Release of our MK-Motorsport BMW MK-E30 M3 to rFactor2?

Hello,

yesterday we could do a little test with the E30 M3 from the "Touring Car Revival" Mod. The E30 M3 is in Version 0.40b from a guy called Nibiru. We understand that his package is a collaboration of the hole community where every piece is from someone else with granted permissions.

Why is this package not available on the Steam Workshop? The entry level for new players (like us) is too high.

At the moment we have lots of ideas but do not know how to realise the car or define a first milestone.

1. We could do it as realistic as possible where we try to match and simulate every atom and pixel.

or

2. We could create an incredible cool looking 3D Model and make it capable to run it in all possible mods (1987-1994) where we do not simulate the real world. We only had to match the power levels of Opel<->Mercs<->M3<-> Ford(<-> Alfas 1993).

The current 3D Model is very good, but it is too angular, too edgy and does not look like this:

2018-10-20 11-40-07.jpeg

(This picture is not related to a MK-Motorsport E30 M3. This car is from the box next to us at VLN9 2018 starting in Group H.)

We want the model to be awesome and good looking. Internaly we will start first tests with Blender. Is it possible to also extend the ressolution of the liveries? They are to pixelish. Also the models in 0.40b look too clean and perfect. In the 80s the logos and advertisement were more crooked.

We also discovered discord and will ask you 100 questions there :-D

Cheers

Werner
 
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Werner,
i believe the Mod was not considered complete enought to post on Steam.
There are also 2 updates to the M3s available that i did, in which various changes were made:
Albedo updates, pits crew, white wheels.New RF2 engine file, Some RF2 additions/removals to HDV, cg, inertia, mass, new spec/bump, fresnels, new glass.
With your new specs these will probably have to be changed slightly.

http://www.mediafire.com/file/9aq818ue33pj6qi/TCR_BMW_M3EVO_v042b.rfcmp

https://www.mediafire.com/file/9ans7ywgaa7nqkd/TCR_BMWM3_v042A.rfcmp/file
 
Photogrammetry is good to help with getting a better feeling for the shape. But don't expect the 3D model from this can be used as a low poly game model.
 
To get better results of photogrammetry you need to neutralize reflections as much as you can, evenly distributed lighting should help. Your car has a livery which helps in photogrammetry, but I'd still put some refference bits around the car, so photogrammetry software would have more sure points to create a shape...
 
These should help:
https://historicdb.fia.com/sites/de...201/homologation_form_number_5327_group_n.pdf
https://historicdb.fia.com/sites/de...201/homologation_form_number_5327_group_n.pdf
https://historicdb.fia.com/sites/de...201/homologation_form_number_5327_group_a.pdf

Gearing Toothcounts:
36:16 (1st)
34:21 (2nd)
34:26 (3rd)
31:28 (4th)
26:27 (5th)
41:16 (R)
27:26 (Constant)* Use this as the 'Bevel' entry to get the proper ratios, ex 2.337:1 for 1st.

Rear end Ratios:
41:13 (3.15:1)
39:12 (3.25:1)
45:13 (3.46:1)
40:11 (3.64:1)
41:11 (3.73:1)
43:11 (3.91:1)
41:10 (4.10:1)
47:11 (4.27:1)
49:11 (4.45:1)
38:8 (4.75:1)
40:8 (5.00:1)
37:7 (5.28:1)
 
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I realize this is from an '86 325i but the NTHSA's VRTC had measurements for Inertia. For a 12277N vehicle of 2.570m Wheelbase, Front track 1.402m, rear:1.394m and Roof Height 1.37m CG was 0.533m above ground, 1.201m behind front axle.
Pitch: 2011 kgm^2
Roll: 381kgm^2
Yaw: 2027kgm^2
 
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