EEC We Go Faster
Twitter
Facebook
EEC Friends


Top posters
Kalinin (10291)
 
PATR10T (9021)
 
ilu2404 (3974)
 
JorritVD (3044)
 
alexmezza (2438)
 
bmwcrash (2420)
 
Totenkopf (2281)
 
dbr93 (2234)
 
Nectaria (2058)
 
Maxellero (1618)
 


[RELEASE] SUPER TOURING WORLD 2.23

Page 17 of 17 Previous  1 ... 10 ... 15, 16, 17

Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  Sheepy on 5/9/2018, 11:31

[You must be registered and logged in to see this link.] wrote:the game crashes as soon as it gets to main menu.was working fine with 10th anniversary patch n then installed this and problem started any ideas?

Hey... same here.. Im using v1.1.0.0 + NoDVD + 4GB and the mod crashes, the basic cars from GTR2 working fine.

// Update..
I removed all STW files inside ...../Tracks/
and it works.
Cant explain why... because i dont tried it on Donington, just on basic GTR2 tracks...

Sheepy

Posts : 1
Join date : 2015-05-20

Back to top Go down

Some help if possible?

Post  Littlefysh on 23/9/2018, 17:54

So I'd like some help if possible. First off the problem I'd like some help with is not this mod, but rather everything except this mod.

Every single class that isn't a part of the Supertouring mod has an issue with AI DNFs. Basically, around 40 cars will retire inside of two hours, most of which will have retired because they pulled into the pits, stopped in their pitbox and teleported to the garage as "DNF".

Because it is everything except this mod that suffers from this issue, I think it's logical to assume that something is different about this mod that is preventing this issue. So, I'd like to ask if someone could tell me what values control this sort of reliable/attrition issue so that I can compare them in this mod to everything else. Hopefully, I can fix my game.

I know this is a weird request, but any and all help is appreciated.

Thanks in advance.

Littlefysh

Posts : 7
Join date : 2018-03-28

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  Sylphide on 23/9/2018, 18:01

[You must be registered and logged in to see this link.] wrote:So I'd like some help if possible. First off the problem I'd like some help with is not this mod, but rather everything except this mod.

Every single class that isn't a part of the Supertouring mod has an issue with AI DNFs. Basically, around 40 cars will retire inside of two hours, most of which will have retired because they pulled into the pits, stopped in their pitbox and teleported to the garage as "DNF".

Because it is everything except this mod that suffers from this issue, I think it's logical to assume that something is different about this mod that is preventing this issue. So, I'd like to ask if someone could tell me what values control this sort of reliable/attrition issue so that I can compare them in this mod to everything else. Hopefully, I can fix my game.

I know this is a weird request, but any and all help is appreciated.

Thanks in advance.

Turn Pitcrew Detail to Player Only. Having all visible causes way more DNF's idk why.

______________________________________________________________________________________________________________________
[You must be registered and logged in to see this image.]
Troy Barman
avatar
Sylphide

Posts : 1126
Join date : 2014-07-02
Location : United States

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  gtracer123 on 23/9/2018, 19:17

Attrition line in track's gdb file also might have effect, lowering the value reduces dnfs.

______________________________________________________________________________________________________________________
Joe Saade [You must be registered and logged in to see this image.]
Audi - Truth in 24 - by Len Riojas - [You must be registered and logged in to see this link.]
[You must be registered and logged in to see this image.]
Audi - Truth in 24 II- by AudiofAmerica - [You must be registered and logged in to see this link.]
avatar
gtracer123

Posts : 716
Join date : 2013-10-22
Age : 23
Location : Canada

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  Markano97 on 23/9/2018, 23:01

I may not have posted something in a while but me and Mushy are working on a project. Do these 2 skins ring any bells?? Very Happy
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]

______________________________________________________________________________________________________________________
[You must be registered and logged in to see this image.]
Markos Peristerakis Super Touring Mod Skinner
[You must be registered and logged in to see this link.]
avatar
Markano97

Posts : 793
Join date : 2015-06-02
Age : 21
Location : Athens,Greece

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  jr82 on 24/9/2018, 06:20

[You must be registered and logged in to see this link.] wrote:Today then:

~New set-ups applied to ALL FWD cars, working on individual model by model tweaks now.

