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 1967 World Sportscar Championship Mod

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bonnier

bonnier

Anzahl der Beiträge : 160
Anmeldedatum : 2014-03-27
Ort : Stockholm, Sweden

1967 World Sportscar Championship Mod - Page 4 Empty
PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyFri 20 Mar 2020, 7:32 pm

When it comes to best looking external model of the Lotus 47, I think Marian's car wins. As for the 365 P2, at least the one raced by David Piper at Daytona, Sebring, and Reims in 1967 was very similar looking to the 330 and I'm already using Borek's car for it.

1967 World Sportscar Championship Mod - Page 4 72ca2c0a96acd75e953d416990524d21
Daytona 24 Hours

1967 World Sportscar Championship Mod - Page 4 8353086625_1eb9b4a28b_b
Sebring 12 Hours

1967 World Sportscar Championship Mod - Page 4 S-l1600
Reims 12 Hours
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bonnier

bonnier

Anzahl der Beiträge : 160
Anmeldedatum : 2014-03-27
Ort : Stockholm, Sweden

1967 World Sportscar Championship Mod - Page 4 Empty
PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptySat 21 Mar 2020, 9:53 am

I'm also using a modified version of Borek's 330 cockpit for the cockpitless 365 P2 White Elephant in case you're planning on making one for it:

1967 World Sportscar Championship Mod - Page 4 365-p210

And Marian's Lotus 47 comes with period correct Lotus tyre rims which is another plus for that model:

1967 World Sportscar Championship Mod - Page 4 Lotus-10

1967 World Sportscar Championship Mod - Page 4 Lotus-11

(I just realized that these 4-spoke rims were also used by Team Lotus for their BSCC Cortina Mk2s that I've been working on!).
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NPanic

NPanic

Anzahl der Beiträge : 87
Anmeldedatum : 2020-01-23
Alter : 22

1967 World Sportscar Championship Mod - Page 4 Empty
PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptySat 21 Mar 2020, 2:46 pm

bonnier wrote:
I'm also using a modified version of Borek's 330 cockpit for the cockpitless 365 P2 White Elephant in case you're planning on making one for it:

1967 World Sportscar Championship Mod - Page 4 365-p210

And Marian's Lotus 47 comes with period correct Lotus tyre rims which is another plus for that model:

1967 World Sportscar Championship Mod - Page 4 Lotus-10

1967 World Sportscar Championship Mod - Page 4 Lotus-11

(I just realized that these 4-spoke rims were also used by Team Lotus for their BSCC Cortina Mk2s that I've been working on!).

That interior might come in handy in the future, for sure thumbup2

Marians Lotus 47 is in GTR2, with the cockpit! Everything is in place, the driver, hands, feet, steeringwheel, seats etc.. I will work on the dirtscreen and rainscreen later in the evening, make the needed skins and post some pictures. But already it looks worlds better than the current Lotus 47!

Also added the Chevron B4/5/6.. Its a pitty though, it will be the ugly ducking of the mod. There is not much i can do to make the model look any better...
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NPanic

NPanic

Anzahl der Beiträge : 87
Anmeldedatum : 2020-01-23
Alter : 22

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptySun 22 Mar 2020, 1:34 pm

The Lotus is done, i had a few difficulties, but the result is magnificent, one of the better looking cars of the mod for sure!

1967 World Sportscar Championship Mod - Page 4 Grab_114
1967 World Sportscar Championship Mod - Page 4 Grab_115
1967 World Sportscar Championship Mod - Page 4 Grab_116
1967 World Sportscar Championship Mod - Page 4 Grab_117

Now to an issue i had: I did a mixed class race around Le Mans in the Coda Lunga with 50 cars. It was amazing at first. I did the first stint, set the driver2 to be the AI. Was 2nd in class battling hard with a Porsche 906, dusk was settling, the race was 2hrs 24mins (144mins, time accel x10 which would amount to 24h). Then i pitted regularly with some minor aero damage. Gave the car to the AI, the pit crew finished the pit stop and then the car magically retired before leaving the pit… I then spectated the race and saw that happen to a Porsche 910 with no visible damage too, any ideas? I really lost my shit, Evil or Very Mad was very excited to jump in the car again after the AI and continue my battle with the Porsh...
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bonnier

bonnier

Anzahl der Beiträge : 160
Anmeldedatum : 2014-03-27
Ort : Stockholm, Sweden

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptySun 22 Mar 2020, 2:54 pm

The Lotus is looking great! I wouldn't necessarily see the issue as a problem as long as it doesn't happen too often. In real life racing, it's not unusual having to retire a car during a pit stop due to reliability issues. Anyway, you can edit the parameters that affect the car's reliability in the .eng file:

