I think it's partly due to its power being closer to something like Brabham BT62, but not having nearly as much downforce to support it, so the car is just jumpy and unpredictable. This however drives like a dream, you can trail-brake and accelerate out of corners with confidence, not worrying about power oversteer or anything lol. Feels very planted and predictable, like you would expect from a GT3 car (at least from the impression of GT3s in racing sims lol)
While we're at it, would you and other people mind trying this tune ? The suspension is lowered so it's a bit (a lot) bouncier, but the ride height is closer to a real GT3. (Put the file in the mod folder like any other mod)
also, another vid on the car from simtoober --- Post updated --- Feels great! Tried on Spa and Brands, no TC and gamepad (could whip out my g27 and try it on a wheel, but feeling lazy today lol). The bounciness didn't seem to interfere at all, even moreso it felt more believable. It also fixed some of my realism nitpicks that I had with the version straight from repository. Namely static camber on the front is now in -3 to -4 degrees range, and not so massive toe angles. Which is pretty realistic if we judge by 2019 Blancpain GT Pirelli booklet And idk if the tyres in parts were mislabeled, but they say those are 310s, but it would be nice to have 325s. Otherwise the tune can be a good default tune!
well, then parts selection menu labels might need adjusting then also as a side note: I'm pretty sure 68 and 71 are not the tyre profiles that they have (because those are relatively high tyre profiles you would usually see on road car tyres, so the diametre would be way bigger than that), but I think 680 and 710 numbers are overall tyre diametre in mm, that would make sense for the overall tyres to be that big with 18 inch rims --- Post updated --- To add to my latter post: 325s with 680mm and 710mm diametre and 18 inch rims would be = (F) 325 / 35 R18 (R) 325 / 40 R18
Exchy updated Scintilla GT3 Racing Parts with a new update entry: Last lap? Read the rest of this update entry...
hey so i just wanted to bring this up since i mostly like to race in first person, dont judge lol. just wanted to ask if this was a mod side issue or only on my end. it is only seen when looking out the windows or when the doors are open
sure ill try that, i did do that before downloading it again, its only that part and not the fenders so i was confused
Exchy updated Scintilla GT3 Racing Parts with a new update entry: Small hotfix Read the rest of this update entry... --- Post updated --- People, if you have your own ideas and sketches of improving scintilla's exterior, send here or we done for exterior changes
I was just about to suggest that. Also, speaking of improving Scintilla's exterior, I have to figure out normal baking and I'll have a reworked fuel cap for you. Spoiler: preview with broken textures because I'm yet to figure them out somehow Normals baked in Blender seem flipped in game (?), should I switch the Z-axis?
I dont see whats wrong, but flipping normals would make mesh inside out, maybe the problem in normal texture, try to invert colors --- Post updated --- Do you know how to bake AO in blender through shading which appears on UV then gets exported as a texture?
If you have feedback on any part of the car, even if it's the tiniest thing ever, could you post it here ? I need it to improve further the driving experience (tire grip, suspension stiffness, etc.) or any aero things, model things, anything
Well, yes, I was talking about the texture. I had to flip the Z channel when baking normal maps, I don't know why – but after some trial and error, there it is. The edges still look a bit choppy though The Civetta logo uses the same material as other badges. Feel free to further tweak the textures or model – blender file included.
Do you know how to bake AO in blender through shading which then gets exported as a texture And about my AO question? Do you have the knowledge?
Ah, I thought you were asking if I can bake one for the cap myself. Yeah, I know something about that. Though I'm not sure how textures are assigned to specific UV maps (so I only used one on the cap because it works just fine there).
Fixed for next update Do y'all think the tires lose grip too fast, don't have enough grip at high speed, etc. ?