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[RELEASE] SUPER TOURING WORLD 2.23 - Page 2 I_icon_minitimeYesterday at 19:25 by randomly21

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» RELEASE: THE STADIUM for GTR2 and POWER & GLORY
[RELEASE] SUPER TOURING WORLD 2.23 - Page 2 I_icon_minitime3/10/2024, 12:56 by Jim Clark


[RELEASE] SUPER TOURING WORLD 2.23

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[RELEASE] SUPER TOURING WORLD 2.23 - Page 2 Empty Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  repaban 30/1/2018, 08:52

Incredible work thanks a lot.

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Post  intelpower 30/1/2018, 08:58

there is an over 1 hour montage of BTCC 1995 onboard


see footage and the steering wheel, the driver don't have to fight and correct brutaly  just very small corrections about forward direction   , it looks quite easy to drive and rear very stable   , even the BMW

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that's why ingame should be a little bit more grippy than real as you don't have the extra senses and should be fun

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Post  Cheeveer 30/1/2018, 09:56

Thank you very much for this amazingly immersive mod. Top notch. Just have a question regarding physics:

GTP_furinkazen wrote:
>Completely overhauled physics and HDC files on every single car, to go with new talent files. Data sourced from across the internet. Some cars are intentionally heavier than others to reflect “Independent” entries or to slow them up, this is due to limitations of the GTR2 physics engine. This includes engine power, specific RPM, re-done gearing, aero, spring rates, dampers, anti-roll, roe, camber, weight distribution, brake power, brake bias, weight, fuel consumption, tank capacity, tyre grip, aerodynamic spoiler effects.

Does this mean that every car has unique physics?

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Post  jr82 30/1/2018, 10:14

No crash sounds & chronic oversteer here. the UI etc looks fantastic.

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Post  intelpower 30/1/2018, 11:19

regarding the cronic overstear   on some other mods (in RF)  disocvered the reason  for it was not physics or tires but too much  Engine brake torque which resulted in a "handbrake" effect which caused snap overstear   Embarassed

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Post  jr82 30/1/2018, 11:27

intelpower wrote:regarding the cronic overstear   on some other mods  disocvered the reason  for it was not physics or tires but too much  Engine brake torque which resulted in a "handbrake" effect which caused snap overstear   Embarassed
this is more turn in & rear end just goes. i noticed there is a "oversteer/understeer" slide on main page in a session/garage, am yet to play with it but that could solve the issue.

A question regarding the Drafting lines for the BTCC carsets with the drafting lines as follows -
Drafting
{
BaseDropoff=0.15
LeadingExponent=5.0
FollowingExponent=5.0

having played around with that a fair bit with previous versions of the mod i am just curious as to what u guys found when running those #'s as i had never got that high with the leading/following lines. (i also notice the other carsets i have checked are around the default values.)

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Post  Crimson764 30/1/2018, 12:32

The problem with the oversteer is the tyre pressures. Something, is making particularly the Rear tyres very hot in some corners, making the car slide. I also checked it on XD, the middle temps of the tyres are way hotter than the inside/outside edges of the tyre. On one occasion it was at something like, 99 130 110. Which also isn’t right as there’s meant to be, on average,  a 10 degree spread on average between the two edges. With the middle in between that. (E.G. 95 100 105)

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[RELEASE] SUPER TOURING WORLD 2.23 - Page 2 Empty Re: [RELEASE] SUPER TOURING WORLD 2.23

Post  GTP_furinkazen 30/1/2018, 12:47

UI sounds - a packing error on my part.

Oversteer - tire pressures being affected by the spring rates, affecting the road holding ability of the car and thus the contact with the track (fixed now)

GDB drafting - much more aggressive values with the BTCC one. Quite interested to see what people think as I will roll these values out across to other series if they are well-received.

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Founder of: FRL Furi Race Leagues with 44 career race wins online.
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Post  sopgt7 30/1/2018, 15:56

Thank you for this BIG- Great mod.
Smile

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[RELEASE] SUPER TOURING WORLD 2.23 - Page 2 Empty UPDATE V2.01

Post  GTP_furinkazen 30/1/2018, 16:00

Apologies for earlier issues, was an error with the physics model and spring rates that was causing some "weird" handling effects. V2.01 also addresses a few other small bugs and issues and updates Production cars.


NOTES / INSTALLATION:
>Before installation, delete the following folders from your SUPER TOURING WORLD 2.0 install:

“Gamedata\SIM_ST_Bathurst.gdb” (if you downloaded earlier V2.01 patch)
“Gamedata\Sounds\Supertouring\Generic” (if you downloaded earlier V2.01 patch)
“Gamedata\Sounds\PIT”
"Gamedata\Teams\Production Class”
"Gamedata\Teams\S2000\Alfa Romeo 156 S2000”
"Gamedata\Teams\S2000\Opel Astra”
"Gamedata\Teams\S2000\SEAT Toledo Cupra”
“Gamedata\Teams\Supertouring\Ford Sierra RS500”
“Gamedata\Teams\Supertouring\Opel Astra\CRTCC 1996”
“GameData\Teams\Supertouring\Toyota Carina\BTCC 2000 GKS”
“GameData\Teams\Supertouring\Nissan Primera P11\BTCC 2000 Team Dynamics”



WHAT'S NEW / CHANGES:
>Removal of S2000 cars (inserted by mistake).

>Removal of Bathurst GDB (inserted by mistake).

