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 Post subject: Re: TEAM PLAYERS C6R CORVETTE
PostPosted: Wed Apr 15, 2009 1:23 am 
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Excellent Mod!

If I may suggest if you release a patch for it please adjust the nose cam position,right now it is like you are on the hood of a 4x4.

(0.00000, 0.58200,-2.00000) is a more natural looking view.


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 Post subject: Re: TEAM PLAYERS C6R CORVETTE
PostPosted: Wed Apr 15, 2009 4:29 am 
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Glad you are enjoying it.


To be honest, I didn't pay much attention to any views except what the driver would see.

If we do a patch (IF) I will look at the other views more carefully. I know not everyone drives from the cockpit and I should probably take that into account...

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 Post subject: Re: TEAM PLAYERS C6R CORVETTE
PostPosted: Wed Apr 15, 2009 7:42 am 
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Hi

We will do a free race with this mod tomorrow if you are interested (http://www.gtr-racinghfr.net/vb/showthread.php?t=4571)

During the training i saw a little graphic poblem with front wheels .

We see that on spinner :
Image

The wheel is on the right place.

Image

On track, the wheel is too under the hood.
With this :
Quote:
FrontWheelTrack=1.5 // if non-zero, forces the front wheels to be specified track width
RearWheelTrack=1.52 // if non-zero, forces the rear wheels to be specified track width
LeftWheelBase=2.6848 // if non-zero, forces the left side to use specified wheelbase
RightWheelBase=2.6848 // if non-zero, forces the right side to use specified wheelbase


Image

Render on track whith this :
Quote:
FrontWheelTrack=0 // if non-zero, forces the front wheels to be specified track width
RearWheelTrack=0 // if non-zero, forces the rear wheels to be specified track width
LeftWheelBase=0 // if non-zero, forces the left side to use specified wheelbase
RightWheelBase=0 // if non-zero, forces the right side to use specified wheelbase


I do the same laptimes and have the same feeling with this parameters.
what do you think about it ?

bye


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 Post subject: Re: TEAM PLAYERS C6R CORVETTE
PostPosted: Mon May 11, 2009 4:19 pm 
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Dear Team Players,
After driving this car I was amazed at the quality of the model and physics, it looks fantastic and drives just the same. The car seems to be so controllable, yet can bite you if u arent careful, a prefect balance for me.
The one big difference I have found from other cars is the cockpit, it seems to scale much bigger than other mods, which makes it even more immersive for me. Most of cars like that ie GT, and most of cars full stop have a steering wheel that fills approx half of my screen width (1920 pix), yet the steering wheel on the C6R fills more than 3/4 of the screen width, this makes the difference from feeling like you are looking at the cockpit, to actually feeling like you are in it. I run a 62.5 FOV by the way.
I do a bit of modding myself and was wondering what you have done to make this change as it is such a difference from other cars.
Great work again,
George


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 Post subject: Re: TEAM PLAYERS C6R CORVETTE
PostPosted: Mon May 11, 2009 6:04 pm 
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chemist458,

I am glad you are enjoying the C6R.

I also feel that a lot of mods you are looking "at" the cockpit and are not "in" it so I pay close attention to how our cockpits look.


There are a few things that effect how the cockpit looks but the main setting to get the Field of View set is this line in the .CAM file:

}
LocalCam=COCKPIT
{
Fov=(75.000000, 75.000000)


The LocalCam=COCKPIT is the view you see from the cockpit.

The Cockpit.ini file controls were the drivers eyepoint is so both files are important to what you see from the cockpit view.

Bob

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 Post subject: Re: TEAM PLAYERS C6R CORVETTE
PostPosted: Tue May 12, 2009 1:28 pm 
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Dear Bob,
You say that, but I change that Value to 62.5 for each mod I run in its default cam file, yet they dont look like your beauty!! Its the scale that is so different, does the cockpit.GMT actually scale 1:1 with the carbody.GMT?
George

PS I have a friend who tried to install and run the mod on a clean RFactor install, and it has some global materials missing, I will get the list from him, so you can add to the package, this does not happen on my install, so I must have the files that it needs.


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 Post subject: Re: TEAM PLAYERS C6R CORVETTE
PostPosted: Tue May 12, 2009 5:42 pm 
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George,
No the cockpit is scaled 1 to 1 so I didn't really do anything different with this mod.

I did move the drivers eye view in the cockpit.ini file a little so maybe that is what the difference is.

About those errors you friend is getting. I have had a few (very few) guys say they are getting those errors but I don't know why. This mod is not optimized for DX7 and I know of 2 people that were trying to run in that mod but as soon as they switched to DX8 or 9 the problem went away. I know one guy is still having problems running in DX9 but I don't know why he is having it.

Bob

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 Post subject: Re: TEAM PLAYERS C6R CORVETTE
PostPosted: Tue May 12, 2009 6:54 pm 
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Dear Bob,
Thanks for the replies, I look forward to driving more stuff of yours in the future.
George


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