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Supertouring version 6.4 Updated 06.04.16 - Page 15 I_icon_minitime24/10/2024, 21:16 by Chronskic

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» NASCAR 2005 (2004) Mod Question
Supertouring version 6.4 Updated 06.04.16 - Page 15 I_icon_minitime22/9/2024, 08:20 by Jonny6833


Supertouring version 6.4 Updated 06.04.16

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Supertouring version 6.4 Updated 06.04.16 - Page 15 Empty Re: Supertouring version 6.4 Updated 06.04.16

Post  GTP_furinkazen 12/10/2015, 18:03

My own UI update from NoGrip. [You must be registered and logged in to see this link.]

Also HSCC cars missing from OP.
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Supertouring version 6.4 Updated 06.04.16 - Page 15 Empty Re: Supertouring version 6.4 Updated 06.04.16

Post  Guest 12/10/2015, 18:10

Great, thank you thumbs

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Post  miuqana 12/10/2015, 18:28

The mod is great, the cars are very responsive to controls and great fun to drive. Anyone going to make the full BTCC 93 skin pack?

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Post  GTP_furinkazen 12/10/2015, 18:46

Working on AI updates myself, and also I may do myself a slight tweak for the mod list files.
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Post  Crimson764 12/10/2015, 18:58

Rot Teufel wrote:Some feedbacks... (comparison with 4.7)

i tried several cars and it happens that cars too much often spins meanwhile braking. It's like preload, coast and power values doesn't work... Doesn't matter what tracion you have (FWD, RWD, FWD), car will lose its tail.
And AI often does a lot of hit and run.

i find some difficolties driving the 405 from cockpit. Eyepoint values are really low and made hard to find track limits.

Anyway there're some positve critics too, expecially on setups. Probably the biggest update on this mod. I found it more complete than 4.7. The bigger steerlock range is probably the best thing. Finally i don't any anymore big issues meanwhile i exit from boxes.

I've noticed similar behaviour when I drove the Vectra at Thruxton, a fast track with only 2 hard braking zones. In the flat out corners, I can visually see the tail starting to swap ends. However, I think you could minimize the effects of that by turning down the steering lock a little. Also try and brake a bit earlier, as I found by doing that the car should still be stable.

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Post  Markano97 12/10/2015, 20:12

The following skinpacks are planned and worked on: BTCC 1991-1993,SATC 1995-1996,NATCC 1996,Belgian Procar 1996,Spa 24 hours 1995,Greek Circuit Racing Challenge,Bathurst 1000 1997-1998,ASTC 1995,STCC 1999-2000
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Post  angeleinma 12/10/2015, 20:33

Guauuuu!!!!
Fantastic news. Thanks for your efforts

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Post  GTP_furinkazen 12/10/2015, 21:37

Markano97 wrote:Bathurst 1000 1997-1998

BATHURST? What a Face clap drive Excellent news!
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Post  miuqana 12/10/2015, 22:51

Markano97 wrote:The following skinpacks are planned and worked on: BTCC 1991-1993,SATC 1995-1996,NATCC 1996,Belgian Procar 1996,Spa 24 hours 1995,Greek Circuit Racing Challenge,Bathurst 1000 1997-1998,ASTC 1995,STCC 1999-2000

Awsome!

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Post  miuqana 13/10/2015, 02:09

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The Carinas show me up like this, how can I solve it?

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Post  eurostc 13/10/2015, 02:43

looks like an old version and a new version mixed up...check which .cas it is trying to load

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Post  miuqana 13/10/2015, 04:13

I have two CAS files in the folder toyota_carina and toyota_carina_2, which one I have to delete?

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Supertouring version 6.4 Updated 06.04.16 - Page 15 Empty Re: Supertouring version 6.4 Updated 06.04.16

Post  Rot Teufel 13/10/2015, 10:44

Crimson764 wrote:I've noticed similar behaviour when I drove the Vectra at Thruxton, a fast track with only 2 hard braking zones. In the flat out corners, I can visually see the tail starting to swap ends. However, I think you could minimize the effects of that by turning down the steering lock a little. Also try and brake a bit earlier, as I found by doing that the car should still be stable.

For now i solve this by decreasing the power/coast values to 30/40 (or 35/45) and preload to 3.
Anyway if i brake earlier, AI just bump on my back. Ouch... Mad
I'll try the steer lock too, but i prefer always have a bit more range (or use default)

For Peugeout 405 cockpit eyepoint i rise up the "up/down" value to 0.945 to 0.995 and finally i can see the road. May i suggest to use this value for next release? tongue

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Post  simspeed_racing 13/10/2015, 15:55

Toyota
The Toyotas are showing up like that because the previous version of the mod wasn't deleted first - the Toyota is a new model in this version. Delete the folder and then  extract again from the new version.
Don't just delete the .CAS, there are 2 versions for the 1994 and 1995 cars.

Peugeot cockpit view:
In the control menu set the move seat forward, back, up, down and you will be able to move the Peugeot seat- it has a lot of movement compared to some cars/mods.

