People say this car is great on hirochi raceway and stuff but then you havent tried driving it downhill from stairway mountain. Great fun!
hey raider,i was wondering what program is recommended to skin the FR16. I tried to use GIMP 2.8,it doesn't seem to be working,it doesn't recognize .dds files and when it is possible to modify the skin as a .bmp file, GIMP doesn't allow to change it back to a .dds file. Somebody help me, i cant figure this out.
I believe I have found a glitch: Whenever you grab either of the two nodes shown here: And move it in any direction: It will fire the car in the opposite direction. I have no clue why this happens, but I hope its an easy fix!
Use paint.net. You can find a picture of the UV map back in the thread. What I did was just paint over that and save it as a .dds
I can certainly attest to it being less spiky... First run after a test sprint to the start point of my usual route: Second run, all-out: Skip to the ends of both videos for results of near 200 mph jumps. Otherwise, absolute crazy fun. The front wings wobble like crazy, but they seem to hold up to some pretty harsh bumps. I'd love to see your take on a 1960's era F1 car, like DrowsySam's Bora for the opposite experience - open wheel racing, sans down-force. Great work so far - this is rapidly earning its place as one of my most-driven vehicles in the game.
Performance improvements in the works: The driving isn't the best I know, this was done in 10 minutes. What you're seeing here is a step towards proper downforce implementation. Massive thanks to Raider for creating this work of art and CreasingCurve for the newly altered JBeam files. The tune featured in the video is my own. For those that don't know, the stock mod uses pretty much no downforce and compensates with a very high friction coefficient on the tires. You can test this yourself by using the wind app, facing into it and setting it at any where from 50 - 200 mph, then setting the gravity to zero. The car will simply float away. In collaboration with CC and Raider we've so far been able to make the car roughly 3 to 4 times it's own weight. Problem now is balancing downforce and deformation, stay tuned. Edit: The tires on the stock FR16 featured on the right in the video are nearly twice as sticky for reference. Monza is a high speed track and the stock FR16 has a top speed advantage due to less drag yet it still loses by a large margin. In the video you can see the one with downforce periodically surpass 3G laterally while the one without never crosses the 2G mark. There is simply no substitute for downforce. Also sorry for the low volume.
Nah. I think it should be kept there. Those nodes represent the camera. It can host a lot of fun glitches. For example, try going to gridmap. Turn the time to night time. Now, increase the power to 100% and pull the node down. If you let go at the right time, the car will fling up to a great height, and suffer a lot of damage. Then look up. Ta-da! Fireworks!
I just noticed that if you activate the hazard light on this car then the rear lights starts flashing. (in F1 the flashing light is used for example in rain when there is poor visibility). The left blinker control the light and the right one controls the "effect" around it.
Hey Raider, I've really enjoyed driving around in the FR16. It's a blast! Amazing work! I'm looking forward to the downforce improvements that you're working on. I've been playing around with the jbeam files myself and, among other things, have added more cameras to the file. I've added them in the standard F1 camera locations and even some of the more 'artistic' cam locations. Let me know if you're interested. I can send you the camera snippet if you want. Thanks for making this great content! Cheers, ~d
Just some more experimentation; Edited the .jbeam structure to cope with the increasingly massive amount of downforce. Realistic front and rear wing deformation has been sacrificed some for the sake of more realistic driving performance. For me performance precedes crashing aesthetics for a vehicle like this. Changes made: Increased structural rigidity, added downforce, stiffer suspension, ~100hp, tuned gear ratio. These rough figures are based on 2005 F1 cars and the diffuser or "ground effects" percentage is likely to have increased some. Front Wing 450kg - 630kg 25 - 35% Rear Wing 630kg - 810kg 35-45% Diffuser 360kg - 450kg 20-25% Bodywork 90kg - 180kg 5-10% The amount of downforce being produced here is no joke. In order for the FR16 to withstand these forces it had to be reinforced, so I added about 25 new beams to support the front and rear wing. They don't break off cleanly because of this, a sacrifice I'll readily make. My current version of the FR16 achieves a weight/downforce ratio of 1:1 at ~105mph, compare that to 80mph for real life F1 cars. Given my calculations all things considered including linear/lateral grip and total downforce at various speeds, leaves you with a percent difference of around 25%. That last 25% can be achieved with wider wheels, better tires, and further downforce tuning. I want to put 305mm on the front and 355mm on the rear, basically two more inches. Using blender I can scale the clockwise wheels in such a way that only makes it wider but with my very limited knowledge I don't know how to go about readjusting the rim offset. Would also like to add a bit of height to the side walls of the tires to help with handling.
That's a really big jump in improvement! But, alas, a sacrifice had to be made for such change to occur. Is it not possible to make the structures lightweight to prevent such snaps from happening easily? Or maybe several parts that separate? Such as the front wing being a detatchable bumper of some sort? As professional as this car may be, I see a lot of potential that can make this car realistic. It is just that the weight and downforce are really affecting the car's strength. Although, this change would mean an overhaul in the model. Starting from square one, again... Nevertheless, this is something I would like to try out. Is this personal experimentation, or are you working cooperatively with Raider? I would love to see this being implemented in the next update. (I am also curious to the skidding sound you are using. May I know what it is?) Good luck! EDIT: I would like to suggest something, if possible. I remembered seeing an F1 car take a small leap, like in the beginning of the video. The steering column and front axles just broke apart, Just for the sake of difficulty and realism, could the axles be weakened to meet these changes? Just a small suggestion
Hello there, I am the one that has been working the downforce for this mod and @TripleAye who has done a lot of testing and tuning of the parameters so that each bit of aero produces similiar to what they should. At the moment the development has slowed down significantly as both i and @Raider have exams going on. I am not sure about Raider's exams but my next and final one is on monday the 28/11. After that I will turn my attention back to this mod so that Raider can send out a WIP downforce update to the official mod if he wants to. You should see a public update in this thread with some of the updated code for proper realistic downforce. We are also working on some other private stuff to make it even faster. So as always, Stay tuned CreasingCurve
Are you in the beta test group of the fr16, I have some ideas too, so maybe discuss it there . Sadly, I have exams too :-( Monday dynamics and Wednesday physics, so I can't test and help that much before that.
@DAYTONAAAAA Getting ready for bed so this will be short. I'm not quite sure what you mean by "Is it not possible to make the structures lightweight to prevent such snaps from happening easily?" More specifically "snaps". I will try to answer nevertheless, if by structures you mean the parts that are deforming. No, making them lighter does nothing to solve this problem and would likely make it worse. The whole vehicle is about 600 lbs over weight but I've been able to tune the downforce to be very true to life. The most apparent penalty of the added weight mainly shows in low speed handling and acceleration. Addressing this would take a fair amount of work and re-balancing I would imagine but I think it could be done. For now it has to be compensated by adding a proportional amount of downforce, this creates the issue of there being to much downforce for the stock jbeam to handle in order to achieve true to life results. The model is fine, I wouldn't worry about that. To clarify, the stock mod does not utilize proper downforce. @CreasingCurve corrected this when he implemented proper downforce by substituting drag for lift. He uploaded these files into the thread, I simply took those files and tuned them to my liking. In conclusion, the three of us have a conversation going as to collaborate on future mod revisions. I'm fairly confident these changes will make it into the official mod. Edit: CC beat me to it, thanks for replying. Good luck with exams hope to hear from you soon.
Very well said Sir. As TripleAye said the weight is a bit of a problem. I have some sort of idea on how to lighten it from my experimentation with other vehicles but because F1's are made of carbon fibre and this game's physics engine doesn't like light nodeweights. It requires a lot of testing to make sure that it doesn't become unstable on spawn. For items such a the front wing which would wiegh less than 10kg, it is not possible to do unless you make it out of very few nodes or reinforce it to the body which TripleAye had done in the video he posted. Same goes for the rear wing and suspension parts which are also overweight. The constant wobbling of the front splitter is another problem that will be hard to solve due to the amount of weight on the ends of the splitter which create the downforce. For the time being we have decided to go for a function over form approach so that we can dial in the downforce first and then go back over it to make it behave realistically. This game also does not represent structural rigidity without triangulation very well, if you have a look at any vehicles jbeam (mainly of the body) you will see that there are a lot of cross bracing beams, if they weren't there the cars would be sloppy and unrealistic compared to a real car. --- Post updated --- No i am not. I was tempted to ask for entry to the group but i felt it would be a bit pointless as i didn't think there would be much to contribute. Currently the only conversation I am in is with Raider and TripleAye which you have probably picked up from my last post.
The beta is already released, everyone is technically in the beta test group so any suggestions you might have will find it's home here in this thread. We're all ears and are open for suggestions. CreasingCurve I thought you might have been onto something when I noticed what you've done and planned to do with the Miramar. Which got me quite excited I might add as I've also experimented with it a bit by porting really beefy wheels to it as you probably read in the conversation. I also lightened it but I cheated and just stripped it of all unnecessary parts. In accordance to achieving the same result of more mechanical grip I admit, I liked it a lot and am looking forward to any further developments you might have. I offer my words of encouragement, keep it up! You've hit the nail on the head in regards to elaborating on the weight and rigidity issues. No need to reiterate that so the thread should be all brought up to speed by now. All in all, everyone can rest assured that there's work being done to sort of circumvent and surmount the game limitations we've run into. The results will be pleasing so to echo CC, stay tuned. Edit: I stand corrected, guess there is a group. Learn something new everyday.