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...Not sure how I would remember the whole track though without many, many drives. Then again all those drives would be pretty memorable as well. It flows like the Highlands track, just so much longer and better looking.

You answered your own question right there:)
At first the length of the track and vast amount of corners seem unfathomable, but then you begin to automatically remember it like you do stretches of road in real life, by means of the different distinctive
features of the scenery, like villages, houses, churches, woods, farmland, stables, brick walls, bridges, dips, crests, jumps,...well jumps not so much in real life:D
 
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Not exactly an update but since this is the 'What are you working on' thread I just wanted to share that I'm working on regaining my composure after figuring out that I've worked with Blender for years without viewport anti-alaising and transparency. :geek:

Look at those transparent wiiiiiindows:

mWia9SR.png


And less transparent tail lights:

0F9MIit.png


And the edgeless wireframe...oh myyyy:

Tjppmtl.png


:speechless:
 
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Hello Everybody - Ted Hough here.

You lovely people don't know me yet because I'm a *very* new modder - I only just started teaching myself blender basics last week, but for the past month or so I've been Bazza's Physics tester for his coming Touring Car Legends mod. He's given me permission to start making preview content on the mod itself - namely a series of driving guides for the different cars to help people learn how to drive their unique vintage characteristics quickly and effectively.

I post a new one every-other day at 1900GMT+1

Here's the most recent - The Jaguar Mk.2 Straight 6:

If you'd like to stay up to date with the track guides as they come out please let me know and I'll continue posting them here, if not I can buzz off. If you'd like to see future guides as they come out then you can feel free to subscribe, or not, it's up to you. Hope you have a nice day! - Ted.

And I do race a lot in real life (If you're wondering about qualifications.)

4x State legends car Asphalt Oval Champion
SCCA Pro Racing license holder
4th in Blancpain Challenge US TCB Class in 2016
Instructor for BIR School of High Performance Driving, the SCCA at Large, Chin Track days, etc. MSF Level 2 certified racing instructor.
I drive and coach in a lot of different cars, especially shitty old 70's-80's amateur touring cars in the US which is why Bazza reached out to me for this mod in particular. :)
 
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Little color testing, trying to translate that into AC later. I usually don't like red but this 'Calypsorot-Metallic' is an epic color. It should be 30% darker in game which should come close to the real thing:

NLW8gKx.jpg


In total with subdivision model is slightly below 300k, without it ~245k. There's around 40k to be shed in optimization. Given the interior still needs some details (steering wheel, wheel column stalks, mirror, belts, buttons, 2 vents, some speakers, pedals, door handles) it should come in at around 275k at LOD0 when all is said and done.
 

Denis Betty

The older I get, the better I was.
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8,525
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961
Hello Everybody - Ted Hough here.

You lovely people don't know me yet because I'm a *very* new modder - I only just started teaching myself blender basics last week, but for the past month or so I've been Bazza's Physics tester for his coming Touring Car Legends mod. He's given me permission to start making preview content on the mod itself - namely a series of driving guides for the different cars to help people learn how to drive their unique vintage characteristics quickly and effectively.

I post a new one every-other day at 1900GMT+1

Here's the most recent - The Jaguar Mk.2 Straight 6:

If you'd like to stay up to date with the track guides as they come out please let me know and I'll continue posting them here, if not I can buzz off. If you'd like to see future guides as they come out then you can feel free to subscribe, or not, it's up to you. Hope you have a nice day! - Ted.

And I do race a lot in real life (If you're wondering about qualifications.)

4x State legends car Asphalt Oval Champion
SCCA Pro Racing license holder
4th in Blancpain Challenge US TCB Class in 2016
Instructor for BIR School of High Performance Driving, the SCCA at Large, Chin Track days, etc. MSF Level 2 certified racing instructor.
I drive and coach in a lot of different cars, especially shitty old 70's-80's amateur touring cars in the US which is why Bazza reached out to me for this mod in particular. :)
I'm looking forward to this. For me personally, I'd prefer a version without BoP, but maybe that's just me. I really hope that all permissions are gained and that we (when it's ready) see the mod posted on RD. :thumbsup:
 
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I'm looking forward to this. For me personally, I'd prefer a version without BoP, but maybe that's just me. I really hope that all permissions are gained and that we (when it's ready) see the mod posted on RD. :thumbsup:

From what I've discussed with Bazza the only things that aren't original are models and sounds, and of course the tire compounds which are Kunos V60 or V70 on a lot of the cars. - Bazza has asked permission for and models that our Modeler Dr.Doomslab is using as a base for re-work. He's waiting on replies still from some people but the ones he has permission for Dr.Doomslab is going over and re-modeling/re-working. There's a full list of collaborators and original model sources that we're including with the download/readme/pdf once the mod goes public as well and I'll put them on all the videos in the description as credits.

Also there's kunos stuff in there as place-holder at least for the Alfa GTAm - we're using the Kunos Alfa GTA model for that right now while doomslab works on a GTAm model (Slightly different car based on the same chassis) Also the Ford Escort is a Kunos model - you'll see that because the Escort and GTA are the next two cars to have guides come out today and Sunday so I'll just let you know now. Sorry.

One note on BOP - We're trying to leave the cars as close to un-bop'd as possible and let their strengths and weaknesses show. (For example the Porsche 911 and Alpine A110 are both in the 56 second bracket and Brands hatch and the big heavy Ford Fairlane and Jag are at the cusp of a 1-minute lap. But I'd expect them to be faster at Fuji where lots of the lap is flat out) there's also an emphasis on accurate setups - that means that since a lot of these cars are so old they don't have nearly as many adjustments as the modern cars that any are used to. The whole point of the pack is being a huge throw back to the Cat and Mouse fights of the BTCC era with some cars being bruisers, some being handling monsters and some being a happy medium. :)
 
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AccAkut

Premium
Messages
3,059
Points
377
Hhave been busy for a while making a Tatuus F3 T318 for Assetto Corsa.

This car is driven in various championships:
F3 Asian Championship
Formula Regional European Championship
W Series
Formula Renault Eurocup
Toyota Racing Series

I just can't manage to get him steered and driving. Can someone help me to do this.

Tatuus_T318_1.jpg
Tatuus_T318_2.jpg

Tatuus_T318_3.jpg
Tatuus_T318_4.jpg
Tatuus_T318_5.jpg
What do you mean steered and driving? Model issues (wheels not turning) or physics stuff?
 

Davide Nativo

Columnist for RaceDepartment
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1,082
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The beast is almost finished. Some interior details... and sound still missing, all other is done ( not lods, as usual pessio's beta stage )

Please don't make the mistake many modders make of making the chrome parts extremely reflective. A more opaque look, as in the later Kunos cars, is much better and more realistic ;)
 
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Please don't make the mistake many modders make of making the chrome parts extremely reflective. A more opaque look, as in the later Kunos cars, is much better and more realistic ;)
yes, keep in mind is on CM showroom with "reflection %" cranked up. Generally i used values similar to kunos chrome parts, but i'll check anyway
 
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