LifetimeEngineRPM=(8200, 45)      // (base engine speed for lifetime, range where lifetime is halved)
LifetimeOilTemp=(120.0, 5.00)      // (base oil temp for lifetime, range where lifetime is halved)
LifetimeAvg=10800                      // average lifetime in seconds
LifetimeVar=2250                        // lifetime random variance

Do you have the XD program which shows a percentage of car engine life left? It's great for dialing in the above but of course nothing to use while actually racing since you don't want to know if the engine will last the whole race at the beginning of the race!!
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NPanic

NPanic

Anzahl der Beiträge : 87
Anmeldedatum : 2020-01-23
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1967 World Sportscar Championship Mod - Page 4 Empty
PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptySun 22 Mar 2020, 3:20 pm

bonnier wrote:
The Lotus is looking great! I wouldn't necessarily see the issue as a problem as long as it doesn't happen too often. In real life racing, it's not unusual having to retire a car during a pit stop due to reliability issues. Anyway, you can edit the parameters that affect the car's reliability in the .eng file:

LifetimeEngineRPM=(8200, 45)      // (base engine speed for lifetime, range where lifetime is halved)
LifetimeOilTemp=(120.0, 5.00)      // (base oil temp for lifetime, range where lifetime is halved)
LifetimeAvg=10800                      // average lifetime in seconds
LifetimeVar=2250                        // lifetime random variance

Do you have the XD program which shows a percentage of car engine life left? It's great for dialing in the above but of course nothing to use while actually racing since you don't want to know if the engine will last the whole race at the beginning of the race!!

I dont think it was reliability or engine related at all, i was checking my temperatures.. And at the retirement screen it only said DNF. Very weird, i would have to run the race again to see how likely it is to happen..

Also the next car i plan working on is the Matra MS630. I contacted BorekS about the model a couple of days ago, still waiting for an answer, so untill then ill do these test runs and races.
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bonnier

bonnier

Anzahl der Beiträge : 160
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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptySun 22 Mar 2020, 5:56 pm

Also a VERY important thing in order to have a correctly working AI second driver is to use 3 lines for the drivers in the .car files, like this:

Driver="Vic Elford"
Driver1="Vic Elford"
Driver2="Ben Pon"

As for the "DNF" label, there are always some AI cars getting that in endurance races and I just see it as a not specified cause for the retirement.
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NPanic

NPanic

Anzahl der Beiträge : 87
Anmeldedatum : 2020-01-23
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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptySun 22 Mar 2020, 10:09 pm

bonnier wrote:
Also a VERY important thing in order to have a correctly working AI second driver is to use 3 lines for the drivers in the .car files, like this:

Driver="Vic Elford"
Driver1="Vic Elford"
Driver2="Ben Pon"

As for the "DNF" label, there are always some AI cars getting that in endurance races and I just see it as a not specified cause for the retirement.

Yeah I changed that in every single car, did the race again, and it happened, again…. Funnily, it wasnt happening before… I have no freakin clue what the cause might be
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silent_gxg



Anzahl der Beiträge : 24
Anmeldedatum : 2015-08-29

1967 World Sportscar Championship Mod - Page 4 Empty
PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptySun 22 Mar 2020, 10:55 pm

I'm not 100% sure but I seem to remember having similar pb and changed the value in vehicle removal line from .plr file in UserData folder. Maybe cars beeing stationary in the pits are wrongly excluded from race thinking they are dnf. Usualy a pit lasts about 1 min so maybe try about 90. I have it set to 120.
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bonnier

bonnier

Anzahl der Beiträge : 160
Anmeldedatum : 2014-03-27
Ort : Stockholm, Sweden

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyMon 23 Mar 2020, 12:22 am

I was going to try and replicate your issue but noticed that the Coda Lunga doesn't appear in the showroom and the game then crashes when loading the track. Trace file informs the following: "Error loading global material BODYF". (I know this issue hasn't anything to do with your DNF though, but appearantly something is wrong with the car included in the v0.02 download). Then I tried starting a race with the standard #38 T33 and had no problem handing over the car to Teodoro Zeccoli when I pitted.
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NPanic

NPanic

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyMon 23 Mar 2020, 1:14 am

bonnier wrote:
I was going to try and replicate your issue but noticed that the Coda Lunga doesn't appear in the showroom and the game then crashes when loading the track. Trace file informs the following: "Error loading global material BODYF". (I know this issue hasn't anything to do with your DNF though, but appearantly something is wrong with the car included in the v0.02 download). Then I tried starting a race with the standard #38 T33 and had no problem handing over the car to Teodoro Zeccoli when I pitted.

