Thank you. It is so messed up I have been basically sick since beginning of the month, and last time got sick for real, looks like I am getting better, but whole last week all I did was watching youtube and making food. There will certainly be one more update for this car.. But I am not sure if more will follow. The interest in the car turns out to be amazingly low. Besides that with 2.8RSR I have learned that there is very little (none) community engagement with steam workshop when it comes to updating.
That's sad to hear, I find both cars extremely fun and challenging to handle but todays GT help assisted driving trend makes them somehow niche inside niche. Anyway I'm sure as soon as Jake GPLaps tries them he'll love them and make a video that will make your cars more known.
Another great car, the handling is super enjoyable and perfect for historic tracks, thank you for your hard work. General number of subscription in RF2 workshop has been very low since last year, and extremely low throughout this whole year. It can easily make you feel that all the work went into a (RF2) mod project doesn't feel worthwhile. Please take care of yourself.
@mantasisg That there is no huge Interest, is also happening with my Porsche Carrera GT. But i don't care, i mainly do it for my own Pleasure and if some other Users like it too, the better it is. But the Count of Downloads is not what motivates me.
There will always be someone who likes your work, even if it's not the majority, and I think that's what really matters. As SVictor says, rFactor isn't in its best moment, but there will always be someone who enjoys it and its content. In my case, I'm always looking out for new works and updates, and sometimes they pile up pending testing.
I perfectly agree with comments by sVictor, Redapg and Corti…no need to add any words to their feelings. So….don’t give it up, and take care of You.
Hi Mantas. You know what i think of your general work, absolutely brilliant and daring in terms of physics. Obviously physics is the most important thing and by far for me it is 90% easy, your cars are with some of the slow motion group cars the best in my opinion from this point of view (I also hope that they continue !). Obviously, I encourage you to continue because it is really worth it for us users. I would like to draw your attention to something : Unfortunately, if there are few subscriptions, it is for various reasons. The increasingly weak appeal of rFactor 2 because people believe that it is obsolete thanks to our friend LMU and the choices of motosport game that i condemn . Unfortunately also, people have lost interest in old cars infinitely more interesting to drive than new ones in general obviously. People are also and it is even sadder accustomed to all these driving aids, and to its ultra high-performance tires over a short period. On the other hand, consider that the number that we can I mean the number of subscriptions. Be rather aware that the people who use your cars probably in majority find them incredibly interesting to drive, because the physics is really great. For me, quality outweighs quantity. In any case, I totally understand that seeing that there are few subscriptions for your cars even though they are great demotivates you, it is totally human and in my opinion completely understandable. whatever your decisions on the future of your modding on rfactor 2, we are obviously on your side. Good luck !
I might do some more cars, maybe. Even if there will be mere 10 enthusiastic people about it, it will still be a digital statement forever. I surely have great passion for it. But I will not be pushing very far, as once mod progression is past 80-90% it becomes very hard, very tedious. Basically it is work by then. Unpaid. Doing stuff from scratch is just dead anyway, just because I can do model from scratch doesn't mean I should I guess. I had a vision to push this particular car to the limits in detailing, exterior and interior. But I think couple more details and it will be enough. I do this mostly to showcase physics anyway, I think that also flies under the radar. If I do more cars, they will likely be based on some existing free 3D models. I have already collected quite a few. I have always been interested in bringing up car handling more than a model. @atomed I think I'd rather make a video myself. I have tremendous reach. Just joking. But seriously I was considering it. I am not really looking for engagement in terms of numbers, but rather in terms of quality connections and interactions - comments, discussions. @svictor yes it is strange how rF2 tanks as official development stalls, and it is almost the opposite about Assetto Corsa. It makes one wonder how it works so. I think not overdoing modding is very good way to take care of yourself haha, but to do some is actually very nice, that is what I am aiming for. You want to hear a funny thing ? One time I was thinking about to start modeling Mille Miglia, probably would be done by 2060. @redapg This is only because I am ill and can't take it for a decent drive. I also don't care about numbers that much, I care more about interactions (don't count clicks as interactions), main reason why I share for public, I would just keep stuff for myself otherwise. @pilAUTO Thanks. You know I make cars for you, and three-four other guys. I don't care that much about download numbers that much, I think the more of them there are, the more five minute try-outs there are, or just those who download and never even drive. It is just not worth for me to keep updating this. But I may do something new from time to time, as long as there will be one or two more guys who will feel it. It is just not worth to keep pushing for several weeks of fulltime work, simply not worth it.
