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[Release] LMP1 HY 2014 triple car pack - Page 4 I_icon_minitime24/10/2024, 21:16 by Chronskic

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[Release] LMP1 HY 2014 triple car pack

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Post  PATR10T 7/6/2014, 09:28

i think its because of the grid mod files, eng, grb etc

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Post  alexkiller8 7/6/2014, 09:52

Don't know if has been already mentioned but in the .cas file of the ts040 there is this line

//<NOTSPIN><DASHHIGH>  Instance=Geardisplay
//<NOTSPIN><DASHHIGH>  {
//<NOTSPIN><DASHHIGH>    Moveable=True
//<NOTSPIN><DASHHIGH>    MeshFile=Toyota_TS040Hybrid_GEAR_DISPLAY.gmt CollTarget=False HATTarget=False ShadowReceiver=True LODIn=(0.0) LODOut=(5.0)
//<NOTSPIN><DASHHIGH>  }

but there isn't any Toyota_TS040Hybrid_GEAR_DISPLAY.gmt (that should be the .gmt of the 3d object of the gear display as the name suggests) inside the cpit.gtr file!

Of couse removing the // before the lines, you have a CTD because the lack of this .gmt file

Could be this the problem? in theory this explains why rpm lights work but numbers of motec not.

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Post  PATR10T 7/6/2014, 09:57

already answered this question ;-)

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Post  alexkiller8 7/6/2014, 11:09

ok, but if the answer was the one of kevin

"Those lines are commented out with "//" so that's not the issue."

this doesn't explain the presence of that suspicious GEAR_DISPLAY.gmt in .cas file. Anyway I noticed another strange thing:

coordinates of motec in .car file of ts040 are 95% the same of the 2013 ts030 .car mod, a little strange, being the ts030 a completely different mod with completely different files. Indeed coordinates of driver positions are different, but the motec screen coordinates poisitions are basicly the same!

(TS040)
DigitalDisplays=2
Display1Instance=WHEEL
Display1RPMBars=17
Display1RPMBarsRange=(8000,9000)
Display1GearParams=LARGE,CENTER
Display1GearPos=(95,57)
Display1FuelHeadingParams=LARGE,LEFT
Display1FuelHeadingPos=(155,18)
Display1FuelParams=LARGE,RIGHT
Display1FuelPos=(305,18)
Display1SpeedParams=LARGE,CENTER
Display1SpeedPos=(395,18)
Display2Instance=MOTEC
Display2LapTImeParams=LARGE,CENTER
Display2LapTimePos=(260,25)
Display2ModesPos=(-25,-45)

(TS030)
DigitalDisplays=2

Display1Instance=WHEEL
Display1RPMBars=17
Display1RPMBarsRange=(6600,8250)
Display1GearParams=LARGE,CENTER
Display1GearPos=(95,57)
Display1FuelHeadingParams=LARGE,LEFT
Display1FuelHeadingPos=(155,18)
Display1FuelParams=LARGE,RIGHT
Display1FuelPos=(305,18)
Display1SpeedParams=LARGE,CENTER
Display1SpeedPos=(395,18)

Display2Instance=MOTEC2
Display2LapTImeParams=LARGE,CENTER
Display2LapTimePos=(260,25)
Display2ModesPos=(-25,-45)


Once I've found out this, I checked the .gmt structure of TS030 and I noticed that like in the ts040, the ts030 steering wheel display (speed, gear and fuel) is a "motec" material of the swheel.gmt. Making some "experiments" I experienced the "fading" numbers mentioned by mailman in the 2013 TS030, something that never happened before I added the ts040. Is just a theory but is clear that there is a relation between 2013 ts030 motecs and 2014 ts040 not working ones.

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Post  kk08 7/6/2014, 12:42

Thank you!!!

