[REL] Porsche 911S

Discussion in 'Vehicles' started by mantasisg, Oct 31, 2024.

  1. philrob

    philrob Registered

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    love the colours
     
  2. ThomasJohansen

    ThomasJohansen Registered

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    Thx, just tried your template.

    It has some irregularities (UVmap) that makes it a bit difficult to paint.
    • It is not symmetric
    • it is rotated
    • Irregular scale of different parts, front and rear bonnet and rear left/right side are smaller than rest of car.
    • All partseams are unnecessary to be visible
    but I did give it a go anyway, and with some tweaks it went okay, but it just needs those Fuchs now :)

    livery with icons

    Template "combined" 4096

    [​IMG]

    [​IMG]

    [​IMG]
     

    Attached Files:

    Last edited: Feb 9, 2025
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  3. mantasisg

    mantasisg Registered

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    @ThomasJohansen Thank you for feedback about UV mapping of body. I guess that kind of UVmapping shows that I am not making skins, ever :D But hopefully next time I will do it better.

    And it is impressive how fast you did this skin, looks quite clean to me.
     
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  4. mantasisg

    mantasisg Registered

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    By the way I updated the car. Version 0.72 is out.

    Thanks to @redapg for great winsdshields and wipers animation.
    Thanks to @hitm4k3r for lots of colors with UI icons.

    Code:
    Released as version 0.72
    
    issues:
    - AI too aggressive, very stressful to race side by side;
    - Metalic paint show some strange shading of wireframe.
    
    Changelog:
    
    - added upgrades: engines, tires, aerodynamics, gears shifting mechanics;
    - THANKS redapg for working well configured wipers together with windshields;
    - THANKS redapg showroom wheels are displayed all correctly;
    - THANKS hitm4k3er for many nice colors, and veh files and icons altogether;
    - improved interior modeling and texturing and shading;
    - improved various materials to pbr shading;
    - added suspension low poly elements, barely visible;
    - changed default engine to weakest;
    - changed default steering to quick;
    - increased default caster and increased maximum available caster;
    - reduced unsprung masses;
    - slight lodding distances improvement;
    - rearranged and improved mirrors;
    - new tires (experimental);
    - overheating warning light working;
    - wider graphical wheels + fuchs;
    - reduced graphical offset of narrow wheels set in cockpit.ini(widened), affects physics;
    - fixed small error in BodyIsoBallJoint (chassis stuff);
    - added few custom final gear ratios;
    - raised minimum pressures by 5kpa;
    - lengthened steering arms inboards;
    - upgrade option for no-clutch enjoyers;
    - rear "wing" center of pressure moved closer to car center by 0.06m;
    - steering arms lowered 1cm for less bumpsteer at front;
    - altered rear toe links for minimal bumpsteer at rear, then brought little of it back.
    
    
    Future dreams and hopes:
    -bumpers: finish mesh and UV, bake AO again, add bumpers to template;
    -blur for fuchs;
    -few more interesting skin paintings;
    -backfires;
    -disc glow;
    -oil temps gauge;
    -model optimisations and polishing of some details;
    -body rain descriptor;
    -body-in and cockpit instances sort out;
    -get AI to choose upgrades, multiply veh files;
    -get headlight lenses into hglo sequence somehow;
    -consider making all new body object with slightly more flared fenders for wider wheels;
    -consider building tail and front objects for graphical aerodynamic upgrades representations.
     
    Last edited: Feb 9, 2025
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  5. philrob

    philrob Registered

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    Thank you Thomas, an inspiration to have a go at making a skin.
     
  6. mantasisg

    mantasisg Registered

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    I thought it would be good idea to show what 911 cars aerodynamics you can drive in this via opting for different combinations of upgrades for physics. Maybe some day these upgrades will also be graphical, although unlikely.

    Of course standard car:
    [​IMG]

    LVL1 aero would be like 1972 Carrera RS 2.7:
    [​IMG]

    LVL3 aero would be like 1974 Carrera RS 3.0:
    [​IMG]

    To me personally it is impossible to choose which one is most fun. Each one is superior depending on what you want, and on track. Perhaps to me best would be 1972 Carrera RS 2.7 (LVL1) aero with narrow tires and 220hp race engine. If you want to dance more around with long gentle slides full throttle certainly best is standard aero with narrow tires and with either 220hp or 175hp. 175hp is of course easier, but also harder to get and keep the slides going.

