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Re: Navigator's new conversion.
#1
Get well Wim Smile
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#2
"...@sdancourt; did you have any succes with the guy you know?..."

His nickname is Wacha, A well know rf1 modder, but I lost contact with him. Once, I asked him to convert his Mod to RF2. At that moment he refuse to do so because his lack of knowledge on rf2, maybe now he is willing to accept some cooperation. I think he even dont published his mod on rf1 yet. I still have a Beta version.
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#3
Thanks sdancourt!

My bad; I thought you had a "direct-line" with him or something like that to contact him straight away. Some sort of close friend, living nearby.
In that case; I will contact him myself normally, but its become a bit different now.

Due to the topic on the Studio forum, there is a guy helping me out.
We are going to use the URD model but it needs a LOT of work. He sees potential and that great of course.
Wheels wobbling, parts not rotating, steering wheel not rotating, see-through wheels and body....the list goes on.

He jumped in and I had to start "go with him". Had to convert to the new model.
It looks like crap at this point of course; I can't see through the glass screen, but I can see through the body Wink
Wheels are driving and the body follows.

I couldn't let him wait; I had to do this.
Downside is; I can't properly drive the car anymore at this point and so there is no way of testing it further.
Physics are pretty good I think and as I said; only the tyres need a lot of adjusting.
Unfortunately I can't deliver a test version at this point.

Please be patient with me; this guy wants to make it his showcase just as I want to do for the physics; it WILL be the best mod out there is the plan! Smile

Here a quick peak of how it looks in 3DSimed (could only wish it looked that "nice" in the game Wink )

[Image: 3DSimed_MB.jpg]
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#4
Marvelous! and a lot of work to come...Anyway, my last champ in rf1 was with a 1966 F1 Mod, modified from the original one and so, so good, people feel like driving rf2. Very good looking with terrific physics, rf2 level.

This modified mod was made by a team, Wacha was there but also was Ozpata, great modder, tester and F1 historian who is a member of this forum and certainly is reading this.

1966 was a transitional year and this F1 mod contains ALL cars of that year. 1.5; 2.5 and 3 liters cars from all teams. Lotus, Brabham, McLaren, Ferrari, Eagle, Honda, Cooper, BRM and you already have the tyre model: straight from ISI“s Brabham BT20.

Maybe your next project!
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#5
Good job Wim. Modeling is such a hard thing to do.
SR4L discord channel: https://discord.gg/h5RZTcEcbA
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#6
Thanks for the explanation sdancourt, very nice.
Indeed; it might be a future project. Sounds like a lot of work, but very fulfilling when its done. Plus; by that time, things will get quicker as the is more experience.
I will keep that in mind, for sure!

Modding is hard......yes, I can confirm! Smile
Wow, it IS hard man. The guy helping me, says its easy......so thats good Wink
He can do models, paint and textures. I can do physics and (a bit of) sounds. The sound samples may have to be borrowed from another mod, but there is a lot to adjust.

Anyway; everything is in the house for making it one of the best mods ever, the more because we both want to make it our personal showcase.

When it is more drivable, I will carry on with physics and post here. Just be aware that the quality of the mod will at first be less than the old converted one......
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#7
Hi Wim. this maybe a bug error (version 25) or not sure if just a freak thing for me. Was driving along at Targa when I suddenly lost all steering, the car refuses to turn, the steering wheel made no difference to the position of the wheels, escaping back to the paddock made the wheel re-align. There is 0% damage so I don't think I messed it up that way. Was very odd.
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#8
Hi Harri,

Already made some laps with this W196 at Targa with no problem at all.

Actually, physics are very, very good.
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#9
Hey Santiago, thanks for the information, hoping it was just some strange episode of computer oddness, going to give it another go Smile
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#10
Thanks for the reports Harri and sdancourt.

It could just as wel be a problem with the mod as it sounds like something that happened several times when the chassis file was a bit off.........
Anyway; in the newer version that is coming, the chassis is all brand new. Tires are new (made to the right size, the proper way) and so on. The problem should not occur anymore.


About that new version;
As it is now build from total scratch, everything, I deleted the mod. I kept the physics as they were already made by me from scratch, but I couldn't have the old "55_MB" files in there anymore. SO even all .ini/ .gen files and so on are replaced or going to be replaced.
Adam Farmer is making the model and textures (and stuff) as I do the physics. Sound was a problem, but is now from "Wolferl".
There is NO model to drive yet....... In order to get on with my physics, I had to do something; I put the BT_20 in there.

But; sounds are different and engine/gearing will be redone as we now are making the 55 W196R and according to the Mercedes site, the engine revs up to 9500 rpm......gearing is different also.
https://mercedes-benz-publicarchive.com/...toRelation

As they drove with 3 different wheelbase settings, this will be an upgrade. ISI did that with the Indycar and adjusted the wheelbase in the HDV line; the chassis will adapt in game. That feels like cheating to me; I'm going to build 2 more flex-chassis'........... Wink Told you this was going to be a showcase. Smile

So, again, it may take a little time some more.......
Is it okay for you if I upload when progress enough is made, you drive a W196R but see the BT_20??
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#11
All sounds good Wim. Great you found some people to help in other areas of the car.
Quote:Is it okay for you if I upload when progress enough is made, you drive a W196R but see the BT_20??
Fine by me. Cheers.
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#12
Cool, thanks!