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Giovanni Carbonaro, Italy

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Post  alexmezza 7/6/2014, 13:06

Many thanks for this great LM pack...  thumbs 


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Post  PATR10T 7/6/2014, 14:40

alexkiller8 wrote:ok, but if the answer was the one of kevin

"Those lines are commented out with "//" so that's not the issue."

this doesn't explain the presence of that suspicious GEAR_DISPLAY.gmt  in .cas file. Anyway I noticed another strange thing:

coordinates of motec in .car file of ts040 are 95% the same of the 2013 ts030 .car mod, a little strange, being the ts030 a completely different mod with completely different files. Indeed coordinates of driver positions are different, but the motec screen coordinates poisitions are basicly the same!

(TS040)
DigitalDisplays=2
Display1Instance=WHEEL
Display1RPMBars=17
Display1RPMBarsRange=(8000,9000)
Display1GearParams=LARGE,CENTER
Display1GearPos=(95,57)
Display1FuelHeadingParams=LARGE,LEFT
Display1FuelHeadingPos=(155,18)
Display1FuelParams=LARGE,RIGHT
Display1FuelPos=(305,18)
Display1SpeedParams=LARGE,CENTER
Display1SpeedPos=(395,18)
Display2Instance=MOTEC
Display2LapTImeParams=LARGE,CENTER
Display2LapTimePos=(260,25)
Display2ModesPos=(-25,-45)

(TS030)
DigitalDisplays=2

Display1Instance=WHEEL
Display1RPMBars=17
Display1RPMBarsRange=(6600,8250)
Display1GearParams=LARGE,CENTER
Display1GearPos=(95,57)
Display1FuelHeadingParams=LARGE,LEFT
Display1FuelHeadingPos=(155,18)
Display1FuelParams=LARGE,RIGHT
Display1FuelPos=(305,18)
Display1SpeedParams=LARGE,CENTER
Display1SpeedPos=(395,18)

Display2Instance=MOTEC2
Display2LapTImeParams=LARGE,CENTER
Display2LapTimePos=(260,25)
Display2ModesPos=(-25,-45)


Once I've found out this, I checked the .gmt structure of TS030 and I noticed that like in the ts040, the ts030 steering wheel display (speed, gear and fuel) is a "motec" material of the swheel.gmt. Making some "experiments" I experienced the "fading" numbers mentioned by mailman in the 2013 TS030, something that never happened before I added the ts040. Is just a theory but is clear that there is a relation between 2013 ts030 motecs and 2014 ts040 not working ones.

Looks like you dont read much... the motec and steering dsiplay are from the ts030 so for sure the coordinates on car file must be the same...

the ts030 from grid mod had the error with non visible numbers on motec and i fixed them with changing the material specular Color... but it Looks like for some People it dont work on ts040 too

the cas is for all 3 cars the same Wink the ts040 dont have a geardisplay thats why there //
the Audi have one so there no //

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[You must be registered and logged in to see this image.] Daniel Ludwig
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Post  alexkiller8 7/6/2014, 15:16

Ok, finally I found where the problem was.

Editing the motecnl material of the swheel_cpit.gmt, the specular RGB was set with a sort of dark gray colour, basicly numbers were "invisible" for this reason. Maybe you did not notice this, so I set the specular RGB with a red colour (specual power set to 20) and now the fuel, speed and gear display works. Surely also the right motec has this kind of problem.

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Post  Guest 7/6/2014, 17:28

When editing the material with 3Dsilmed, you have to set he RENDER parameter to TRUE
Hope it will help

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Post  Maxellero 7/6/2014, 21:30

SOLVED!  cheers 
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Thanks to alexkiller8 & mtz83 for tips.
There's new cocpkit .gtr file:
[You must be registered and logged in to see this link.]

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Post  mrleman 7/6/2014, 22:55

Thanks!Fix works!

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Post  eurostc 7/6/2014, 23:19

thank you !!!

 cheers 

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Post  PATR10T 8/6/2014, 09:59

so the problem was the setting render?

the colors for the specular and emissive are already changed on the fix i uploaded...


added it on first post... its allowed to add it on f1c too?