Oh i fixed that issue on my side will be fixed in the next upload. I wrongly packed the coda lunga body textures into a tex file. They should be in the folder with the .car file. Dont ask me why Cool i basically didnt apply the wildcard nomenclature to the coda lunga since its a one off and the skin consists of 2 files..

Also, a way around the driver swap issue: in the pit menu select yourself (to continue driving) and then leave the pits, press I for AI control... Perfect tactics Very Happy


Last edited by NPanic on Mon 23 Mar 2020, 1:21 am; edited 2 times in total
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NPanic

NPanic

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyMon 23 Mar 2020, 1:19 am

silent_gxg wrote:
I'm not 100% sure but I seem to remember having similar pb and changed the value in vehicle removal line from .plr file in UserData folder. Maybe cars beeing stationary in the pits are wrongly excluded from race thinking they are dnf. Usualy a pit lasts about 1 min so maybe try about 90. I have it set to 120.

It was set to 20 secs... Interesting, thanks for the info. Though, funny thing, i just did an awesome race around the Nordschleife and while lapping a 250LM, a 330P4 punted it off the track. The 250LM then just turned off, like those cows in the cars movie, hilarious. But it stood there for an hour besides the track with its headlights turned on and engine turned off.. 1 hour doesnt seem like 20 seconds jumping0041 ahh this game sometimes... denkend
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silent_gxg



Anzahl der Beiträge : 24
Anmeldedatum : 2015-08-29

1967 World Sportscar Championship Mod - Page 4 Empty
PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyMon 23 Mar 2020, 5:53 am

I think when running big grids (40+ cars) this (cars stuck on track) tends to happen a lot. I cured this on some tracks by adding extra garage spots. Looks like it doesn't matter if it is just 1 or few cars, it's like the garage spots are predefined at the start of the race. If it has a garage spot to retire too, it does, if not, not.

Yeah, sometimes it feels like there is too much constant tinkering with different things but in the end the game it's hugely customizable.
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NPanic

NPanic

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyMon 23 Mar 2020, 10:38 am

silent_gxg wrote:
I think when running big grids (40+ cars) this (cars stuck on track) tends to happen a lot. I cured this on some tracks by adding extra garage spots. Looks like it doesn't matter if it is just 1 or few cars, it's like the garage spots are predefined at the start of the race. If it has a garage spot to retire too, it does, if not, not.

Yeah, sometimes it feels like there is too much constant tinkering with different things but in the end the game it's hugely customizable.

Well i suppose its only realistic Laughing

When you watch videos from the 60s you see cars stranded besides the track, no one even bothering to remove them.. As usual, safety? What?
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bonnier

bonnier

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyMon 23 Mar 2020, 11:46 am

I think it's great when retired AI cars are left trackside as long as they aren't making the other AI cars to slow down when passing the site!

1967 World Sportscar Championship Mod - Page 4 Ae78f842f3fcc70b177643d04401467e

1967 World Sportscar Championship Mod - Page 4 1017376066-SUT-19660619-66066_35A

1967 World Sportscar Championship Mod - Page 4 1017376097-SUT-19660619-66067_32

1967 World Sportscar Championship Mod - Page 4 1016944838-SCH-19660619-335-66LM-09-A4
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silent_gxg



Anzahl der Beiträge : 24
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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyMon 23 Mar 2020, 12:38 pm

Yes, it would be nice for AI not to reduce speed so much when passing a stranded car but usually I do the gentleman thing and reduce also almost to a stop, just like them Very Happy
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bonnier

bonnier

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyMon 23 Mar 2020, 1:19 pm

It's actually never a problem when the game has decided to retire a car and place it trackside as that never affects the other AI car's speed when passing the stranded car. The problem only occurs when for example a car has ended up on its roof in the middle of the track after being hit by another car. But I agree, the only thing to do in such a situation is to reduce the speed just like the AI or otherwise one could just as well quit the race.
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NPanic

NPanic

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1967 World Sportscar Championship Mod - Page 4 Empty
PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyTue 24 Mar 2020, 1:07 am

So, I have added the whole army of GT40s.. Mk1s Mk2s, Mirages etc... Fiddled with physics changed some visuals, also changed the tires for the LMC cars since they had no rain rubber and had too much grip. I have only one small issue to fix, namely the GT40 MKII going off at the Mulsanne kink when flat out (340kph basically, ignoring the kink, goes just straight on falling off the map). After I fix that, I think it will be time for an upload and to update the list of cars I posted here before. Finally we have decent, sizeable grids, with many races now exceeding 20 cars (Le Mans even 30!).

1967 World Sportscar Championship Mod - Page 4 Grab_118
1967 World Sportscar Championship Mod - Page 4 Grab_120
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bonnier

bonnier

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyTue 24 Mar 2020, 8:38 am

Great progress! Unless you've already fixed it yourself, I can send you my LeMans.aiw that will let the P&G MkIIs take the Mulsanne kink correctly.
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NPanic

NPanic

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyTue 24 Mar 2020, 10:03 am

bonnier wrote:
Great progress! Unless you've already fixed it yourself, I can send you my LeMans.aiw that will let the P&G MkIIs take the Mulsanne kink correctly.

I actually thought about trying something with the car itself since its the only one thats doing this, but yeah if you could send me the AIW, would be great. Also this isnt the PnG GT40 MKII, its the one from the ABLMS mod by FF94.
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bonnier

bonnier

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyTue 24 Mar 2020, 10:56 am

The reason the other cars can handle the kink is that they aren't taking it at 340 kph! Very Happy
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bonnier

bonnier

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyTue 24 Mar 2020, 11:37 am

Onboard with the AI at the kink on the default setup:

1967 World Sportscar Championship Mod - Page 4 Mulsan10
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NPanic

NPanic

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PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyTue 24 Mar 2020, 5:57 pm

So, here is the 3rd and I hope the final "base" upload Ill have to do. From now on it should only be uploads of things I have changed or added, no repeated files. But because I made a gazillion changes ill have to do it one more time hence the size of the file. As is custom by now, delete the previous WSCC1967 folder in the Teams direction.

Added are: - all Ford GT40MKI and MKII cars
                - changed the incorrect engine for the LMC Porsche 907LH (now has a 2L B6 as it should)
                - added wet tires and reduced grip to realistic levels in all of the LMC cars
                - added a heavy WIP Chevron B4/5/6 (I don't know yet how to improve its looks, will see)
                - many changes to all of the other cars, mainly tires, but also other
               - added Marians Lotus 47 with all of the skins and a cockpit!

Big thanks to FF94 for making this all possible with his skins. What a mad lad Cool

Link: http://www.mediafire.com/file/jl701x8ac5b3zud/PnG3-WorldSportscarsChampionship1967-v0.03.zip/file

And some of the most Italian pictures I ever took in any game:
1967 World Sportscar Championship Mod - Page 4 Grab_121
1967 World Sportscar Championship Mod - Page 4 Grab_122
1967 World Sportscar Championship Mod - Page 4 Grab_123
1967 World Sportscar Championship Mod - Page 4 Grab_124
1967 World Sportscar Championship Mod - Page 4 Grab_125

And a few French ones:
1967 World Sportscar Championship Mod - Page 4 Grab_126
1967 World Sportscar Championship Mod - Page 4 Grab_127


Last edited by NPanic on Tue 24 Mar 2020, 6:24 pm; edited 2 times in total
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jeannomiller
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jeannomiller

Anzahl der Beiträge : 2371
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1967 World Sportscar Championship Mod - Page 4 Empty
PostSubject: Re: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyTue 24 Mar 2020, 6:20 pm

Thanks NPanic - outstanding work GOOD I Am Not Worthy Thanks

_________________
So long.

Jeannomiller
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fatguts

fatguts

Anzahl der Beiträge : 710
Anmeldedatum : 2016-02-23
Ort : In my other Shed

1967 World Sportscar Championship Mod - Page 4 Empty
PostSubject: 1967 World Sportscar Championship Mod   1967 World Sportscar Championship Mod - Page 4 EmptyTue 24 Mar 2020, 9:04 pm

Fantastic work thank you for sharing. cheers

Ferrari 250 LM needs a fix front wheels sunk into the tarmac
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