~Progress on sound front - news tomorrow I hope!

~Finished reshading the Accords, been reshading the showroom versions of Alfa, BMW, Honda.

~Physics changes making AI more crash happy when punted under power.

~Larking about at Oulton Park which also may get some further upgrades soon for you all to see Very Happy

Random screens as well with 50 car Oulton International nonsense. All AI by the way, i'm out of shot in a Australian series A4 quattro somewhere...



[You must be registered and logged in to see this image.]

[You must be registered and logged in to see this image.]

[You must be registered and logged in to see this image.]

[You must be registered and logged in to see this image.]

[You must be registered and logged in to see this image.]

does this include under braking & turn in/mid corner as well?

also to make a smaller download will the mod be released as per the original mod in that the cars are a seperate download then we just download the series we are after seperately etc?

P.S keep the updates coming cannot wait to play the mod.


Last edited by jr82 on 24/9/2018, 06:28; edited 1 time in total

jr82

Posts : 120
Join date : 2016-11-22

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  jr82 on 24/9/2018, 06:26

[You must be registered and logged in to see this link.] wrote:So I'd like some help if possible. First off the problem I'd like some help with is not this mod, but rather everything except this mod.

Every single class that isn't a part of the Supertouring mod has an issue with AI DNFs. Basically, around 40 cars will retire inside of two hours, most of which will have retired because they pulled into the pits, stopped in their pitbox and teleported to the garage as "DNF".

Because it is everything except this mod that suffers from this issue, I think it's logical to assume that something is different about this mod that is preventing this issue. So, I'd like to ask if someone could tell me what values control this sort of reliable/attrition issue so that I can compare them in this mod to everything else. Hopefully, I can fix my game.

I know this is a weird request, but any and all help is appreciated.

Thanks in advance.
I have had the same issue, but it happened with this mod only on donington (the only original game track in the mod) I usually have the break downs set to "time scaled" as i like to do shorter races to get through a season quicker, once i changed this setting the issue went away.

jr82

Posts : 120
Join date : 2016-11-22

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  jr82 on 24/9/2018, 06:37

[You must be registered and logged in to see this link.] wrote:Attrition line in track's gdb file also might have effect, lowering the value reduces dnfs.
Tracks default value is 15, as a matter of interest if it was raised what is the best value to set? as in some cars retire but it's not a case of 3 cars finishing?

jr82

Posts : 120
Join date : 2016-11-22

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  jr82 on 24/9/2018, 06:37

[You must be registered and logged in to see this link.] wrote:I may not have posted something in a while but me and Mushy are working on a project. Do these 2 skins ring any bells?? Very Happy
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]
Sure do Wink

jr82

Posts : 120
Join date : 2016-11-22

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  Shinra on 26/9/2018, 21:27

[You must be registered and logged in to see this link.] wrote:I may not have posted something in a while but me and Mushy are working on a project. Do these 2 skins ring any bells?? Very Happy
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]
Amazing! Of course these ring a bell. Is "Supermoves" by Overseer what I'm hearing on the background? Very Happy

Shinra

Posts : 2
Join date : 2018-03-22

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  Markano97 on 27/9/2018, 02:34

Yep that iconic background theme of the game. Well the project is about 85% done so expect some previews soon. Very Happy Luckily all the tracks of the game are also available in GTR2!!

______________________________________________________________________________________________________________________
[You must be registered and logged in to see this image.]
Markos Peristerakis Super Touring Mod Skinner
[You must be registered and logged in to see this link.]
avatar
Markano97

Posts : 793
Join date : 2015-06-02
Age : 21
Location : Athens,Greece

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  Littlefysh on 27/9/2018, 12:46

[You must be registered and logged in to see this link.] wrote:

Turn Pitcrew Detail to Player Only. Having all visible causes way more DNF's idk why.

This works. I have no idea how or why, but it does. Thankyou so much!

