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[RELEASE] SUPER TOURING WORLD 2.23
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Page 17 of 19
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Re: [RELEASE] SUPER TOURING WORLD 2.23
pchay1983 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
Some help if possible?
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.
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 : 24
Join date : 2018-03-28
Re: [RELEASE] SUPER TOURING WORLD 2.23
Littlefysh 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.
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Troy Barman
Sylphide- Admin
- Posts : 1478
Join date : 2014-07-02
Location : United States
Re: [RELEASE] SUPER TOURING WORLD 2.23
Attrition line in track's gdb file also might have effect, lowering the value reduces dnfs.
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Audi - Truth in 24 - by Len Riojas - [You must be registered and logged in to see this link.]
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Audi - Truth in 24 II- by AudiofAmerica - [You must be registered and logged in to see this link.]
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gtracer123- Posts : 803
Join date : 2013-10-22
Age : 29
Location : Canada
Re: [RELEASE] SUPER TOURING WORLD 2.23
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??
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Markos Peristerakis Super Touring Mod Skinner
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Markano97- Posts : 1381
Join date : 2015-06-02
Age : 27
Location : Athens,Greece
Re: [RELEASE] SUPER TOURING WORLD 2.23
does this include under braking & turn in/mid corner as well?GTP_furinkazen 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
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...
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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 : 145
Join date : 2016-11-22
Re: [RELEASE] SUPER TOURING WORLD 2.23
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.Littlefysh 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.
jr82- Posts : 145
Join date : 2016-11-22
Re: [RELEASE] SUPER TOURING WORLD 2.23
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?gtracer123 wrote:Attrition line in track's gdb file also might have effect, lowering the value reduces dnfs.
jr82- Posts : 145
Join date : 2016-11-22
Re: [RELEASE] SUPER TOURING WORLD 2.23
Sure doMarkano97 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??
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jr82- Posts : 145
Join date : 2016-11-22
Re: [RELEASE] SUPER TOURING WORLD 2.23
Amazing! Of course these ring a bell. Is "Supermoves" by Overseer what I'm hearing on the background?Markano97 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??
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Shinra- Posts : 64
Join date : 2018-03-22
Age : 37
Location : Spain
Re: [RELEASE] SUPER TOURING WORLD 2.23
Yep that iconic background theme of the game. Well the project is about 85% done so expect some previews soon. Luckily all the tracks of the game are also available in GTR2!!
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Markos Peristerakis Super Touring Mod Skinner
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Markano97- Posts : 1381
Join date : 2015-06-02
Age : 27
Location : Athens,Greece
Re: [RELEASE] SUPER TOURING WORLD 2.23
Sylphide 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 : 24
Join date : 2018-03-28
Re: [RELEASE] SUPER TOURING WORLD 2.23
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.
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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.]
Re: [RELEASE] SUPER TOURING WORLD 2.23
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.GTP_furinkazen 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.
jr82- Posts : 145
Join date : 2016-11-22
Re: [RELEASE] SUPER TOURING WORLD 2.23
jr82 wrote: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.GTP_furinkazen 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.
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
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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.]
Re: [RELEASE] SUPER TOURING WORLD 2.23
Makes a lot of sense, "happy medium" will make the title battles more interestingGTP_furinkazen wrote:jr82 wrote: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.GTP_furinkazen 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.
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
yer that was a setup issue as i recall, BTCC cars don't handle like sprint cars on the reviews haha
jr82- Posts : 145
Join date : 2016-11-22
Re: [RELEASE] SUPER TOURING WORLD 2.23
Not sure if asked here but... is the template of version 1.6 that shared in this forum works too in version 2.23?
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Re: [RELEASE] SUPER TOURING WORLD 2.23
NagisawaHaku wrote:Not sure if asked here but... is the template of version 1.6 that shared in this forum works too in version 2.23?
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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.]
Re: [RELEASE] SUPER TOURING WORLD 2.23
Also... a long, and fairly exhaustive list of all current technical / physic changes for upcoming release:
>New TYR files by theravenousbeast. Still unique FWD RWD 4WD compounds. Name of compounds also being adjusted and simplified.
>Updated vehicles weight etc, with Independents having more simulated weight as we don't have multiple tyre models and ways of simulating "lesser budget" cars!
>Updated inertia - almost halved from V2, from Andreas and the Race07 version with some adjustments. Cars are much more responsive and pointy. Massive improvement. As for response... more later on...
>Lowered Centre Of Gravity CoG - cars are more planted, accelerate quicker. CoG varies from car to car so some may have a "Higher" CoG and not be as planted - for instance a BTCC-spec Peugeot 406 has higher than the STW-spec example.
>Updated weight distribution - 60/40 used as a base and for some cars such as the Audi and earlier cars. Later cars have 59/41 or 58/42 which result in much more of a "pointy" turn in and immediate response but also mean oversteer is induced earlier and AI are more sensitive.
>Unique DMG files for each car - still working on some parameters for when dirt and dust flies up though.
>Updated fuel map settings. Player Car starts on max tank by default. Tank size from 60L upwards, endurance spec up to 100L.
>Changed AITorqueStab - less stable. However setup tweaks mean this won't result in constant stupid AI spins and wrecks.