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Post  Maxellero 8/6/2014, 12:31

PATR10T wrote:added it on first post... its allowed to add it on f1c too?
I already posted there too

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Post  "Qny" 8/6/2014, 22:27

Thank you! Very nice cars!!!  Cool 

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Post  Guest 9/6/2014, 21:39

thank you, good work  afro 

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Post  Guest 10/6/2014, 02:30

Great, Thank You.

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Post  Guest 10/6/2014, 12:40

Hi guys ! I haven't the Porsche's sounds... I've seen it's a Toyota's sounds but I haven't them... so if somebody can post them, it's will be nice !  Smile thank you !

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Post  Guest 10/6/2014, 13:38

Superbe !!
Great cars : Thank you.

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Post  Guest 11/6/2014, 06:36

Tried the Mod yesterday.
A big thanks to the developer, all in all good work.

Despite that i have some smaller criticism.
The Toyota engine sounds to high, same for the Porsche.
The Toyota for example is running only at a max of around 8000rpm this year. the mod sounds like 10000+ revs.
Also i miss the 7speed gearboxes for example and that the cars powercurve is as a normal engine not as a hybrid car.
Don't call me wrong, i really appreciate the work.
Maybe i'm a bit spoiled from the gtr24h mod where the physivcs are really great for my impression.

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Post  Guest 11/6/2014, 15:05

Would be nice if you read the whole first post, especially the part that says it is an add on for the GRID mod thus it uses the crazy GRID physics.
Not calling you wrong but complaints about physics needs to be done here [You must be registered and logged in to see this link.] and you'll probably be banned from there after posting.  Razz 

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Post  Guest 12/6/2014, 07:24

I know and i read the first post.
Was no offense against anyone here, just an opinion about that it would have been nice if the cars received besides the new skins and 3d-model also a revised physic.

I did some testing and tweaking for myself with the gtr24h/DGTL VEC LMP HY cars after the VEC season was cancelled and the hybrid system was not longer availbale. I'm really new to this tweaking, and its far from finished yet. But compared to what i saw in FP1 today from Le Mans i got closer.
The biggest problem is that its nearly impossible to simulate the hybrid boost with a tweak in the .eng file.
For that, the hybrid program from DGTL was an impressive tool to simulate the boost. To get the cars right in drivability, engine/hybrid setup and breaking performance for different tracks and the specfis layouts was really challenging with that tool.
Other interesting change i made was to add a seven speed gearbox (for now only the ts030). Added a bit more sim realism to the setup and driving.

As i said, no offense against this mod here. Wink

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Post  Guest 14/6/2014, 03:24

Remember that, while lap times is an important goal, the fact you reach same lap times as real doesn't mean the physics are realistic! But keep it up, maybe you share your findings with us, since the correct physics EEC built are for league only and don't work right with the game's AI. Actually I don't understand why this is it, maybe Uli could clarify. I guess not even talent files help in this case?

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[Release] LMP1 HY 2014 triple car pack - Page 4 Empty Setup tips

Post  Basuchi 14/6/2014, 08:42

Hey there guys!

I don't know if this is the right place for this inquiry but I'll just give it a go.

Is there anyone who could give me some tips on setting up this mods R18 e-tron quattro? No matter what I do, I am having horrible understeer, basicly no top speed and permanently overheating rear tires....

Thanks in advance!!

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Post  PATR10T 14/6/2014, 09:09

theres something more todo than just add talent files Wink

you have to adjust the hdc of every car too, set the points of the car size to show the ai how close they can drive to another car etc

the cars are very agressive and the ai cant handle the brakes, the difference between gt and lmp is extreme and the lmp is always crashing heavy into the gts... same for acceleration... when i sometimes watch the ai driving the online mod its very terrible, they drive into the corners and spin... nearly every car on same corner...


uli said he will do a offline phyisc but we saw how long it needs to make a good physic and this was just for 30 different cars, the grid mod have muuuuch more cars und we all are very busy with league stuff atm


i made some adjustments by myself but that was years ago ^^



same for bes


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