Now I have a question.

How much do you guys and girls think should be adjustable?
A lot? Thats nice, gives something extra, but is it historically correct?
Not much? May be correct but no fun.

I know they were running wheelbases of 2,35 - 2,21 and 2,15 meters so they did make significant changes, right?
But for the gearing for instance; I can only find the same numbers over and over. The final drive was adjustable, not the gearing itself so it seems.

Can you give me some idea of what should be adjustable?
Think about things that are available; what should not be in there?
Caster for instance; how much?
Brake bias?
Weight distribution; how much?
Gearing? A lot? A few?

And so on Wink

Please let me know if you know these things or have a strong preference; few possibilities makes you stay away from the car or is historically correctness more important?
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#13
Wim, I can keep testing Belgium and Montecarlo.
One should show how accurate the engine power is and the other how accurate grip is.
The last version I tested (can't remember which) was way too powerfull and bit too grippy, but I must test the last one you posted.
SR4L discord channel: https://discord.gg/h5RZTcEcbA
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#14
Wim here is a link you may find usefull http://www.ultimatecarpage.com/spec/362/...-W196.html

Also just an idea here , Make a short youtube video of the Merc at somewhere like Targa .

Send email to Stirling Moss explaining what your trying to achieve etc and ask him what adjustments he as a driver could change .Put a link in to the Vid to see if it gets his attention , you never know it might come good http://www.stirlingmoss.com/contact
Understeer - is when you hit the wall with the front of the car
Oversteer - is when you hit the wall with the back of the car
Horsepower - is how fast you hit the wall
Torque - is how far you move the wall when you hit it
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#15
If I had the time I would help Wim doing some modelling, I always wanted to model mi Opel Astra and drive it in rFactor2 but that would require houndreds of hours I don't have.
SR4L discord channel: https://discord.gg/h5RZTcEcbA
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#16
Thanks guys.

I have my work cut out for me by making 3 flex-chassis......but its fun.
About the power full.......that might be a problem. The car was doing about 260/270 kph and it should do "over 300 kph".
So the power must go down and topspeed up, right? I hope that is what you mean Gorgias?
Should be a matter of base drag.

Everything is different now; more rpm from engine, different gear settings (power comes out "less powerful" if that makes sense at Brianza trim) and so on; it may not be wise to test the latest version anymore.
All is being worked on again.

I hope to have a running version pretty soon!

Mail send to Sir Stirling Moss! Thanks for that DeeCee; I did not think of that.

I'm already happy Wolferl gave permission to use his sound; if Sir Moss responds; wow! Smile

Thanks again guys.
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#17
I m playing v.25 at Targa Florio just for fun and is really fun. Hope to have new version soon.
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#18
Navigator Wrote:I'm already happy Wolferl gave permission to use his sound; if Sir Moss responds; wow! Smile

That would be reminiscent of the coolest thing that ever happened in Grand Prix Legends modding. There were no clear photographs of a sign behind the pit building at Monza. It's blue with a knight's helmet on it. We tried guessing at what it says but no one could agree on what was correct or even if the graphic was right. Then someone found out who was in charge of that company's race promotion advertising in 1967 and wrote to him. The guy, long since retired, still had all his original artwork and sent them so we could get the sign right in the game!
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#19
Keeper Wrote:
Navigator Wrote:I'm already happy Wolferl gave permission to use his sound; if Sir Moss responds; wow! Smile

That would be reminiscent of the coolest thing that ever happened in Grand Prix Legends modding. There were no clear photographs of a sign behind the pit building at Monza. It's blue with a knight's helmet on it. We tried guessing at what it says but no one could agree on what was correct or even if the graphic was right. Then someone found out who was in charge of that company's race promotion advertising in 1967 and wrote to him. The guy, long since retired, still had all his original artwork and sent them so we could get the sign right in the game!

Many stories about modding, any modding, some like the above really amazing.

My favorite was about the exact hue of the grey war paint of WWII Japanese Battleship Yamato, one of the two biggest battleships ever.

After a big discussion at the forums, a guy contacted Japanese War department asking of the exact hue.

There was a response but not what they actually expected. More or less was:

"There isnt any EXACT hue, battleships were painted with the paint that was available at the time they docked :S
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#20
Navigator Wrote:Thanks guys.

I have my work cut out for me by making 3 flex-chassis......but its fun.
About the power full.......that might be a problem. The car was doing about 260/270 kph and it should do "over 300 kph".
So the power must go down and topspeed up, right? I hope that is what you mean Gorgias?
Should be a matter of base drag.

Everything is different now; more rpm from engine, different gear settings (power comes out "less powerful" if that makes sense at Brianza trim) and so on; it may not be wise to test the latest version anymore.
All is being worked on again.

I hope to have a running version pretty soon!

Mail send to Sir Stirling Moss! Thanks for that DeeCee; I did not think of that.

I'm already happy Wolferl gave permission to use his sound; if Sir Moss responds; wow! Smile

Thanks again guys.

Power maybe right and it could be all to less drag and a lot less tire grip.
SR4L discord channel: https://discord.gg/h5RZTcEcbA
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