    With LVL3 aero, wide tires and 300hp you are having car that is getting close to 1973 2.7 RSR racecar, of which there is separate mod. Also this car reminds RUF Yellowbird a bit.

    275hp is still nice with LVL1 aero, but definitely requires wider tires.

    It is interesting to try standard aero with wider tires too, and experiment with different power outputs.

    [​IMG]

    Here is a photo of 911s with front lip and no duck tail, although with quite wide tires, it probably didn't handle well because aerodynamic imbalance, I don't offer such aero option in mod:
    [​IMG]

    The range of different characters of a car you can achieve by choosing different upgrades, I would say makes it 4-6 different cars in one. And that is without taking in account setups. Though default one should work well for all options, maybe just some tracks, particularly very bumpy tracks could definitely use setup work.
     
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  7. Corti

    Corti Registered

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  8. bears

    bears Registered

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    Sensational skin mate great stuff !!
     
  9. ThomasJohansen

    ThomasJohansen Registered

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    Made the skin in devmode, since it "live updates" at every export.
    When added it to a "alt.dds" in normal game it was way too dark, so the albedo layer must be lightened in the template and exported again, but @mantasisg you can probably do that if you want the livery added.

    After making the skin I had to give it a spin.
    Tried "both" versions, stock and racing, both drives great, the stock have most feeling tyrewise, but with my drivingstyle, I prefer the racing version.
    Would it be possible to divide the car up in 2 cars, a stock and a racing version, so AI race same version? Dont know if there is another way to do this.

    I noticed the inside windows was "milkywhite", I can post a screenshot tonight.

    It really have great engine sounds inside.
    I think the tyre sliding noise is too high and starts too early, but thats all subjective.

    I added some caster to give it more FFB feeling.

    Will do some more racing with this soon.
     
    Last edited: Feb 10, 2025
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  10. mantasisg

    mantasisg Registered

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    @ThomasJohansen Thank you for having some experience and sharing your notes.

    Yes, I have been thinking about splitting the car into different cars. There is a downside of using upgrades as it might be more complicated, although to me it is nice flexibility and just simply interesting. I understand people are too much to asked for to do few clicks already for changing upgrade options, even when new UI makes it super comfortable. There is a way to make AI to use upgrades, I have did it with Miata mod long ago, you have to do alternative veh files, and assign different upgrade classes that would refer to upgrade file AI classes. Then the uncomfortable part for player is to bother to choose that class of AI, so sme more clicks to be done.

    In a way it would be almost more comfortable to just have different cars. Kunos with AC1 used to have "upgrade classes" for their cars, I remember F40 had two or three. Later they ditched that. Probably noticed that people are missing the "hidden" content lol

    Yes the windshield has some shade. It may be slightly reduced. There has to be some, because then it looks like windshield and has some shadows going on. I personally get used to it very quickly and it feels normal. Much like the rear end behavior of 911.

    I also have a thought that there might be slightly too much scrub sound, particularly on tighter slower turns. But it might be because tires do actually scrub early.

    Many people will probably like it more with more caster. The reason why I keep caster smaller is that then it makes steering forces less proactive, and the car then is more "like 911". What I mean is that the iconic glide of rear end, and car being steered almost solely by throttle without any steering inputs is much more likely then, as larger caster will produce steering to align itself earlier. I want people to find out joy of 911, when you turn a car with no steering inputs, when rear end glides at small angle and wheelspin with throttle all the way, this car does that, especially with narrow wheels and standard aero and 220hp. Lower caster as default also produces some nice understeer effect, and understeering is a thing 911 is good at too, I mean it is useful control action.
     
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  11. mantasisg

    mantasisg Registered

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    This makes me want to add an option for 330hp, add one more even wider and more modern tires (whatever this uses) and have a go around damp Nordschleife at 4 degrees Celsius in rF2. Later I will probably try that with whats available in mod now.