After a surgery aswell as finishing my final thesis and some time off from sim racing I finaly got around to test all the new goodies that have popped up over the last couple of months. Don't be dissapointed if subscription numbers are low. If the mod is good numbers will rise and the most important thing is that you enjoy what you are doing. Let me say that the base is very good allready. It looks, sounds and most importantly drives good with the typical charactersitics of a classic 911. Looking at vintage footage you really nailed it's nature as a widow maker. It just needs a tad more polish and people will get back to it more often. I kind of miss the working whipers and working head lights right now - or have I missed something? IBL shaders to get some nice metalic effects would be great aswell. I tested your 911S at Nordschleife and at the two different Targa versions. I started with the more powerfull version wich is really a handfull and I couldn't get a proper feeling for it. This might be down to the cockpit movement wich seems a bit excessive in the car but I also have the habit of starting too fast with a new car. But I need to double check if I haven't messed up some settings. Nords generaly also has lower grip levels at the start wich makes it even more difficult. After that I tried the lowered powered version at the new Targa version by Abbulz wich sadly lacks a bit of the flair from the summer version by sVictor but on those roads the car really shines, so that I couldn't stop driving. I enjoyed it so much that I decided to add some more classic 911 colour flavors and ended up with allmost 30 skins. They are kind of slapped together and some work better than others but it spices things up. I also added the menu icons and added a few classic Porsche drivers to the grid. So if you feel like using them or need some further help with any of this cosmetical stuff let me know or simply add them to your (hopefully) next update. https://mega.nz/file/0rsSmb5T#ZLFo_bDNQsc8UtNfEMXpIfSz6O2gS9yyvwI3u4o5kVg
Beautiful ! @hitm4k3r First of all, thanks for the colors with icons and everything, thats is big deal to me already. I think I am going to include it into update. The car should be skinable, might add more details eventually, or maybe not. Headlights should be working, at least I remember adjusting them, I just have to add lenses illumination effect, there is only reflectors glow right now, but headlights should be working. Windshield wipers were already done, big thanks for @redapg for the effort, there was a lot to do, and additional help with the car. I am looking forward for the time when I I'll come back to this car to further work on preparing the update. I guess the new shaders would be good, not essential in my opinion. Maybe someday. I guess when done right it is nice improvement. Initially I was planning to release first version with 178hp engine only. It is going to be way more drivable for most people. 220hp is race stuff, it is crazier and tighter in several ways. To me it is not difficult either. But I understand that it drives like nothing else, so it takes some getting used to, and a little bit different understanding how to drive. I have released 220hp immediately after all, because it is racing one, and I was afraid that if I include it in update, it will be totally missed out, thanks to nature how silent updates always go in rF2. I recommend using faster steering rack with 220hp engine, as you need to do a lot of steering. In future I will also add 2.2L 270hp engine, and wider tires as an upgrade, maybe aero upgrade too... I like using upgrades in rF2 for physics. It is good idea to do several first turns under the limit with 220hp car. Get in the the rhythm, understand what car want to do, get tires warmer and more inflated - stiffer. It improves. You can also force understeer, by turning in too much on purpose. I wish you great health and best luck with your thesis.
Thanks for your answer! So I must have missed a few things or mabye I messed up my key bindings. As you said, I think the car needs some getting used to. I remember seeing a documentary about how the 911 was created and the first versions of the car were undrivable in a straight line IIRC and the version that made it to the public was still a handfull. So that kind of lines up. 175hp for a roadgoing car with that low amount of weight and engine in the rear of the car was a complete revolution at the time. I did use the slow rack because I remember cars getting also more twichty with a fast rack from the Karts, that use a similar system. The reason why asked for the material system for the car, atleast for the body is because I basicly wanted to paint all the real colour schemes that the car had in 67 and 68 offered by the manufacturer. There are a few metallic skins that would look pretty ace on this car and I think it would also help to accent the lines of the car. If you plan on upgrading the model more I would also like to see the Fuchs rims that are a trademark for classic 911s. I am not sure how much effort that is but that would be like the icing on tha cake. Looking forward to the updates you have planned anway!
Yes there is quite a lot of documentation, about how early 911 wasn't perfectly handling cars. Usually it is being pointed to rear engine layout, but it is not just that. Aerodynamics produce lots of lift. Rear semi trailing arms. Small size - lowish inertia. Small tires. Short wheelbase. Of course putting some more weight in front helped. Later 911 got longer wheelbase. Got wider tires. Got aerodynamic improvements. I think having only 178hp it is very drivable, you have to do silly things, maybe also get tires worn out and do it in the wet to really have serious trouble. And thats for early 911, I am not eve ntalking about later models from 70s with same power and all of the improvements. The 220hp is a racing car engine. Obviously it demands from tires more, hits higher speeds. One of the key things why it is more difficult is that it also has more engine braking set in. I have made it so because: 1st. it makes sense for racing engine to maximise performance, 2nd. because that way car does things that can be seen in all the onboard videos, rear end is really eager to start turns early. Most people should definitely start with and master 178hp car at first. It was indeed a brave car for a time, maybe more brave than revolutionary. There were some of rear engine cars back then, at least in europe. But in USA it was really bold move, especially after Chevrolet Corvair, that received huge anti-campaign. Also they had to sell 911 in USA with increased rideheight. I think 911 wasn't called widowmaker till they received turbos, doubled power with dangerous turbo-lag. ********** I suppose it is not difficult to add new material for body paint, I see it is being done by introducing json file and regional maps in teams folder in many mods. As for Fuchs wheels, I have some desire for that, maybe will do, I am not sure. Could model them myself, or use it from 2.8RSR and modify, also would like to add rims blur too. It gets a bit difficult if there is also desire to be able to paint them then. It all comes down to time yes, it is most expensive. Currently I hope to prepare Mercedes W125.
Every time a mod of yours pops up it's a happy time for me, and it's no different with this one. Quite a handfull to drive it must be said, but it's so rewarding when you master all those rear end power slides, specially in the most powerful version. The engine sound is spot on, despite rF2's shortcomings in this area, tire and chassis physics are very well done. Like you said it's better to start driving the 178hp version first and get used to it before moving to the more competition-focused 220hp version. I like em both nonetheless. Great work!
@dumberdog Wonderful, thank you I think this car just seems difficult for most, even the 220hp car, just takes little bit of figuring out. IN update there will be 270hp engine, the Race^2 engine. Although with that it will be better to use wider tires, that also will be included as upgrade. But the realest one will also be the one with 220hp, standard body, narrow tires. Like this one, although I am convinced that there it has ~250hp, maybe it is slightly damp there too: