Thanks so much everyone- you are the best!
Hat‘s off to you Sir and your collaborators! Much appreciated and absolutely stunning speed and quality and needless to say the passion for each of these cars is evident in the modeling both visually as well as physics wise. Will never forget the Easter egg behind the Diablo‘s driver seat, the swinging key of the 512 and countless other details.Ok guys, Porsche is out so go ahead and grab it:
View attachment 327817
For me, this concludes over 2 years of work on and off. It couldn't be made possible in that time frame if it wasn't for the help of @Some1 and his beautiful Corvette ZR-1 and Acura NSX, and of course, all the people who helped along this project (hopefully all credited in the respective post!) and the support through this thread.
Hope you all enjoy the cars and we'll keep this open for any future updates, tracks or whatever comes up related to the subject.
Tip: Only the new 993s come with custom sounds in the Class B pack (NSX has them too), the ZR1 is using the KS C7 samples. In the sound downloads section you can find a custom set made for this car. linkOk, so i took the Corvette out for a spin, apart from the sound ( which seems to sound significantly more raw than the 4 cam 32 valve 350 ) the car drives very much like a real one.
After going back to that thread, it was probably because of those pending fixes.Huh... I wonder why I didn't include it in the mod itself...
Thanks mateTip: Only the new 993s come with custom sounds in the Class B pack (NSX has them too), the ZR1 is using the KS C7 samples. In the sound downloads section you can find a custom set made for this car. link
You'll also be able to find sounds for the Viper, 512TR and Jota on RD. Unfortunately only the VT is missing a well deserved set.
Ok no worries, i dont remember how many turns lock to lock in my 87 non Z51, but my 94 was a little under 2 turns lock to lock. The rack in it was obviously from a different car though due to the RHD mirror conversion.I have the 13.0 ratio, 2.0-turn rack implemented in my current files, max steering deflection is about where it ought to be and the turning circle looks pretty good. I think it's sorted.