>FrontWing & RearWing settings. Currently cars have aero settings of 0/0 (none), 1/3, or 1/5 F/R. Aero effects are now reversed especially on FWD cars which had more complicated splitter arrangements, of up to 5/3. This means a lot more aero grip at higher speeds and frees up the rear end, especially in a front engined FWD. Also varies car to car.
>New suspension model(s) unique for each make / car from Race07 by Andreas.
>Updated Rollbar settings.
>Updated spring rates - now adjustable UPWARDS in either 3 or 5 increments.
>Completely adjusted toe settings (almost reversed)
>Heavily modified caster settings.
>Lowered ABSGrip to prevent some of the locking up issues under hard braking.
>Brake balance default either 60/40 or 55/45.
>Heavily modified camber values.
>Completely adjusted differential with no more 138% power through the front to combat wheelspin! At the moment 50/25 with preload 1 @ 200 torque. Still WIP on a couple value adjustments per car.
>Brand new damper values, front and rear.
>FWD cars with higher pressure tyres in the front than the rear, helps warm the tyres quicker but does raise wear slightly.
Still WIP:
>Adjusting engine reliability levels (all same generic values at moment)
>Adjusting steering arm properties to simulate some older cars without power steering (most pre 1993, for instance the Toyota Carina had no power steering but the Vauxhall did have it)
>General handling for "no aero" cars from early 1990s, trying to get them to move round more without creating a car that's unpredictable and also an AI wrecker.
A final word - bear in mind everything works together. Updated suspension hopes all round balance. More front aero increases oversteer. Inertia affects the handling and car behaviour understeer/oversteer. Dampers and anti roll sort out under and oversteer. Weight distribution changes the whole balance of the car as does brake bias.
It's very much a case of "test one thing, and then adjust another" but I hope this list sheds light on just why this mod has taken such a long time to develop from V2 to V3!!!
Furi
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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.]
Re: [RELEASE] SUPER TOURING WORLD 2.23
thx Furi!!!
i'm waiting for this mod even more than the new Simbin game
i'm waiting for this mod even more than the new Simbin game
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Marco Folli, from Italy
bernie91- Posts : 102
Join date : 2015-02-23
Age : 33
Location : Milano, Italy
Re: [RELEASE] SUPER TOURING WORLD 2.23
Thank you
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Guy Reppert
repaban- Posts : 950
Join date : 2016-09-02
Age : 67
Location : France
Re: [RELEASE] SUPER TOURING WORLD 2.23
Yeah. Been quiet I know on here, a lot going on... new job as well on weekends starting this week so preparing for that... Been messing with Audi sounds today... they have *OOMPH* to them now...
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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.]
Re: [RELEASE] SUPER TOURING WORLD 2.23
regarding the privatters some exceptions must be made with physics
- Matt Neal nissan primera at Donington 1999, Matt said that they managed to get their hands on some factory spec but used tires which made all the difference
- the swedish private Audi A4 quattro no 16 Tobias Johansson which beat ALL the factory cars start to finish in 2001 at Knurstorp
and if anyone know other examples of stand out privatters beating factory cars
we do have some weird situations in STW with BMW when one driver was factory backed (Christina Menzel) but the other was not (Leopold von bayern) and this did show in the results
similar issues with STW 95 Mondeos , some were factory backed , others not despite being the same team
- Matt Neal nissan primera at Donington 1999, Matt said that they managed to get their hands on some factory spec but used tires which made all the difference
- the swedish private Audi A4 quattro no 16 Tobias Johansson which beat ALL the factory cars start to finish in 2001 at Knurstorp
and if anyone know other examples of stand out privatters beating factory cars
we do have some weird situations in STW with BMW when one driver was factory backed (Christina Menzel) but the other was not (Leopold von bayern) and this did show in the results
similar issues with STW 95 Mondeos , some were factory backed , others not despite being the same team
intelpower- Posts : 903
Join date : 2016-02-09
Re: [RELEASE] SUPER TOURING WORLD 2.23
intelpower wrote:- the swedish private Audi A4 quattro no 16 Tobias Johansson which beat ALL the factory cars start to finish in 2001 at Knurstorp
The Kristoffersson Motosport (factory) team used the 1999 STW cars for 2000-2002.
Johansson's car (also a very underrated driver): [You must be registered and logged in to see this link.]
Actually, none of the teams in STCC were "factory" in the same effect as in BTCC or STW. They all used year-old cars from those series, but at least upgraded to the latest specs.
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Jacob Fredriksson says hi
Cheeveer- Posts : 286
Join date : 2014-11-13
Age : 35
Location : Sweden
Re: [RELEASE] SUPER TOURING WORLD 2.23
and things can be very tricky in another way , the DRIVER
an extreme example see NATCC, the 1996 championship winning yellow Honda Accord of Randy Probst driven by Roberto Quintanilla in some 1997 races and was nothing more than a grid filler!!
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the question here is what physics you give this 97 yellow Accord ? ir maybe a bad talent for Roberto Quintanilla would be enough
an extreme example see NATCC, the 1996 championship winning yellow Honda Accord of Randy Probst driven by Roberto Quintanilla in some 1997 races and was nothing more than a grid filler!!
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the question here is what physics you give this 97 yellow Accord ? ir maybe a bad talent for Roberto Quintanilla would be enough
intelpower- Posts : 903
Join date : 2016-02-09
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