20230506 NEW: Many graphical tweaks, new set of default skins including helmets and suits.
20230507 NEW:Updated collider.
20230506 NEW: Many graphical tweaks, new set of default skins including helmets and suits.
20230507 NEW:Updated collider.
NEW: Default setup and ranges.
NEW: Revised Aero.
NEW: Somewhat fixed some dodgy UV mapping on the left front wing.
NEW: Default setup.
NEW: AI .ini YMMV
NEW: Animated suspension, road and oval tyres (textures only) LODs
[quote] 'So the model is Encrypted (so haters can get lost)' [/quote]
'Without any improvements at all' says the nyaff. Back to back this version of Stowe and the original and get back to me.
NEW: Messy mesh what was messy now less messy.
NEW:Now including the Stowe circuit.
The three different layouts used over the years for Classic and Historic type meetings.
Classic
Historic old pits and new pits.
Now with Contributor's Cams
Stowe
Pretty much the Kunos MX5 Cup including slicks, yeah I know the model doesn't exactly have slicks, but
200kg lighter, springs and dampers adjusted to mimic the default setup, with finer grained setup options for tuning.
Slightly longer wheelbase.
Slightly narrower track with CoG lowered to match roll moment.
Taller and thinner tyres, neither of which changes their performance or behaviour.
Six speed close ratio box with a shorter final gear, which with a slightly better CoD means 200km/hr is doable. (downhill with a tailwind)
NEW:Miscellaneous changes.
For best results on Ovals, take all three cars out for a quick practice session and save a suitable default setup for the AI to use. Do this by naming a setup, ai_default.
DO NOT do this for the Road cars as their default gearing is the lowest possible and they need the ability to adjust this on the fly, saving an ai_default setup breaks this ability.
Gears 7 to 9 are for the AI only see HERE.
ROAD
OVAL
Been a problem for quite awhile now but highlighted whilst doing the 1995 CART mod.
Speedways can be geared and winged for over 400 kph whilst Short ovals can be below 300 kph.
This large difference means the use of ai_default.ini as a saved setup is unavoidable, however the AI won't use the gear ratios from that file and also lose the ability to change the final gear ratio to an appropriate one.
The Fudge is in.
In setup.ini toggle USE_GEARSET=1
Design a generic gearset or more, that the player can use,
Design a fine grained choice of Final Drive ratios for the player to use.
In drivetrain.ini use 9 really close ratios and a final drive ratio, ensure these do not share any value with any ratio available to the player.
The AI won't use the player's gearset, as none of the values match, so defaults to the values in drivetrain.ini. On track it now has more gears to work with, hopefully allowing it to run at any speed.
In the example above the AI would only use 9th gear at say Michigan but would only ever get into 5th or 6th at Milwaukee.
Works 'perfectly' in the above example or in Karts with only one gear.
Bugbears:
The gears used may not reflect real gear ratios.
Nine gears in the setup GUI is displayed somewhat messed up. (more than six doesn't seem to fit)
And I guess it can be confusing to some. Although never as much a Pain in the Arse as having to explain it.
All four wheels turn on their own axis, in game and graphically only.
NEW: Full set of skins for this second version.
Software license was not renewed for the Motec display so it isn't functional.
FIA F3 (nee GP3) spec chassis, low downforce and 560 bhp from a Coyote 5.2l V8
NEW: Knocked 5% off the top end to keep in line with the FIA 500kW/tonne limit
Added P2P that gets that power back but only for 90 seconds, use KERS button to activate.
Tweaked AI
And a shit tonne of skins from RD.
NEW: Pointier Tyres and restored some missing longitudinal grip.Stronger default Brake Pressure,adjustable. Brake Heating
NEW: Power, Gearing, Aero, removed rear ARB, and added more role stiffness.
NEW: Now using AC clutch slip. Incremental improvements
Perhaps 2 x 100cc direct drive with an Axle Clutch:
Power curve and engine sound reflects the power at the rear wheels.
Power at 10,000 rpm minus the loss due to the centrifugal clutch, until the clutch locks up and continues from there.
Main onboard Tacho shows real RPM, whilst the smaller arrow is speed, to help under braking as you no longer have the engine sound to go on. YMMV
Ignore any HUD Tachos.
Perhaps a 100cc direct drive with an Axle Clutch:
Power curve and engine sound reflects the power at the rear wheels.
Power at 10,000 rpm minus the loss due to the centrifugal clutch, until the clutch locks up and continues from there.
Main onboard Tacho shows real RPM, whilst the smaller arrow is speed, to help under braking as you no longer have the engind sound to go on. YMMV
Ignore any HUD Tachos.
not to be compared with the Kunos 98T
NEW: Fixed steering wheel axis and added LODs.
NEW: Lowered 25mm
NEW: Fixed Discs locations
(LODs from the model not that bleeding Simplygon bulldust)
NEW: Almost everything, redid the conversion from scratch. Two aero configs, switchable ingame.
To make previews edit LODs.ini. Change "FILE=LOD_INT.kn5" to "FILE=LOD_EXT.kn5", make your previews and then restore the file before attempting to go in game.
INSPIRÉ DE LA COUPE DE FRANCE CAMION CROSS
No, I don't speak French but, my Talking Dic' does
To make previews edit LODs.ini. Change "FILE=LOD_INT.kn5" to "FILE=LOD_EXT.kn5", make your previews and then restore the file before attempting to go in game.