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 Saab 96 V4 0.8 Test Version

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Nuppiz

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Anmeldedatum : 2016-03-11

PostSubject: Saab 96 V4 0.8 Test Version   Wed 17 Aug 2016, 5:12 pm

Saab 96 V4 for GT Legends
-------------------------



Original 3D model & textures: Rally Trophy (Bugbear Entertainment)
Sounds: Rally Trophy (Bugbear Entertainment)
Wheels: Rally Trophy wheels by Bugbear Entertainment, Minilites by SimBin
Physics: Edited from the stock game's Abarth 1000TC and Mini Cooper, with edits based on actual FIA homologation specifications from the 1970s
Conversion and modification into GT Legends: Nuppiz

Helpful hints provided by: freeracer, Everfresh Cranberry, GeeDee, Zee and jeannomiller at Trackaholics and Evolution Modding

Special credit to the Karmann Ghia mod by splintert92, which I used as a guideline on how to build this mod.

Thanks to everyone at Trackaholics and Evolution Modding for the support!

This is my first ever mod for GT Legends, so there's bound to be a mistake or two. If you notice something that isn't working as it should, feel free to contact me on the Evolution Modding or Trackaholics forum and I'll see if I can fix it!

Two physics versions available, late 60s 1.5L engine and early 70s 1.8L engine (modified 1.7L).

You can freely improve and convert the car to any other game as long as you include this original ReadMe within the files.

-------------------------

GenString guide:
1234567

12 = driver helmet

3 = body style (0 = sedan, 1 = convertible)

4 = front bumper (0 = off, 1 = on)

5 = rear bumper (0 = off, 1 = on)

6 = rollcage (0 = off, 1 = on)

7 = wheels (0 = Rally Tophy originals, 1 = Minilites)

-------------------------

Currently known issues which I don't know how to fix:
-the edges of the windows, which shouldn't be transparent, appear as such because the 3D model is quite inaccurate around these parts
-the cockpit speed and tach needles aren't completely accurate
-the rear side lights don't work
-there is a slight sound glitch after 5000 rpm as the engine sound file is changed from "medium" to "high"

Download: mediafire.com ?e93qdnel6s9dtqy

My skills are too limited to create a PSD template out of a flat image, so instead I've uploaded the body and window textures of both cars in their original TGA format: mediafire.com ?3ot6uyv86voxayq
If someone can make PSD templates out of those, it'd be much appreciated!


Last edited by Nuppiz on Fri 09 Sep 2016, 5:17 pm; edited 5 times in total
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joeschmoe
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PostSubject: Re: Saab 96 V4 0.8 Test Version   Wed 17 Aug 2016, 5:34 pm

Thanks Nuppiz !!! Will take it for some test laps......... thumbup
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jeannomiller
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PostSubject: Re: Saab 96 V4 0.8 Test Version   Wed 17 Aug 2016, 6:27 pm

GOOD Thanks I'll give it a try over the weekend!

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Vanaja
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PostSubject: Re: Saab 96 V4 0.8 Test Version   Wed 17 Aug 2016, 6:28 pm

Thanks Nuppiz jumping0045
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joeschmoe
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PostSubject: Re: Saab 96 V4 0.8 Test Version   Wed 17 Aug 2016, 6:46 pm

move the cg back, and adjust toe and it smooths out.......they're holdin' their own in the test races!
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Nuppiz

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PostSubject: Re: Saab 96 V4 0.8 Test Version   Wed 17 Aug 2016, 8:08 pm

joeschmoe wrote:
move the cg back, and adjust toe and it smooths out.......they're holdin' their own in the test races!
Ah, centre of gravity! Forgot to edit that, no wonder the front wheels were spinning too much...

I changed CGRearRange to 0.40 (from 0.61) and AI laptimes improved by over four seconds. The front wheels aren't spinning as much anymore either. That seems to be about the sweet spot of the car, and sounds reasonable for a 60s FF design.

What toe edits did you make?
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joeschmoe
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PostSubject: Re: Saab 96 V4 0.8 Test Version   Wed 17 Aug 2016, 8:15 pm

I believe it was 2 clicks negative, calmed it down.......maybe only 1 click.......
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Nuppiz

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PostSubject: Re: Saab 96 V4 0.8 Test Version   Wed 17 Aug 2016, 8:38 pm

So after a while of searching I found out an old service manual from 1972 (the same year I've got the FIA specifications and rally tuning guides from!) which states that the weight distribution of an empty Saab 96 was 62 % front. As the HDC file takes into account the weight of the driver, 60% sounds more and more like spot on.