>New physics for Production cars implemented, Thanks to PugSport Racing for information.

>Removal of old GTR2 menu soundtrack.

>Original audio from “ToCA2 Touring Cars” for UI, pit crew radio and effects – no more clashes with old “vanilla” GTR2 sounds.

>Fix glitch with clashing BMW sound file resulting in clunking sounds under braking, cars now have fully working backfire.

>Spring Rate adjustment on the rear of FWD & 4WD cars, fixes instability issue from V2.0.

>Fixed mistake with Sierra RS HDC’s – 3D model to be updated later.

>Deleted duplicate entry of Opel Astra, CRTCC 1996.

>Fixed clashing file directory of production-class Toyota Carina, BTCC 2000.

>Deleted Nissan Primera P11 from BTCC 2000 (paint needs rework).


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Post  bernie91 30/1/2018, 18:30

Thank you very much for your work, is stunning!!

A small personal request: is possible to put the most recent fixes in the 1st post? Smile

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Post  Crimson764 30/1/2018, 18:41

Production Class Carina (2000) has no physics. References a hdc file the game can't find.

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Post  miuqana 30/1/2018, 19:03

Thanks for the update!

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Post  pimmy 30/1/2018, 19:37

The fuel issue persists as well, although it is better than it used to be.

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Post  sit997 30/1/2018, 20:02

Thank you
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Post  theravenousbeast 30/1/2018, 20:42

Did a bit more driving. I think all the cars could use higher diff lock option, the FWD especially lose speed spinning their inner front really easily. The new physics otherwise remind me of RaceRoom's WTCC cars which had the power setting at 12.5% intervals with 75% max IIRC, maybe a starting point?

The over/understeer seems tweakable with the anti roll bars. Can't add much to the tyre pressures discussion.

Liking the feel so far, cars feel stiff and darty but heavy. Default brake bias is far too much forward IMO, maybe good for a pad but 62-38 is more than enough for a wheel setup.

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Post  skeno 30/1/2018, 20:43

thanks for this great mod, wish i had the time to check out all cars...
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Post  suti 30/1/2018, 21:19

Brilliant mod, menu sounds are wonderful. So far I have driven only production class integra and it feels great. Here's my first skin for ST mod 2.0. It is Doug Newmans integra from 2006 and 2007 VLN seasons. I hope it's ok to share link in this thread? [You must be registered and logged in to see this link.]
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Post  Durge Driven 30/1/2018, 22:44

Thank You

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Post  GTP_furinkazen 30/1/2018, 22:45

bernie91 wrote:Thank you very much for your work, is stunning!!

A small personal request: is possible to put the most recent fixes in the 1st post? Smile

Will do.


Crimson764 wrote:Production Class Carina (2000) has no physics. References a hdc file the game can't find.

Will double check, thanks.


pimmy wrote:The fuel issue persists as well, although it is better than it used to be.

What fuel issue?

theravenousbeast wrote:Did a bit more driving. I think all the cars could use higher diff lock option, the FWD especially lose speed spinning their inner front really easily. The new physics otherwise remind me of RaceRoom's WTCC cars which had the power setting at 12.5% intervals with 75% max IIRC, maybe a starting point?

The over/understeer seems tweakable with the anti roll bars. Can't add much to the tyre pressures discussion.

Liking the feel so far, cars feel stiff and darty but heavy.  Default brake bias is far too much forward IMO, maybe good for a pad but 62-38 is more than enough for a wheel setup.

Unfortunately, if I change bias to more realistic settings the AI starts acting funny (spinning uncontrollably)

suti wrote:Brilliant mod, menu sounds are wonderful. So far I have driven only production class integra and it feels great. Here's my first skin for ST mod 2.0. It is Doug Newmans integra from 2006 and 2007 VLN seasons. I hope it's ok to share link in this thread? [You must be registered and logged in to see this link.]
[You must be registered and logged in to see this image.]

Sure Smile


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Post  Guest 30/1/2018, 23:43

Is it just me or my cars dont have usable mirrors in interior? And I agree even fwd cars tend to "lose" the back in the corner.

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Post  GTP_furinkazen 30/1/2018, 23:44

Getrag wrote:Is it just me or my cars dont have usable mirrors in interior? And I agree even fwd cars tend to "lose" the back in the corner.

Have you got mirrors switched on? Might have turned them off.

Seems to be reports that tire pressure in outside rear tyre starts climbing and overheating, attempting to find a fix but would need more data and information.

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Post  Guest 30/1/2018, 23:58

Yeah its best that physics and grip part doesnt end up being overdone by that I mean that cars end up being easy to drive. Because lets face it they werent easy to drive even in some interviews drivers say that they were twitchy and they could bite you hard if you mistreated them. Especially Mondeos in Rouse team since he built his cars without power steering or prefered it when most teams had power steering(not sure if in all seasons).

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Post  Jarodparker 31/1/2018, 05:40

I think the fuel issue is when AI goes in pit before the race is ended. That come from of "fuel estimate" in .eng

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Post  jr82 31/1/2018, 06:45

GTP_furinkazen wrote:UI sounds - a packing error on my part.

Oversteer - tire pressures being affected by the spring rates, affecting the road holding ability of the car and thus the contact with the track (fixed now)

GDB drafting - much more aggressive values with the BTCC one. Quite interested to see what people think as I will roll these values out across to other series if they are well-received.
If you like once the Championship files are released i can test them if you like, i could try with existing ones but it says on the 2.0 mod they may not work?

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