[REL] Next Gen Mod Team - BTCC NGTC Touring

Discussion in 'Vehicles' started by WSVR, Sep 25, 2014.

  1. jonno

    jonno Registered

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    Ahh ok if thats the case lol..prehaps someone could give me an idea of what to change in one of the files to correct it lol.
     
  2. McFlex

    McFlex Registered

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    Is there a rim template somewhere around?
     
  3. jonno

    jonno Registered

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    Just an fyi lol i found a solution to bmw no brake lights lol seems if you make your own team mod they start working again lol. Strainge one..
     
  4. StrawmanAndy

    StrawmanAndy Registered

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    Same template as the s397 Honda Civic rim :)
     
  5. McFlex

    McFlex Registered

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    Thanks
     
  6. zxd1997

    zxd1997 Registered

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    so what will happen with this mod? I see some post on fb says bvtcc will reopen on 2020, so will this mod update for more cars and others?
    And how will "on other's name's" cars like the bmw 1 going?
     
  7. StrawmanAndy

    StrawmanAndy Registered

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    The mod still exists, we're just working on updating a lot of it. At the moment we're fine tuning the balance of the FWD, after implementing new tyres, aero and suspension setup.

    As many are aware, no more than the NGMT team, the tyres on 0.95 aren't very good and do not represent the real life wear rate that BTCC cars experience. So as part of a major overhaul of the mod, we have new tyres for all compounds. We've worked on getting the grip levels right, the wear rate more accurate and understanding how the new tyre works with the rest of the car. We've also been working on slowing the cars down slightly, as 0.95 is slightly faster than real life BTCC cars.

    Thanks to data from real BTCC teams, we've also been able to see more specific setups and traits of a BTCC car, especially RWD. Brake bias and weight distribution are the main ones, along with how the aero works. The balance of the 0.95 aero isn't bad, but it's not accurate on the rear. FWD especially has a bit too much rear downforce, and the cars slide and become a bit of a hand full at higher speeds - such as Church corner at Thruxton, they're balancing the power and brakes to keep the car as stable as possible.

    This isn't a short project or update, it's really changing a fair amount with only a few couple team players. The time scale we have given is to test the mod properly for the next three months, until the end of the year. This is to make sure we've found the best balance of performance and happy with the new physics. It's equally to collect enough data and feedback to see where we stand with the mod. If there's issues, we can tackle it then. We'd rather work through the issues behind doors, then past onto the public. Everyone will have different views on how things should be done or run, but we would rather trail the cars now and make adjustments before finalising the mod for release.

    The other projects are still ongoing, but they're requiring more work and focus. Currently we do not have enough time to dedicate to getting those models in game, but it is our desire to do that. Once the latest physics and updates are done, we're hoping to shift focus onto the next range of cars in the pipeline.
     
  8. zxd1997

    zxd1997 Registered

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    wow, thanks for the detailed reply. And very glad to hear that this btcc is going well. Waiting must be hard but the quality worth this. The old physics is already very nice, looking forward to try updated one !
    And I'm curious to what cars you plan to do in the pipeline? Might be a masterpiece!
     
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  9. StrawmanAndy

    StrawmanAndy Registered

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    No problem. 0.95 isn't bad, but room for improvement :)

    Other cars are the Mygale F4 (TOCA Formula Ford), Ginetta G40, VW CC and BMW 1 series. We have ambitious to do more, but they are very much ambitious at the current moment. Small team, along with full time jobs and friends/family means we can't do everything but we try our best.
     
  10. Will Mazeo

    Will Mazeo Registered

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    Out of curiosity do modders use any kind of CFD program? You think they would give a better idea? I know they are not accurate, just curious
     
  11. Emery

    Emery Registered

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    One of the mod teams (can't remember which, sigh) experimented with a CFD module that came with a CAD program, but didn't find it useful. I think it was posted in this forum or the modding forum with a pic. It was probably before S397, so the pic was likely lost when the forum migrated.
     
  12. StrawmanAndy

    StrawmanAndy Registered

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    No, we just use the same as other modders. 3dmax, blender and 3dsimed. Everything else is probably beyond what we can do!
     
  13. dylbie

    dylbie Registered

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    But but but I thought real data didn't exist! :eek::p
     
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  14. zxd1997

    zxd1997 Registered

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    Today we league use this mod race in Silverstone national for 20 mins race and somebody use med tyres just gone within 10 mins and hits zero soon after, and all the fwds cars struggle with tyres especially on the last 5 minutes. And rwds just 30% left after a 20 mins race. So the tyre wear in 0.95 is too high? How you will do to represent real life btcc, is it more durable or even more fragile?
     
  15. StrawmanAndy

    StrawmanAndy Registered

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    Yes, the wear rate (in v0.95) is too high. The plan isn't to make tyres that do not wear or are solid. The tyres are too easy too overheat and the general wear rate is too high. Fixing the wear amount is easy, but getting the tyre to work in the right window (for the mod) is more difficult. So the new tyres are focused on being more consistent, with temps, but also controlling how they react. We've also made them work so they need a couple laps to build in the temperature. In real BTCC, the first few laps for FWD is a bit unbalanced due to the rears being cold as they don't have enough force to warm them up.

    We've retained the soft, medium and hard compounds, like real life. They will have different performances, with the softs being gripper and wear faster. But all will be able to last longer. In real BTCC, the main tyre management comes in setup and how you drive them. But the races are generally flatout, it's just how the car is setup and using the tyre in the right manner to not overwork them. The soft will last a race (25 minutes) but they will wear faster, so if the setup doesn't favour the tyres then it will harm the life. Same with the driving, if they are constantly being locked up, they start to fall off. The hard tyre is generally a really good tyre for wear rate, so longer races they should be good. But all three are fairly stable, just different compounds. They do work differently, but it's not night-and-day different. They have different windows to work in, but that's standard for all rubber. Ultimately, for us it's about bringing tyres that have better controlled temps and consistent wear rate.
     
  16. zxd1997

    zxd1997 Registered

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    Thanks for detailed answer!
    and how to setup this car to avoid tyre wear too high? The defalut seems ok, but if you can give an advice that's very nice!
     
  17. zxd1997

    zxd1997 Registered

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    yeah another problem hit me that I create a custom skin for Vaxhuall but when it rains the wiper and the windscreen doesn't work right.... But the original car work all right, am I mistaken something?
     
  18. McFlex

    McFlex Registered

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    You forgot to include the wiper and body rain textures and txt files in the teams.mas.
     
  19. StrawmanAndy

    StrawmanAndy Registered

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    Won't be that, we put the wiper animation and rain texture with the maps.mas.

    Did you create a new rfcmp or just a skin addon for the mod?
     
  20. zxd1997

    zxd1997 Registered

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    just a skin, like normal use .rcd and pack up ddses as mas on player/settings/carname folder
     

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