Toe-in -0.10 deg at both front and rear seems to be the most balanced option.
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seniordan



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PostSubject: Re: Saab 96 V4 0.8 Test Version   Wed 17 Aug 2016, 8:48 pm

Thanks for the Mod (V 1.0?) Nuppiz ! And great to see there's already "small improvements in progress", too GOOD
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jeannomiller
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PostSubject: Re: Saab 96 V4 0.8 Test Version   Sun 21 Aug 2016, 2:24 pm

Nice to drive - could improve at Zandvoort67 from 1:55.5 with the original physics to something around 1:43.5 with the changes posted here.
Still playing around with changing tyres from VM3 to VM6 (Cortina) or others (adjusting radius and width to the VM3 of course). Now the car goes like a understeering racecar.

Still searching for a more aggressive sound as it's a Ford V4 (but I can remember the stock Saab V4 sounds which are more like the sounds delivered)

Looking forward to your physics patch.

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Jeannomiller
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Nuppiz

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PostSubject: Re: Saab 96 V4 0.8 Test Version   Sun 21 Aug 2016, 10:06 pm

Version 0.6 is now up! Includes physics changes as suggested by joeschmoe, GeeDee and jeannomiller. I also completely redid the gearbox file and it's now based on actual FIA homologation specifications from 1972 with a couple of fictional values added for better driveability. And as I was doing research for the Saab 96 Sport (I already converted it for F1C, but I'd prefer concentrating on just one GTL project at one time), I found out that the tuned 1.7L/1.8L Saab V4s could produce up to 170 hp, so that's how much power that version produces now.

Finally, I added the TGA files for the #9 in the template upload, so you now have two different paintjobs to base your own creations on.
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jeannomiller
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PostSubject: Re: Saab 96 V4 0.8 Test Version   Mon 22 Aug 2016, 6:20 pm

Thanks Nuppiz GOOD Thanks

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GeeDee
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PostSubject: Re: Saab 96 V4 0.8 Test Version   Mon 22 Aug 2016, 11:48 pm

jeannomiller wrote:
Thanks Nuppiz GOOD Thanks

DITT'ed from me!!! cheers thumbup
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jeannomiller
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PostSubject: Re: Saab 96 V4 0.8 Test Version   Tue 23 Aug 2016, 9:07 pm

Nice update. Car is a bit slower and feels more realistic - in my opinion.

One little issue: you have to change the radius of the front tyre in the tyr-file from 276 to 295 and rename the file for example to Dunlop_VM6_Saab.tyr

Cool

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Nuppiz

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PostSubject: Re: Saab 96 V4 0.8 Test Version   Fri 26 Aug 2016, 10:20 am

Version 0.7 is up:

  • The cockpit windscreen texture has been made clearer, as suggested by fatguts.
  • A graphical glitch where the windscreen of the convertible version could disappear when viewed at certain angles in the external view has been fixed.
  • The exhaust emitter location has been changed to be much closer where the exhaust pipe is located.
  • Tyre physics have been changed, as suggested by jeannomiller.
  • Other minor graphical fixes I've forgotten.
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Vanaja
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PostSubject: Re: Saab 96 V4 0.8 Test Version   Fri 26 Aug 2016, 10:51 am

Thanks GOOD
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Nuppiz

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PostSubject: Re: Saab 96 V4 0.8 Test Version   Fri 09 Sep 2016, 5:27 pm

Version 0.8 is up. Changes to the last version are:

  • Specular and emissive RGBs adjusted to make the car look more natural during the night.
  • The driver's hands are now better aligned to the steering wheel and don't move off it anymore.
  • The headlight beams are now deactivated when the front of the car is damaged enough. Unfortunately, now the rear side lights don't work... I tried to look at other cars to see what could be causing this, but no matter what I tried I couldn't get them working properly. Previously I managed to make both the front and rear lights work at the same time by putting them into the same GMT, but then the headlight beams were always there no matter how damaged the front of the car was.
  • Damage file adjusted slightly.
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Vanaja
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PostSubject: Re: Saab 96 V4 0.8 Test Version   Sat 10 Sep 2016, 1:24 pm

Thanks GOOD
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babis_xo

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PostSubject: Re: Saab 96 V4 0.8 Test Version   Sat 10 Sep 2016, 1:29 pm

Thank you Thanks thumbup
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