It was impossible to catch the front drivers. Dunno if this is track dependant (it may be).

    I will have to check other tracks too
     
  19. Slow Motion

    Slow Motion Registered

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    Build 1.46: just another quick update for fixing motec nightlight in colors that are available in the options
     
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  20. Slow Motion

    Slow Motion Registered

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    First post has been updated...
    NEW BUILD 1.49 September 13th, 2021
    - fixed manufacturer potential code interference with Reiza DLC
    - fixed refmap for outside windows
     
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