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
> Ian
> www.simbin.com
>
Hey Ian,
You should update your sig !?
WWW.SimMOD.com !
OUps :o(
www.SimmodS.com
Sorry...
"Eden" <[email hidden]> wrote in message
news:ltnj9.616$%[email hidden]...
Quoted text (12 lines)
> > > Ian > > www.simbin.com > > > > Hey Ian, > > You should update your sig !? > > WWW.SimMOD.com ! > >"Ian Bell" <[email hidden]> wrote in message
news:y4nj9.1764$[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 from the
outside of the car. I'm really hoping for a cockpit view that would rival that
which we hoped for from WSC.
- Dave
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]...
and
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,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]...
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
>
>
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> 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...... ?:|


































