Alzen Porsche 996 Biturbo "Turbinchen"

Cars Alzen Porsche 996 Biturbo "Turbinchen" 4.0

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AccAkut

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AccAkut submitted a new resource:

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

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This is a one-off car build by Jürgen Alzen Motorsport for the VLN championship on the Nürburgring Nordschleife. It ran during glorious times full of custom build cars, alongside old DTM and spec-series machinery, before showroom GT3 class cars took over. Speedwise this car is very ...different. Be prepared for more power, more weight, less aero, less...

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...
 
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!
 
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  • Deleted member 130869

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 :).
 
  • Deleted member 130869

No biggie, thanks for researching it!
 
AccAkut updated Alzen Porsche 996 Biturbo "Turbinchen" with a new update entry:

Update

Been some time. This patch brings the cars up to spec for the current patch. Lot's of small updates and patches everywhere. Very little work on the 3D model of them tho. Try it out :)

Changelog:
V2.9
26.12.16 - 16.01.2017
- numerous shader and texture updates/fixes
- new blur texture for rims
- fixed EMPTY_CURVE error produced by tyres.ini
- re-evaluated inertia
- adjusted fuel consumption
- Better positioning of LCD instruments
- UI updates
- applied all changes from AWD to...

Read the rest of this update entry...
 
Not much to add other than its a lot of fun - so thanks very much!

And you know what, it doesn't look at that bad really.

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Also, is the AWD working as intended? I really have no idea about how its supposed to work, but from what I can tell in most cases the front wheels seem to never have a positive Slip Ratio, suggesting they are never getting any power.

Its fun regardless - can't wait for the Audi now! :thumbsup:
 
Also, is the AWD working as intended? I really have no idea about how its supposed to work, but from what I can tell in most cases the front wheels seem to never have a positive Slip Ratio, suggesting they are never getting any power.

Its fun regardless - can't wait for the Audi now! :thumbsup:

Front wheels get 20% torque maximum when slip appears on the rear axle, sorta simulating the used Torsen center diff. Uses the newer AWD2 code.

And thanks for the pics :)
 
Hello, been playing around with "Content Manager" and in the showroom with the collider-model switched on, its rotated by 90 degrees. Maybe this is bad for multiplayer or something?
 

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Hello, been playing around with "Content Manager" and in the showroom with the collider-model switched on, its rotated by 90 degrees. Maybe this is bad for multiplayer or something?
this is just a CM bug, it reads some internal fbx value that is local as global, every collider made with Blender will appear like this. You can check with the "set editBoxes 1" command in AC, the red plane will indicate the highest point of the collider
 
@AccAkut About the (ancient) review I gave on this mod you commented on: At the time the F1's slicks were the tires I thought were most close to what the Turbinchen used, meanwhile I'd say that the tires that are used on the MC12 or the RSS GT1 cars should be closer.

Btw my review back then was quite harsh, the FFB really is the only downside of this mod, today I'd give it 4.5 stars ;).
 
@AccAkut About the (ancient) review I gave on this mod you commented on: At the time the F1's slicks were the tires I thought were most close to what the Turbinchen used, meanwhile I'd say that the tires that are used on the MC12 or the RSS GT1 cars should be closer.

Btw my review back then was quite harsh, the FFB really is the only downside of this mod, today I'd give it 4.5 stars ;).
People get alerted if I comment a review a year later? Damn :D
The tires I used as basis were those of the M3 GT2, as the real Turbinchen ran on GT2 class wheels aswell.

Since that release I have made smaller and bigger adjustments here and there on the cars, and I plan on doing a "farewell" update of it. So far I have not done all points on both cars (near duplicate cars are double the work..), but this is what i have noted in my beta changelog since 16.01.2017:
Code:
Changelog:

- enhanced UV unmap of the main body, to get rid of overlaps and monstrosities (seeing this unwrap actually hurts my eyes now)
- new RGB Map with help of CM

- added fuelcons.ini. 7 VLN laps on a full tank

done over a couple of months, so maybe I forgot to write down things

- totally new UV of cage, AO bake and resulting textures
- totally new UV of rims, AO bakes and resulting textures
- Shader tuning (closer to Kunos standard)
- Tires more rounded
- cleanup of hood mesh
- rework of physics
-- AI
-- tires
-- collision boxes
-- drivetrain
- new previews

can't say when this will hit RD, as my priorities are both unreleased WIPs I currently have, the Lotus and the Exo Rod. And even with those tweaks the 996 looks absolutely "aged" in the visual department compared to my current stuff.
 
AccAkut updated Alzen Porsche 996 Biturbo "Turbinchen" with a new update entry:

996 Multilink Update & AC Custom Shaders Updates

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- rear suspension is now real 5-link Multilink, according to both '03 and '05 spec ('05 with raised upper mounts)... yes AC actually supports it without any mod, and this info reached me through the grapevines. Open the suspension app once ingame and see for yourself. Was found out during deeper investigation towards BMWs E31 rear suspension for Stingray's mod project
- general suspension tuning, dampers, springs etc
also:
- (overall improving...

Read the rest of this update entry...
 
Hi, is it possible to fix the "film grain" effect ont the windshield visor? It is pretty distracting. What I mean is that there is there is this weird "white noise" on the visor which moves while you drive, how visible it is changes depending on the light and weather.

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Hi, is it possible to fix the "film grain" effect ont the windshield visor? It is pretty distracting. What I mean is that there is there is this weird "white noise" on the visor which moves while you drive, how visible it is changes depending on the light and weather.

WdvPj9i.jpg
hmm never noticed this myself, have to look up the issue there, perhaps its using a wrong material
 

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