1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Cars Alzen 996 Biturbo "Turbinchen" 1.0

VLN "Special" build for the Nordschleife

  1. AccAkut submitted a new resource:

    Alzen 996 Biturbo "Turbinchen" - VLN "Special" build for the Nordschleife

    Incase anyone wonders what happened between the "Beta" release last year and this release ...this is the Beta test changlog:
    Code:
    Changelog:
    
    V2.7 (post forum meltdown 17.06.16 - well hello RaceDepartement)
    
    - finally fixed draw order bug the cars had from day 1
    - redone interior mesh (focus on rear compartement)
    - adjusted cage to new interior (only on LOD0)
    - new or newly compressed interior textures
    - reworked interior shaders
    - DIP/texture reduction for outside mesh
    - FMod reworked by Fonsecker (new engine_int samples, transmission, tons more)
    - new low res seat for COCKPIT_LR
    
    V2.6
    
    - physics overhaul/fixing by dauntless
    - both cars all glass new UV map, new textures, reworked Shaders. Added black window frames
    - interior mesh fixed/gaps and holes closed
    - fix for PS.Speicher skin
    - physics packed
    - font file renamed
    
    
    
    V2.5
    
    - reworked dashboard mesh (less tris, smoothed edges, untangled Normals)
    - reworked dashboard shaders (more plastic-y as per the original)
    - AWD physics as per 1.6 patch (AWD2 rear biased split) No more Turbo Civic mode
    - adjusted FMod (new TC int, volumes of stuff) only on AWD so far
    - slight fuel adjustements (AWD version should now do 6 full laps plus 1 parade lap, as per the real car)
    
    
    V2.4
    
    - smoothed Recaro seat mesh, mostly upper part. New textures for it too
    - refined steering wheel buttons
    - new mirror mesh and map
    - AI adjustments
    - redone MAP texture for main body and rear wing
    - Shader adjustments
    - new DISC Empty integrated in all four kn5s (for pit stop animation)
    
    V2.3
    
    - V7 tires based on M3 GT2 tire data (no GT3 tires available yet in '03 - '05)
    - new 1.5 exhaust flames
    - new 1.5 skin previews
    - adjusted FMod (ext. turbo, ground scrape etc.)
    
    
    V2.2
    
    - basically total remake of front interior mesh (no more holes)
    - added low-tris cage to lowres Interior (8000 -> 500 tris)
    - adjusted interior Shaders
    - adjusted Fmod build (new set of GUIDs, internal Fmod assignments, less size)
    
    
    V2.1 StillNoRC
    
    
    - fixed holes in '03 model
    - fixed shifter mesh on both models
    - fixed rim_blur mesh
    - revised stear_assist
    - adjusted AI
    - adjusted Fmod build (other mode of automation on engine tremolo, reworked engine samples etc)
    
    V2.0 NoRC
    
    - new rim mesh!
    - new lights.ini
    - Shader updates, some textures redone
    - adjusted TC settings for AWD version
    - split skins between RWD and AWD
    - added PS.Speicher skin to AWD
    - added rim skins to all skins
    - new Fmod build
    
    V1.3 RCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
    
    - seatbelt finally does its job
    - fixed UV on 03 model
    - made V5 tires into V6 (added that one parameter)
    - new AO and standard texture for rims. Added metal_details to rims. Then deleted metal_details from rims... (interfered with rim_blur)
    
    V1.3 RCC
    
    - split into RWD and AWD version. Unique physics for both (not just AWD and RWD)
    - fix of roof mesh
    - modification of roof scoop and deletion of dive planes on '03 version. Same UV layout applies (skins should be interchangeable)
    - new 40k LOD models for both versions
    - Motul skin set in colours of the rainbow
    - yet another set of physics, reworked by a certain finnish guy
    
    V1.2.2 RC
    
    - atlasing of Stackdash (5 textures into 1)
    - atlasing of front details, plus addition of hood pins and air jack (another 5 textures into 1)
    - new limiter functionality
    - fixed brake rotors on blur rim
    - new seat shaders
    - new set of physics, reworked by a certain finnish guy
    
    V1.2.1 RC
    
    - little filling of the interior's emptyness (extinguisher, corresponding lines, battery box, ECU, trusty 3310 to call back to pits)
    - atlasing of interior detail textures (too many into 2)
    - fixed few mesh errors
    - changed ABS and TC settings
    
    V1.2 RC
    
    - all of dauntless' physics changes (tested in the far north), V5 tires
    - new rim meshes (new UV and blur changeover)
    - again adjusted LOD_B
    - mesh fixes (cockpit, louvres)
    - rear light textures, front light emissions
    - MAP texture (base and for all stock skins (simplified)
    - AI (still up for debate)
    - repaired soundbank
    
    V1.1 RC
    
    - mesh changes for inner doorcards, brakes, hubs, chassis, lights, exhaust
    - new LR cockpit
    - added watermark to mesh
    - numerous texture updates (reduced draw calls)
    - tire blur and dirt added
    
    V1.0 RC (AccAkut, Sep 20, 2015 Report)
    
    - fixed LOD flickering
    - added brake glow effect
    - enhanced soundbank (including V1.2 changes, new blowoff tracks and so on)
    - unique GUIDs for soundbank (no interfering with other mods anymore)
    - tires updated to incorporate V1.2 tire data
    - good cleanup of car's UI
    - F6 cameras added
    - 9 additional skins added
    Read more about this resource...
     
    • Like Like x 3
    • Love Love x 3
    • Like Like x 1
  2. Awesome mod, top quality all around!

    Couple of things i noticed:

    "VLN" and "24hr" tags are a bit unnecessary, dont think any other car has those tags.
    the awd version has "rwd" tag

    suspension damage doesnt seem to be implemented? i had some big crashes (awd version) and didnt get any. Think its fairly easy to add. Hope to see the dirt and visual damage one day too, can make screenshots/videos a lot more interesting!

    cheers to all involved, great project, a must have mod for sure

    edit: oh and if the car is competitive with any of the official cars, you can copy the same #tag from that car to yours so that they will automatically appear as a group when making a quick race

    edit 2: the 3310 and map are nice details id have never spotted on monitor!
     
    Last edited: Jun 26, 2016
    • Like Like x 4
  3. I was wondering if it's possible to edit the Limit light to have some depth to it instead of the flat red circle that pops up? It's a small thing but it really jumps out. Thanks for the work :).
     
  4. I haven't found a way to do this yet
     
  5. No biggie, thanks for researching it!
     
  6. Zwischenablage01.jpg

    getting dirty
     
    • Love Love x 1