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More GTR 2002 stuff.

12 posts by 6 people · 22 Sep 2002 17:27 UTC - 24 Sep 2002 08:16 UTC

Ian Bell 22 Sep 2002 17:27 UTC#96972
A nice in-game of the 360: http://home.earthlink.net/~v3exe00/screens/51.jpg An nice render of the 2002 Roos Viper: http://www.simmods.com/-member_beta-/HR-Viper.jpg 1200 polys remember. We need to get 36 of these things running at once :-) Some physics Info: 400hz sampling rate using ISI's F1-2002 core physics engine. Many hundreds of different vehicle parameters accurately modelled in real time. Accurate suspension specifications that were highly researched to come asclose to the real GT cars as possible including: Supension geometry camber/toe/caster curves Roll centers that dynamicly change with chassis pitch and roll Anti-dive / anti-squat geometry Bumpstop modelling Each car type individually modelled Engine, brake, and tire heat/wear parameters - be carefull that first lap! Tire model that is the most ambitious available in a PC simulation -including Dry, Intermediate and Rain tires including: Seperate Lateral Slip angle curve Longitudinal slip curve Slip curve modifications with load changes Coefficient of friction parametrers Tire Load sensitivity Tire wear and heat that is sensitive to driver inputs Aero modelling includes: 3 Front splitter downforce configurations - Low, Medium, High 14 Rear wing settings. Aero sensitivity to ride height changes Seperate downforce and drag parameters for the body, wheels, wing, and splitter AI lines created using the actual GT cars in the game (not the F1 driving lines) and driven by SBDT team members. and much more. Doug Arnao has really worked worked wonders, it feels beautiful :-) Cheers Ian www.simbin.com
Dave Cook 22 Sep 2002 18:36 UTC#529959
How are the***pits coming along? I've seen a bunch of screenies from the outside of the car. I'm really hoping for a***pit view that would rival that which we hoped for from WSC. - Dave
Wowzers!!! If I can run F1-2002 With almost all the details on... will I be able to run this MOD decently? Great screenshot though, probably one of the nicest I've seen in any racing game. Mike http://mikebeauchamp.com "Ian Bell" <[email hidden]> wrote in message news:y4nj9.1764$[email hidden]...
Quoted text (42 lines)> A nice in-game of the 360: > http://home.earthlink.net/~v3exe00/screens/51.jpg > > > An nice render of the 2002 Roos Viper: > http://www.simmods.com/-member_beta-/HR-Viper.jpg > 1200 polys remember. We need to get 36 of these things running at once :-) > > > Some physics Info: > > 400hz sampling rate using ISI's F1-2002 core physics engine. > > Many hundreds of different vehicle parameters accurately modelled in real > time. > > Accurate suspension specifications that were highly researched to come > asclose to the real GT cars as possible including: > Supension geometry camber/toe/caster curves > Roll centers that dynamicly change with chassis pitch and roll > Anti-dive / anti-squat geometry > Bumpstop modelling > Each car type individually modelled > > Engine, brake, and tire heat/wear parameters - be carefull that first lap! > > Tire model that is the most ambitious available in a PC > simulation -including Dry, Intermediate and Rain tires including: > > Seperate > Lateral Slip angle curve > Longitudinal slip curve > Slip curve modifications with load changes > Coefficient of friction parametrers > Tire Load sensitivity > Tire wear and heat that is sensitive to driver inputs > > Aero modelling includes: > 3 Front splitter downforce configurations - Low, Medium, High > 14 Rear wing settings. > Aero sensitivity to ride height changes > Seperate downforce and drag parameters for the body, wheels, wing,
and
Quoted text (14 lines)> splitter > > AI lines created using the actual GT cars in the game (not the F1 driving > lines) and driven by SBDT team members. > > and much more. Doug Arnao has really worked worked wonders, it feels > beautiful :-) > > Cheers > > Ian > www.simbin.com > >
Unfortunately it's not going to happen this time Dave. We are working the textures, but a new mesh from scratch will be for next time. Some have had a mild mesh workover and all will get the textures tweaked. "Dave Cook" <[email hidden]> wrote in message news:r4oj9.8447$[email hidden]... > "Ian Bell" <[email hidden]> wrote in message > news:y4nj9.1764$[email hidden]... > > A nice in-game of the 360: > > http://home.earthlink.net/~v3exe00/screens/51.jpg > > How are the cockpits coming along? I've seen a bunch of screenies fromthe > outside of the car. I'm really hoping for a cockpit view that would rivalthat > which we hoped for from WSC. > > - Dave > >
"Ian Bell" <[email hidden]> wrote in message news:YNpj9.2206$[email hidden]... > Unfortunately it's not going to happen this time Dave. We are working the > textures, but a new mesh from scratch will be for next time. Some have had a > mild mesh workover and all will get the textures tweaked. I'm sure it will be an excellent mod Ian. It looks and sounds incredible. - Dave
> Wowzers!!! > If I can run F1-2002 With almost all the details on... will I be able torun > this MOD decently? Great screenshot though, probably one of the nicestI've > seen in any racing game. Surprisingly, the last GT mod (V3 for F1 2001) ran better (and looked better) than the base F1 cars. I'm guessing it'll run about the same as the F1 cars this time around with the extra detail. Much like Dave, the main thing that has disappointed me in the past with the mods is the cockpit view. Not only the textures, but the viewpoints have left too little track visible from within the car. I reckon LFS gets it pretty much right as far as a cockpit view goes... Anyhow, I'm predicting that, if nothing else, this will *the* mod for hotlappers over the next 6 months. It was a little disappointing how few people bothered with V3 rank - guess they were all too busy playing F1 2002...but I'm sure they're all tired of its pathetic ranking system by now... Cheers Damien P.S. Looking forward to that tyre model...
"Damien Smith" <[email hidden]> wrote in message news:amn0ov$748pc$[email hidden]... > It was a little disappointing how few people bothered with V3 rank I enjoyed the V1 mod to death - the V2 mod somehow felt like a step backwards- and made the ISI tracks totally undriveable because of their low poly count on tarmac. V3 suffered the same imho. Got 5 minutes of drive time from me - and I'd had it. I wouldnt be supprised if that was the same for many people. Doug
Thanks Doug, that's a hearty encouragement ;-) Ian "Doug Ellison" <[email hidden]> wrote in message news:amn2p4$7a5j3$[email hidden]...
Quoted text (7 lines)> > "Damien Smith" <[email hidden]> wrote in message > news:amn0ov$748pc$[email hidden]... > > It was a little disappointing how few people bothered with V3 rank > > I enjoyed the V1 mod to death - the V2 mod somehow felt like a step > backwards- and made the ISI tracks totally undriveable because of their
low > poly count on tarmac. V3 suffered the same imho. Got 5 minutes of drive > time from me - and I'd had it. I wouldnt be supprised if that was thesame > for many people. > > > Doug > >
> I enjoyed the V1 mod to death - the V2 mod somehow felt like a step > backwards- and made the ISI tracks totally undriveable because of theirlow > poly count on tarmac. What do you mean by this? The poly count may be a tad low, but undriveable? I find it quite comfortable to drive...... ?:|

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