Great mod, had a lot of fun driving it, but noticed something funky going on with the rear lights of some of the cars.
with opponent textures set to medium one of the cars had big flat panels where it's rear lights should be. (this improved with texture set to high)
A lot of the other cars their rear lights glowed green when they brake. The Focus had a really glary top brake light. The Lancer just glows generally.
(I don't think I was imagining it, but it was late at night when I tried them)
Steve, I think you have a different older mod, our does not have a Lancer.
Yeah mate it's an older mod. Have to say it's sad that the Lancer didn't make it into the new regime as it was tons of fun to drive.Great mod, had a lot of fun driving it, but noticed something funky going on with the rear lights of some of the cars.
with opponent textures set to medium one of the cars had big flat panels where it's rear lights should be. (this improved with texture set to high)
A lot of the other cars their rear lights glowed green when they brake. The Focus had a really glary top brake light. The Lancer just glows generally.
(I don't think I was imagining it, but it was late at night when I tried them)
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We can't do the classes by year because we have a RCD file (for ai talent). So if we do it by year we'd end up having 8 different RCD of the same ai talent. It's easier to collect them under one class name, BTCC_Astra, and then have all the drivers listed in there.
We've listed each driver with the year that skin/driver was from, so if you want an accurate BTCC year race, you have to manually select them by adding each ai. I get it's more long, but for us it seems messier to have BTCC_2017, BTCC_2016 etc.
Also, the previous cars will not be included with these set of cars. They will return under a different banner, with the new rain/damage features and newer physics.
If you add another class to the "Classes" line, then the talent file for the ai no longer works. We've tried adding both, and you end up having "slower real life drivers" being quicker than "fast real life drivers". We get requests for a competitive, realistic ai, and we get requests for individual year selection.Adding a year class to the "Classes" line in the veh, I don't really see as being too much of a deal breaker. If the ai is a little off, I'm ok with it. I personally would like to race against that years opponents than ones from them all mixed together. If people want better ai, they can select the car class, but having the year as an option, I don't think is hurting anything. It's a little easier to justify at the moment as there is a separation between the cars from this release and the last release. Just my 2 cents.
If you add another class to the "Classes" line, then the talent file for the ai no longer works. We've tried adding both, and you end up having "slower real life drivers" being quicker than "fast real life drivers". We get requests for a competitive, realistic ai, and we get requests for individual year selection.
We've gone with having realistic, competitive ai. We can look into it again, perhaps s397 have updated the rcd file to work with multiple classes. But as far as we know, if you add more than one class it screws up the ai. Thanks for the feedback.
At the moment, we have no Class setup as "BTCC_2018". It's only car name classes.So just trying to understand this......If I choose to drive a 2018 Levorg and add AI manually (only 2018 cars) and a few official BTCC Civics, will the talent files work in that scenario? Or how can I ensure the talent files will work?
This is all very interesting to me and want to understand what you can and you can't do, because I've created some talent files for the GT3 and GTE packs but I've never got them to work properly.
I usually set more than one class to the cars and in races I usually combine virtual drivers with the original content (just like adding the Civics along with the BTCC mod) so not sure if doing that screw things up.