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Spring '24 Sunday League - Test Race Sunday Feb 11th
#1
Announcing the Spring '24 League Test Race at Adelaide '88!


We will be driving our League Edition Hillman Imps and NSU TTs that have been going down well on Tuesday nights.

TrackPack link: http://F1_1986_1988_Historic_Edition_Tracks_3.1
http://Hillman Imp LE v1.30
http://NSU TT LE v1.31

The EVENT will consist of ONE Feature Race.

Race Day Info:

Server name: !SR4L-1'24 NSUImp LE test

Server password: pimpmynsu

Practise session 120 minutes
Start Time 17:24 UK

Qualifying 30 minutes Start Time 19:25 UK

Warm up 7 minutes

Race will be set to laps (approx 45 minutes) - 25 laps for this test event


Notes:
  • One mandatory pitstop - all tyres must be changed.
  • Pit lane speed limit will be set to 100km/h (c. 60mph)
  • The only difference in physics between the Imp and the NSU is that the NSU has a slightly longer wheelbase. This should not materially affect how the car drives and there has been no performance bias noted during the Tuesday Fun races.
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#2
Track limits explained by Cruicky:

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#3
IMPORTANT NOTE RE TRACK LINK

The track - Adelaide - is part of the 1988 F1 Mod - which is HUGE!

To reduce the memory footprint of the server, we have extracted just the Adelaide track and packaged it up on its own for this race. If you have the 1988 F1 Mod, you may need to download the individual track from the server - it's identical to the Mod version but is recognised as a separate entity by rf2.

If you have any problems - let us know here - I can try to upload it to Mediafire for conventional download/install.
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#4
I will try to remember to make both car templates available in the next day or two in case anyone wants to create their own skin. I’ve done a lot of the heavy lifting to create blank panels with no decals so you might as well start from that point.
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#5
http://Hillman Imp templates (.XCF for GIMP and .psd)

http://NSU TT templates

Loose instructions for use (I use GIMP by the way...)

   

In both the Imp and NSU templates, you'll find two key layers. One has a mask applied to it (you can see a greyscale image of the body panels in the mask) and the other is just a plain black layer one level below it.

If you select the layer with the mask (make sure you select and activate the actual layer - not the mask), you can fill this with your base paint colour.

If you have both the masked paint layer and the black layer activated, you can then 'create new layer from visible' to create a shell of the car in your chosen paint colour and with the shadowing applied (this is what the mask is there for....)

You can then jazz up the visible layer and then export it as a .DDS file making sure the compression is set to BC3/DX5. I usually tick 'create mipmaps' too but I can't remember if this is critical.

Good luck! I do have a 'full' painting guide somewhere (might be linked in the files section of this site - can't remember). Ps - I don't bother with the Regions nonsense for quick skins.
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#6
Myles (Mr Fox), post: 32987, member: 579 Wrote:I usually tick 'create mipmaps' too but I can't remember if this is critical.
Yes, this is critical.

There are two reasons for this, it's for performance and also visual quality.

When saving the .DDS file with mipmaps it creates multiple sizes of the same image within the .DDS file, (see picture below):-

   

When cars are close to you the game uses the large size image. Cars that are far from you the game uses the lower sized ones. This helps keep frame rate good.

Saving with mipmaps also reduces the shimming affect on the textures too. Without Mipmaps the game has to shrink a large sized texture into a small space and you get this flickering mess in animation that looks bad.
Here is an example video of textures with incorrect Mipmap settings:-


Sorry for the off topic.
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#7
Thanks - I thought that was the case but was far from sure.
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#8
Careful on pit entrance. The grass has no grip at all.



We found not taking fuel at the pitstop gives a faster pitstop. Set it to zero on the grid, or before your stop.
   
Pit stop should be about 25 seconds if done correctly.
Good luck all.
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#9
Wow, thank you. I thought I was all ready and prepared with a 46 second pitstop.
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#10
Just checked the log file analyser - both Tim and I are listed as DNF due to 'brakes'!

On lap 21, I braked for the penultimate left hander - and the car just turned right!

Limped it back to the pits and tried to Repair All but it didn't solve the problem.

I was pretty heavy on the brakes - but I've never broken the brakes before!
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#11
well for me it was left side lock up pulled car into wall. all over
seemed like track limits were a little tighter in race.
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#12
I had brake duct cooling set to 2 I think.
Myles you were catching me slowly after the pit.
Ed was just too fast, well done.
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#13
bullwinkle, post: 32994, member: 333 Wrote:well for me it was left side lock up pulled car into wall. all over
seemed like track limits were a little tighter in race.
I got 1.5 points fairly early on! One of those (0.75) I thought was a bit unfair as I was out of control and didn’t gain an advantage.
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#14
my brake cooling was 3
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#15
bullwinkle, post: 32997, member: 333 Wrote:my brake cooling was 3
…that’s brake ‘blanking’ though, isn’t it? Higher the number, lower the cooling? I’ll check mine later - I need to load a track for tomorrow anyway! I’ll also try to dig in via Motec - but rf2 didn’t shut down cleanly at the end of the race (I’m guessing it was still saving the replay - the Motec log should’ve saved as soon as I quit the track).

Regardless, I’m a) quite chuffed that we’ve actually experienced brake failure and b) a bit disappointed that there was no warning. My brakes seemed to be working fine right to the end - I was doing hard stops from less than 150m at the end of the long straight and didn’t feel any drop off in performance. Crew Chief also failed to warn of high brake temps.
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#16
Racing was good fun last night but i made school boy error and made a change to setup just before race , this gave me too much oversteer and i spun out whilst trying to annoy Myles and DJ , my brakes failed on the penultimate corner but managed to hold position and finish .
The brake thing is a pain , there is no warning or change in performance just striaght to failure
The track limits seemed ok to me , i had a few warnings but was awarded no penalty points.
From a personal point of view my eyes held up and didnt water like they have for the tues races i tried , when i get my new glasses i will be set so BRING IT ON
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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