Littlefysh

Posts : 7
Join date : 2018-03-28

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  GTP_furinkazen on 30/9/2018, 21:13

Mod structure - will be most likely 2 files - one the physics, shared files etc, the other the skins. Templates will now be included inside the main mod in each cars folder.

______________________________________________________________________________________________________________________
Alex Coady / GBR
GTR2 modder / racing petrolhead.
Founder of: FRL Furi Race Leagues with 44 career race wins online.
My Motorsports / Gaming Chat Server on Discord - Open To All! ~ GTR2 Mods & Updates @ FRM Furi Race Mods. - EEC Topic Found [You must be registered and logged in to see this link.]
avatar
GTP_furinkazen

Posts : 585
Join date : 2015-06-22
Age : 25
Location : Blackburn

https://discord.gg/KhvyE77

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  jr82 on 1/10/2018, 04:30

[You must be registered and logged in to see this link.] wrote:Mod structure - will be most likely 2 files - one the physics, shared files etc, the other the skins. Templates will now be included inside the main mod in each cars folder.
Awesome, one other query, been watching the BTCC reviews again, for example in '94 the BMW's were rubbish till they got thier weight penalty taken away then they became challengers for race wins, will the season's be the same way? Not sure how it could be done but it may mean multiple car files for the same car if that makes sense, if it'd be a hassle i wouldn't bother doing it.

jr82

Posts : 120
Join date : 2016-11-22

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  GTP_furinkazen on 1/10/2018, 14:24

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:Mod structure - will be most likely 2 files - one the physics, shared files etc, the other the skins. Templates will now be included inside the main mod in each cars folder.
Awesome, one other query, been watching the BTCC reviews again, for example in '94 the BMW's were rubbish till they got thier weight penalty taken away then they became challengers for race wins, will the season's be the same way? Not sure how it could be done but it may mean multiple car files for the same car if that makes sense, if it'd be a hassle i wouldn't bother doing it.

It is quite a hassle. Tried to go with a "happy medium", similar case with 97 BTCC Audi's.

Also one thing I gathered from feedback (and I personally experienced) in this V2.xx of the mod was handling was a little unpredictable on FWD's with oversteer and understeer. All FWD's are having a brand new set-up worked on from the ground up, hopefully no more of cooking the rear tyres Wink

______________________________________________________________________________________________________________________
Alex Coady / GBR
GTR2 modder / racing petrolhead.
Founder of: FRL Furi Race Leagues with 44 career race wins online.
My Motorsports / Gaming Chat Server on Discord - Open To All! ~ GTR2 Mods & Updates @ FRM Furi Race Mods. - EEC Topic Found [You must be registered and logged in to see this link.]
avatar
GTP_furinkazen

Posts : 585
Join date : 2015-06-22
Age : 25
Location : Blackburn

https://discord.gg/KhvyE77

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  jr82 on 2/10/2018, 06:42

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:Mod structure - will be most likely 2 files - one the physics, shared files etc, the other the skins. Templates will now be included inside the main mod in each cars folder.
Awesome, one other query, been watching the BTCC reviews again, for example in '94 the BMW's were rubbish till they got thier weight penalty taken away then they became challengers for race wins, will the season's be the same way? Not sure how it could be done but it may mean multiple car files for the same car if that makes sense, if it'd be a hassle i wouldn't bother doing it.

It is quite a hassle. Tried to go with a "happy medium", similar case with 97 BTCC Audi's.

Also one thing I gathered from feedback (and I personally experienced) in this V2.xx of the mod was handling was a little unpredictable on FWD's with oversteer and understeer. All FWD's are having a brand new set-up worked on from the ground up, hopefully no more of cooking the rear tyres Wink
Makes a lot of sense, "happy medium" will make the title battles more interesting Razz
yer that was a setup issue as i recall, BTCC cars don't handle like sprint cars on the reviews haha

jr82

Posts : 120
Join date : 2016-11-22

Back to top Go down

Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  Sponsored content


Sponsored content


Back to top Go down

Page 17 of 17 Previous  1 ... 10 ... 15, 16, 17

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum