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Super Touring Mod OLD VERSION NO LONGER AVAILABLE

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Post  simspeed_racing on 4/5/2016, 11:42

Currently its like this:

FWD:
AITorqueStab=(1.25, 1.25, 1.25) // torque adjustment to keep AI stable
4WD
AITorqueStab=(1.20, 1.20, 1.20) // torque adjustment to keep AI stable
RWD
AITorqueStab=(1.20, 1.25, 1.00) // torque adjustment to keep AI stable

But currently I'm still getting other things sorted. I now have the RWD and FWD performing how I want albeit with the BMWS having a slightly more powerful engine to make it that way.
I still need to test 4WD properly against other AI but when its close to what I want that will be it, I can't try to please everyone Smile

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Post  GTP_furinkazen on 4/5/2016, 15:57

DId Simbins programmers go to sleep doing Donington GP AIW? Cars braking hard and spinning themselves in the craners? : scratch

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Post  simspeed_racing on 4/5/2016, 16:09

I think part of it is those two settings in the RCD
CorneringAdd=
CorneringMult=

Running without RCD files during testing at Donnington right now and they behave much better than with them. That's is why I thought using these settings instead has improved things.
CorneringAdd=1.0
CorneringMult=0.965

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Post  GTP_furinkazen on 4/5/2016, 16:13

[You must be registered and logged in to see this link.] wrote:I think part of it is those two settings in the RCD
 CorneringAdd=
CorneringMult=

Running without RCD files during testing at Donnington right now and they behave much better than with them.  That's is why I thought using these settings instead has improved things.
 CorneringAdd=1.0
CorneringMult=0.965

Maybe, but it is only on this track.The AIW looks different as well.

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Post  Jarodparker on 4/5/2016, 17:57

[You must be registered and logged in to see this link.] wrote:I have made a lot of changes already with the tyres, engines  and handling of the cars so your tests are in some ways irrelevant to the new version that is coming. However I will increase the radius and match it for all tyres. If its too low or high the tyres will appear to float  or be sunken in the ground

The FWD tyre in version 6.4 uses slip curves from a GT car  -  the only reason I included it was because some people didn't like the handling of the soft tyre. It has too much grip and I never use it.  
The problem with the RWD  was getting a (soft) tyre that both handled well and worked well with the AI. I think I have now solved that problem.

I am considering just using a set of tyres that I know work well but only have a slick and a wet compound.

The 4WD has had a complete overhaul and it now handles more like it should, much less understeer and if you give it too much power you can get the back end out. Inertia settings have also been changes for all drivetrains.

Is it possible to flow a car like a boat with the radius ? Laughing

When I have work on tyre, I have see the width isn't real because it is 240. With FWD I have test with 210 for front and 180 for rear because in real, rear are very small but I haven't see big change. Where is the difference ? In graphical or in handling ?

I have another question, when I play at Le mans with super touring, it's possible to change a things for AI change alone the setup of gearbox for having a best topspeed ?

When I play at Paul Ricard proto version, AI brake very strong at the first corner when I pass the curve without breaking and I win 1sec. It's possible to change that ?

Think you one day EEC organize one or two online race with this super touring mod ?
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Post  GTP_furinkazen on 4/5/2016, 18:26

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:I have made a lot of changes already with the tyres, engines  and handling of the cars so your tests are in some ways irrelevant to the new version that is coming. However I will increase the radius and match it for all tyres. If its too low or high the tyres will appear to float  or be sunken in the ground

The FWD tyre in version 6.4 uses slip curves from a GT car  -  the only reason I included it was because some people didn't like the handling of the soft tyre. It has too much grip and I never use it.  
The problem with the RWD  was getting a (soft) tyre that both handled well and worked well with the AI. I think I have now solved that problem.

I am considering just using a set of tyres that I know work well but only have a slick and a wet compound.

The 4WD has had a complete overhaul and it now handles more like it should, much less understeer and if you give it too much power you can get the back end out. Inertia settings have also been changes for all drivetrains.

Is it possible to flow a car like a boat with the radius ? Laughing

When I have work on tyre, I have see the width isn't real because it is 240. With FWD I have test with 210 for front and 180 for rear because in real, rear are very small but I haven't see big change. Where is the difference ? In graphical or in handling ?

I have another question, when I play at Le mans with super touring, it's possible to change a things for AI change alone the setup of gearbox for having a best topspeed ?

When I play at Paul Ricard proto version, AI brake very strong at the first corner when I pass the curve without breaking and I win 1sec. It's possible to change that ?

Think you one day EEC organize one or two online race with this super touring mod ?
Not sure how, but you can give AI track specific set ups. And I would join online racing for sure Wink

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Post  simspeed_racing on 4/5/2016, 21:01

The radius will make it graphically appear to float if its too high I think.

The width is probably too wide for super touring cars but 240 is what Race07 WTCC cars use so I just kept it at that. I've not tested how it affects the cars.

For AI track setups there is a line in the track .GDB SettingsAI= Trackname.svm Make a setup name it Trackname and place it in the teams folder, I think that's how it works.

For the Paul Ricard problem it sounds more like a track AIW problem.

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Post  Jarodparker on 4/5/2016, 21:28

Ok, thanks Simon for your answer. It help me for AI setup Smile

I don't understang the AIW, it was difficult.

Alex we are two, now waiting for a complete grid Smile

I have ask for online race because I have see a video on youtube from a Belgian guy who walk of this mod and he say in French "I have search online race but I haven't find. Nothing play this mod in online".

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Post  theravenousbeast on 5/5/2016, 11:23

Great to hear that physics are still being worked on.

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Post  simspeed_racing on 5/5/2016, 13:18

Well its getting there, I think I have the final physics sorted for all drivetrains now. The RWD tyres that I could never get to work are now performing as they should but I had to abandon the improved tyre heating. I've made the default setup for RWD to be more stable too.

With FWD there isn't a huge difference in handling but before on default setup some cars were very stable whilst some were very tail happy, this was down to cars having default anti roll bar settings at complete opposites. Now they are all identical but the anti roll will need some tweaking to get it to your liking.

The engines are being scaled so that they get more powerful through the decade. Still got a few to do - there are 106 HDC files and nearly as many ENG files Shocked


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Post  GTP_furinkazen on 8/5/2016, 01:42

Okay so Track Pack progress:

FINISHED (LOD's AND / OR TEXTURES)
Donington / Knockhill / Silverstone / Snetterton / Mondello / Rockingham

WIP
Thruxton / Brands / Oulton

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Post  Jarodparker on 10/5/2016, 13:07

[You must be registered and logged in to see this link.] wrote:Okay so Track Pack progress:

FINISHED (LOD's AND / OR TEXTURES)
Donington / Knockhill / Silverstone / Snetterton / Mondello / Rockingham

WIP
Thruxton / Brands / Oulton

Cool ! I have a question, have you change the number of pit for having more car on the track ?

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Post  GTP_furinkazen on 10/5/2016, 22:12

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:Okay so Track Pack progress:

FINISHED (LOD's AND / OR TEXTURES)
Donington / Knockhill / Silverstone / Snetterton / Mondello / Rockingham

WIP
Thruxton / Brands / Oulton

Cool ! I have a question, have you change the number of pit for having more car on the track ?

I don't know how to adjust AIW to add more pit garages, but can adjust the adjust existing GDB's to see how many cars can fit on track for sure.

Looking at releasing the pack in 4 weeks time, i'm at the BTCC race at Oulton park on 3/4/5 June, and with my camera might try get some textures and reference material of my own first-hand.chirp

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Post  Alessio_F1 on 10/5/2016, 23:21

Hi all, recently began working on the 1996 South East Asia Touring Car Zone Championship (SEATCZC) and so far have begun on the Toyota Team Thailand cars of Saksirivetkul Kajohnsak and Man Manit. I doubt there are many places around, but if anyone has any sources available for this championship outside of the Super Touring Register it would be great if it can be sent by PM Smile

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Post  Markano97 on 10/5/2016, 23:38

[You must be registered and logged in to see this link.] wrote:Hi all, recently began working on the 1996 South East Asia Touring Car Zone Championship (SEATCZC) and so far have begun on the Toyota Team Thailand cars of Saksirivetkul Kajohnsak and Man Manit. I doubt there are many places around, but if anyone has any sources available for this championship outside of the Super Touring Register it would be great if it can be sent by PM Smile

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Great to see this, i have a couple of pictures outside of the st reg and i also have the green 3 crowns bmw skin made by zumlee, i'll pack everything up and pm you.
Great to see more people making skinpacks for this mod!! Very Happy
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Post  Alessio_F1 on 11/5/2016, 00:22

I've not yet reached the post count to send PMs, so I'll reply here with my thank you the majority of the important cars have now been covered together with yours and ST Registers images Smile

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Post  Markano97 on 11/5/2016, 00:52

[You must be registered and logged in to see this link.] wrote:I've not yet reached the post count to send PMs, so I'll reply here with my thank you  the majority of the important cars have now been covered together with yours and ST Registers images Smile

Glad i could help Very Happy The other two seasons of the series though have very little content but there were some odd entries.For instance the 1997 seatczc season featured a pink peugeot 405 Laughing
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Post  wit4 on 11/5/2016, 03:10

Here are some random pics

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unknown touring series in Thailand '90

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maybe South East Asian Touring Car Zone Championship '98

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unknown series, year '96-'97

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driver henry lee in hong kong

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1994 southeast asian touring car championship division 3

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driver peggen andersson

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toyota team thailand

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macau

------
the rest are from thailand, no further info

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Post  Markano97 on 11/5/2016, 09:30

The Honda Accord and the nissan primera are from the 1997 season.In 1998 the primera had a blue(calsonic style) livery.The #15 civic ferio is from the 1996 season.Thanks for sharing the pics,some nice finds there Very Happy
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Post  Jarodparker on 11/5/2016, 12:22

[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:Okay so Track Pack progress:

FINISHED (LOD's AND / OR TEXTURES)
Donington / Knockhill / Silverstone / Snetterton / Mondello / Rockingham

WIP
Thruxton / Brands / Oulton

Cool ! I have a question, have you change the number of pit for having more car on the track ?

I don't know how to adjust AIW to add more pit garages, but can adjust the adjust existing GDB's to see how many cars can fit on track for sure.

Looking at releasing the pack in 4 weeks time, i'm at the BTCC race at Oulton park on 3/4/5 June, and with my camera might try get some textures and reference material of my own first-hand.chirp  

Yes, I play with the GDB. For exemple, at donington the max of car is 36 but I have changed for 45 because the game bug and crash after 45 car in this track. But when I give 45 of Donington, 5-7 cars doen't work in qualification because not place in the pit and the other problem is when I do the qualification and multiple car doen't work, the grid is "random". I take the pole position but I start random on the grid.  I have this problem in multiple track.

In my own supertouring championship, I play with 46 cars from the best team of any cars, any years and I search a solution for add pit on track or solve the problem of "random" grid.

If I have understand (because I'm french and french people isn't good in english ...), at the beginning of June, you see BTCC in the real at Oulton park and you want to take the most of pictures and videos for creating BTCC 2016 mod ?

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Post  simspeed_racing on 11/5/2016, 13:18

I think you need to use the AI editor to add garage spots and grid positions, just increasing the max vehicles won't work if the game doesn't know where to put them.

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Post  simspeed_racing on 11/5/2016, 13:33

On a separate note I am almost finished with the physics editing for the new version.
Testing at Donington, Silverstone and Eastern Creek has mostly produced the results I wanted in terms of competitiveness of the different drivetrains and the expected faster cars being at the front, Audis and BMWs show well against the FWD whilst the slower cars are down the back (Hyundai for example)
However it hasn't worked this way at every track.  Testing at Imola, Spa, Laguna Seca and Brno the 4WDs are a second or 2 off the pace.  I can get them to be quicker here but you then find they are much too fast at other tracks such as Silverstone.
Testing has mostly been done without the talent files and these may help a bit but there is no way it will be perfect at every track type.

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Post  baika on 11/5/2016, 13:44

Simon, in the next update, will there be a stock rearwing option for the Toledo and the VW Vento? Because i've almost finished with the 94 french season, and those cars have that. And also in other series too.
I've made stock wings for both cars, may i send them over to you?

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Post  simspeed_racing on 11/5/2016, 13:54

I've done one for the Toledo but don't have one for the Vento.
I've made different physics for the 1994 cars too that have less aero and non adjustable rear wings.

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Post  Jarodparker on 11/5/2016, 15:47

[You must be registered and logged in to see this link.] wrote:On a separate note I am almost finished with the physics editing for the new version.
Testing at Donington, Silverstone and Eastern Creek has mostly produced the results I wanted in terms of competitiveness of the different drivetrains and the expected faster cars being at the front, Audis and BMWs show well against the FWD whilst the slower cars are down the back (Hyundai for example)
However it hasn't worked this way at every track.  Testing at Imola, Spa, Laguna Seca and Brno the 4WDs are a second or 2 off the pace.  I can get them to be quicker here but you then find they are much too fast at other tracks such as Silverstone.
Testing has mostly been done without the talent files and these may help a bit but there is no way it will be perfect at every track type.

I see tomorrow for AI editor but I don't know if I understand all things because I'm not the best in english ...

For 4WD I think the best you can do is to having 4WD are best of other cars on low speed track as such Donington or Valencia and lowest of other cars on high speed track as such Spa.

I take for example this 2 videos :





If it's possible, I think with wetlatlong in .tyr, in wet condition 4WD is fastest of other cars and I take this video for example :


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