There is interest in everything and, I dream of a day that people did not work so pulverised, always with their backs one and another. Your 911 looks mint and we can never have enough 911's.
I would make the bodywork material a bit less reflective. It's a pet peeve of mine, how loose are the parameters and how many mods suffer from the difficulty in fine tuning stuff, specially since ModDev and game are not identical.
It is actually very close in ModDev whe nusing LochDrummond. It is probably more different depending on content used, not every track makes cars look equally well. It is more of an issue that setting shading in 3DsimED doesn't provide best idea how car will look in game. I think I agree about the paint shader being too reflective, it might be slightly too strong and masking the true color a little too much. It does depend on view angle, sun angle and specularity, sky coverage... there can be less reflection and more color sometimes, can't make full judgement from pics. Although I personally like stronger reflections on cars. Looks more realistic to me, although of course there are all kinds of paints IRL. One thing I must say about rF2 shaders, to me they comes up looking a lot more natural and nicer than they does in AC. And then they works well in all lighting conditions - sunny, cloudy, dark... can't say that about AC, which is now probably modded so much and can get better, but probably needs adjsuting graphics sliders each time... I wish rF2 was a lot less jaggy. The cars reflectivity will be very adjustable by liveries alpha channel. Not necessary to setup shader very precisely. Right now I have only two cars for initial release. Peach and Black. I have darkened alpha channel for both cars from complete white, to slight grey taint for peach car, and a bit darker alpha for black car, as dark colors are more reflective by themselves.
************************************************************************************************************ Hey ! I have released 0.25. Incomplete still lots to be better, but I think it is pretty good. You tell me. https://steamcommunity.com/sharedfiles/filedetails/?id=3361040539 Picture is from Thruxton. I find it an absolute blast to drive in 40-100% wetness. Also loved Croft at 15% wetness. For wet Ilike to use faster steering rack, as more correction are required, and it gives more steering feel. Besides steering rack options. Pay attention that there are two engine options. 220hp engine is more zippy, and also makes car less stable, it is race engine, while 178hp is civil engine. ************************************************************************************************************
When perfectly tuned, rF2 looks amazing, but the 'tuned' is the problem, with the mix of old and new shaders, the absurdity of the parameters being 100% unlocked* -- even for liveries -- which leads to excellent content not feeling, in the end Prime. * it could have soft boundaries, where the interface would show the point from which it would be inconsistent with the material. Even ASMG ( @Nick9320 ) who, I believe, produce the most visually impressive mods for rF2 still doesn't completely hit the mark for MY taste, for instance on the AO (which means in vava lingo, the only admissible taste)... And the problem is that -- again -- the community is so pulverised and prickly that, sadly, we end up coming short at one end or the other. Note, here I am not talking about physics, I am merely talking here about visual consistency and an issue which also plagues official content here and there. PS: I am pretty sure that there is a significant inconsistency between ModDev and Retail and that this could be the source of many poorly tuned mods.
I am personally very satisfied how car shading turned out to look so far, especially the exterior. Definitely not perfect, but to me it is enough. And I spent little time on working with shading so far. I just want it not to be jagged in screenshots, which perhaps might be influenced by amount of reflectivity, not sure. As said before, you can adjust reflectivity of paint shader by altering alpha channel of the livery texture. Ultimately the cars and everything else would look fully true only with use of ray tracing. By the way, I like how AO is global in rF2, thats so nice.
i like the mod feel good good sounds will you make working wipers and drops on the windshield in the future
Thats very likely. I've been offered plenty of help regarding this feature. There is already something done, I just got ill lately, and can't check it.
Throwback Sunday This is how model looked soon after I started it back in 2021, soon after that it went on long pause, because: 1. Who event wants it. 2. I needed to solve steering mismatch. 3. I was working on tons of other cars physic, with their own issues, such as rF2 not doing 4 links solid axle well and me having to learn a lot of things still to get decent physics. There was a moment I was considering releasing "cartoonish" model like that with my all out effort on physics. Just so there was physics out there. And frankly it probably wouldn't have made a difference than working on reaching higher levels of model, as well as trying to have authentic physics. I think nothing above mediocore is appreciated by average rF2 player, and this was a case for years, which is a true shame because rF2 is capable of much much MUCH above anything mediocore. I rarely see poor qualities being talked about, just the same as I rarely see good qualities being talked about in rF2 community, which is why it is such a weird community. With exception of one or another topic raised by some influencer, such as years ago when S397 got under fire by some guys with following such as Ermin and Niels. There was also this silly detour early this year, when I considered doing with Howston Dissenter what Woochoo did with Howston G4. If I haven't done this (I did it as well with other cars)I would have had released 911S as it is now back then. Not that anyone asked for it, but because I believe in the physics, and just want to show it to whoever there is who will take a look. LOL Eitherway. Slowly working on little updates for currently released cars on workshop. Not that anyone asked for, but just for personal pleasure. I used to think that it is harder to get.
It’s actually looks cute, that would be like one of the GTA V default cars, personally I like them a lot
@mantasisg - drove the 911S & Jag for a few pre dinner laps@Sebring last evening. Was very happy with the feel and them old brakes take some getting used to. The Jag is super fast but a chore to whoa up, especially after long straights. Big rain storm scheduled for today in PNW so will try a more leisurely pace elsewhere. Thx again for your perseverance in producing era equivalent vehicles
The Jag before release got its brakes improved quite a lot They may or not may be too good in fact. I still haven't done proper benchmarkign against 1967 endurance pack cars, I think it should get near to GT40MK2 and 330P4, maybe a little slower. It is good when people has correct expectation. It helps with immersion. Much like experiencing wet road, if people would expect that wet track will be 15-20s slower, it wouldn't immediately feel so bad, but using correct tires of course, because with wrong tires it is very bad
The update might take a while, because I must do this: And after I'll get well, because got ill again. Seems like each time I release little bit of my soul to steam workshop, it has bad consequences for my health.