Handling:
As for the handling  - are you talking about the AI or when you drive the cars?  I tested the AI on a clean install with an unmodified .PLR file with no changes to AI behaviour such as those suggested by vondutch in his well known tutorial.

The FWD cars are supposed to have some lift off oversteer. Watch onboards and the driver has to correct often
The previous version of the mod used GT tyres with too much grip. If you prefer that use the medium or hard compound tyres as these have not changed- the soft slicks are a less grippy tyre from version 3.  This doesn't apply to the RWDs.


Last edited by simspeed_racing on 13/10/2015, 16:20; edited 1 time in total

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Post  simspeed_racing 13/10/2015, 16:00

GTP_furinkazen wrote:My own UI update from NoGrip. [You must be registered and logged in to see this link.]

Also HSCC cars missing from OP.

HSCC needs an update first.

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Post  simspeed_racing 13/10/2015, 16:18

I've added my version of the ASTC 1998 to the skin folder.
Most skins by Michael Ford but I have added some logos to a few cars.

Other changes:
Updates to Volvo skin
Reskinned Troy Searle BMW
Updates to Justin Matthews BMW
Reskinned Milton Leslight Toyota
Added Graham Dodd Honda
Reskinned Hyundai onto Nissan Primera using Markano97s template
Reskinned Dwayne Bewley Peugeot
Reskinned Mike Fitzgerald Peugeot
Updates to both Cavaliers
Added interior windows to a few cars
Packed skins into .GTR files
Added talent files.

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Supertouring version 6.4 Updated 06.04.16 - Page 15 Empty Re: Supertouring version 6.4 Updated 06.04.16

Post  Rot Teufel 13/10/2015, 22:32

simspeed_racing wrote:Handling:
As for the handling  - are you talking about the AI or when you drive the cars?  I tested the AI on a clean install with an unmodified .PLR file with no changes to AI behaviour such as those suggested by vondutch in his well known tutorial.

Well, it happens more to me, but sometimes happens to AI too. But i guess it's more related to talent files under "crash" and "composure" line.
Anyway by reducing power/coast and steer lock values problem won't happen again.

I got no complains about tyres. I feel good with them.


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Post  simspeed_racing 13/10/2015, 22:59

For the talent/RCD files "Crash" only affects cars when you click finish session from what I've read.
 "Composure" is pretty much standard for most talent files I've come across.  
From Nogrip forum:
You can also play around with Composure, I think a value between 0.010 and 0.025 should do, higher values gives you too much rear crashes.

Its more likely to be the attempted high speed or low speed cornering settings in the .RCD file.
CorneringAdd=1.9 (if AI crashing try lowering)
CorneringMult=.965

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Post  GTP_furinkazen 15/10/2015, 01:05

Currently testing the tracks (I have my own private tweaked AIWs for the tracks in the trackpack), and safety car does not work at Croft. Also cars spin off under yellow at the chicane at Croft, anyone could with AIWs to fix it? My 3DSimED trial has expired.
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Post  theravenousbeast 15/10/2015, 01:33

Actually I find the cars still a bit too grippy. 1:33/34s around Donington with a race setup is IMO too quick. The BMWs are good to drive now, the FWDs I think need loosening up even more (more pointy feel), but overall I feel that there's too much grip.

Just my two cents, I'm still having lots of fun running the championships and tinkering around Cool

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Post  GTP_furinkazen 15/10/2015, 01:44

theravenousbeast wrote:Actually I find the cars still a bit too grippy. 1:33/34s around Donington with a race setup is IMO too quick. The BMWs are good to drive now, the FWDs I think need loosening up even more (more pointy feel), but overall I feel that there's too much grip.

Just my two cents, I'm still having lots of fun running the championships and tinkering around Cool

Presuming you mean the GP layout, yeah that is slightly too fast.
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Post  eurostc 15/10/2015, 01:55

what is your level of Grip in the track .gdb

you could decrease this slightly

RoadDryGrip = 1.00 try 0.98 for example Very Happy
AIDryGrip = 1.05
RoadWetGrip = 0.75
AIWetGrip = 0.80

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Post  simspeed_racing 15/10/2015, 10:25

The cars have gained speed from the last update but why I'm not sure. I don't know enough about modding physics to know what to change.
The cars are better to drive than the previous version but as for realism I have no idea.
I would say the BMWs are the ones that are too grippy- its impossible to get any wheelspin from them and that barely get oversteer no matter how much power you put down.
I think the BTC Lexus handles about right but transferring the physics to the BMW didn't work well in testing.
Those physics or any from S2000 cars, for example, tend to have more physical suspension movement which means the wheels go through the bodywork much more often and to a greater extent.
But try different things and see what works for you - try different suspension files (and the suspension section in HDC), try adjusting body aero, inertia, different tyre files etc


As for Croft I don't have an answer - the AI was unedited. I never get any full course yellows to test the safety car.

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Post  theravenousbeast 15/10/2015, 17:13

mediafire.com/download/2afm55djqp47nkk/F1C+tyres.7z

Here's the tires I've been messing around with, if anyone wants a crack at it. I think the feel is more "right" but they overheat fairly quickly and unevenly.

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Post  toto090369 15/10/2015, 18:42

Link is dead


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