     
  12. ThomasJohansen

    ThomasJohansen Registered

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    another way to do the windshield is to add dirt on the inside to give it some depth and then add small amount of tint on the outside to make it appear darker in the cabin from outside view.
    I can make a template if you want.
     
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  13. mantasisg

    mantasisg Registered

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    Improvements are improvements, maybe your ideas are good @ThomasJohansen . I also thought about having non uniform tint from inside, to have a little more towards window edges. Windshields art is very subtle thing. There is also preference to it, some people just likes crystal clear absolutely featureless windows. By the way, windows on this mod is subtle problem as there is all the rain stuff, and I also have slight detail to inner windshield.... maybe it can be edited, I don't know at the moment. But yeah... it is all very subtle.
     
  14. Emery

    Emery Registered

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    Didn't S397 stop using windshield dirt because the windshield became too opaque at night if another car's headlights shined from behind?
     
  15. ThomasJohansen

    ThomasJohansen Registered

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    Was not aware of that, I just like that subtle dirt and wiper lines to give some effect.
    Actually I think it would also be possible to fake a mirror effect of the dashboard in the window but never tried that.
     
  16. pkelly

    pkelly Registered

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    Just love the changes, modifications and brilliant suggestions you talented, experienced modellers bring to your cooperative efforts to enhance @mantasisg's magical 911S. With 24cm of snow here, I'm gonna spend the afternoon with 0.72:D
     
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  17. mantasisg

    mantasisg Registered

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    @Emery Surely they did that. And for me thats very unfortunate. First of all, they could have just inverted the way windshield is lit up, as it should be lit up from front, not from back to begin with. I have been saying this regularly.

    @ThomasJohansen Yes it is a bit of a tradeoff, but with this car this issue is not that bad, because old headlights are nowhere near as powerful. And also I doubt this car will see night racing, or perhaps ? The panel/dash reflection effect is doable, I do have some of it on XJ13, this 911 should have little bit too. There are some older rF2 cars with that effect. It is very simple bake of projection view to the texture of window. I wanted to put on yellow bannana taped to the dashboard to pronounce this effect, but didn't have time :D It is difficult though balance the tint and "milky" effect but keep the texturing details. To me however ultra clean and super transparent windshield is not immersive.

    @pkelly Thank you. I wish we had snow in rF2, this 911 would be nice for it too. I also love the current community involvement, lots of good ideas. makes me think that this update might not have been last one.
     
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  18. mjo1704

    mjo1704 Registered

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    maybe the transparency of the windshield can be increased a little
    but the mod is awesome great details
    good physics great sounds fun to drive and also the windshield wipers work.masterpiece thank you very much
     
  19. Flatspotter

    Flatspotter Registered

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    This car is so much fun to drive! Thank you for all your hard work on this project and others. As an old guy, I spend 90% of my rF2 time driving cars that are from last century, so this is a real treat for me.

    I drove this car back-to-back with the 911 RSR that you also worked on and was pleasantly surprised how much bigger and heavier the RSR felt. Keep up the good work and know that it is appreciated!
     
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  20. mantasisg

    mantasisg Registered

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    @Flatspotter Thank you ! I also don't want to simrace anything else very much but classic cars, although I enjoy all well simulated cars.

    I guess more power and more grip makes car feel bigger. RSR is much different 3D model too, different sound. The treaded tires are older model.

    I am currently making a pause, because it was just too much. Few things that were developed during last 911s update, should eventually find their way to 2.8 RSR, surely change of rear toe links and I would also like to rebuild a "treaded" tire with advanced parameters for RSR too. I would also like to get a car that handle like in Walter Rohl video I have posted here before, hard dropping off grip at full power, but precise and stable. It is always quite difficult to find balance of the tires, so they don't do one thing right and then other completely wrong. I am also on that same place for XJ13 update, I have to get tires right.

    There are already few details wanted to be improved for 911s. But my attention will be on XJ13 next, three stars rating is just not sitting with me, I just have to make it better than three stars, even though the rating might stay I don't care. It is really strange to me how Cooper is with three stars right now, with amazing model from Mexes, I think it drives very well too, I guess it is just flaw of steam workshops that I will never know the reasoning for such rating, anonymous knockdowns doesn't work for me in any way, I can tell that, if people wants something to get better they talk about it.
     

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