Public Release: F1-75 V.0.98
35 posts
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Public Release: F1-75 V.0.98

inGame: JC Case

Rank: Co Admin
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
965 Posts
This my gift to all of you, my friends at Calluster, the F1-75 V.0.98 Mod 

This is a quite extensive Update (to say the least) for those of you that didn´t choose to join the F1-75 Mod Team and I will update you on what has been changed and what enhancement´s that has been done on the F1-75 mod since the release of V0.96 in the following post.
It might seam a bit long to read, but let me assure you that it has taken me way more time to write then it´ll take you to read it. Which I hope you do while you´re downloading the F1-75 V.0.98 Mod
Download: http://www.varjanta.com/downloads/file.php?id=438
Kiro54 Faster Mirror: 75098.rar
.............
There´s Culluster Server hosting the F1-75 V.0.98 @ Zolder75 right now and here´s a couple of setups for you.
F1-75_V.0.98_JC_Setups_Zolder75.rar
http://www.megaupload.com/?d=NJEC0XXR
Have Fun!
-------
Cheers
/JC
Edit: I have attached my RealFeel settings to the V.0.98 Install, but I should perhaps have mentioned that the F1-75 DFGT RealFeel settings.txt file can be found in your UserData Folder in the ReadMe.
In any case here you have them too:
MaxForceAtSteeringRack=-1900.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=40.000000
SmoothingLevel=5
A bit on the light side perhaps but I need that to be able to do fast corrections. Ds

This is a quite extensive Update (to say the least) for those of you that didn´t choose to join the F1-75 Mod Team and I will update you on what has been changed and what enhancement´s that has been done on the F1-75 mod since the release of V0.96 in the following post.
It might seam a bit long to read, but let me assure you that it has taken me way more time to write then it´ll take you to read it. Which I hope you do while you´re downloading the F1-75 V.0.98 Mod
Download: http://www.varjanta.com/downloads/file.php?id=438
Kiro54 Faster Mirror: 75098.rar
.............
There´s Culluster Server hosting the F1-75 V.0.98 @ Zolder75 right now and here´s a couple of setups for you.
F1-75_V.0.98_JC_Setups_Zolder75.rar
http://www.megaupload.com/?d=NJEC0XXR
Have Fun!
-------
Cheers
/JC
Edit: I have attached my RealFeel settings to the V.0.98 Install, but I should perhaps have mentioned that the F1-75 DFGT RealFeel settings.txt file can be found in your UserData Folder in the ReadMe.
In any case here you have them too:
MaxForceAtSteeringRack=-1900.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=40.000000
SmoothingLevel=5
A bit on the light side perhaps but I need that to be able to do fast corrections. Ds
Last edited by J.C.Case on 18 Jan 2010, 02:50, edited 8 times in total.
"We're having chassis, aero and motor problems.
Other than that, things are great."
Other than that, things are great."
Re: Public Release: F1-75 V.0.98

inGame: JC Case

Rank: Co Admin
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
965 Posts
The new Content:
All the files needed from V.0.96 and it´s updates, but all folders (and a lot of files) except the team folders are renamed for the purpose of renaming the whole mod from F1-Seven/RTC-Masters to F1-75.
The mod will subsequently show up as F1-75 V.0.98 both In-Game and On-Line now. All the teams are also using the names they actually used in 1975 In-Game too now, ex The Brabham is now named Martini Racing In-Game.
The F1-75 mod has 22 teams now instead of 16 as all the privateer teams like the Team Lucky Strike, Team Gunston, Team Lexington, Team Henry Stiller and Team Warstainer have got their own entry's now. And as they used old cars or less powerful engines then the works team´s they´ve got their own physics too.
Team Lavazza (March) have also gotten it´s own entry too, but as their cars had the same specification as the Beta Team March did, both teams are using the same physics. The old March 741 has got it´s own physics now though, reflecting that it´s an older and less effective design than the 751.
The Penske uses the same physics as the other March 751´s as it´s basically the same design, but a less powerful engine.
Car adjustments:
The John Player Team Lotus 72E which was too fast compared to the other cars in relation to it´s real performance has been slowed down a bit by adding drag, which doesn´t changes it´s drivebillity or overall feel.
The Lotus 72 was on it´s 6´th season 1975 and obsolete by then. The only really good thing about it was it´s #1 driver, but Ronnie Peterson´s supreme driving skills should only be recognized by the Talent files and not by the cars overall physics IMO.
I´ve also made a minor adjustment to a couple of the slower cars center of gravity (-0.01) to give them a little bit more competitiveness on twitchy tracks. This is such small adjustment though that I´m pretty sure that probably no one would have noticed it if I´ve not mentioned it, other then that they may be a wee bit faster. On an average track I would estimate no more then about 0.1s a lap though.
I´ve done the same thing with the Shadows DN7 460 (bhp) too as was a bit to hard to handle IMO, it´s still quite slow though. It´s bigger "brother" the DN7 525 (bhp) is quite competitive as the increase of 65 bhp is really noticeable and it´s drivebillitty makes it really fast too, but as it´s little brother, it´s a bit fragile.
I´ve not made any changes to the basic physics of the mod though, just these minor adjustments to give these cars a slightly more accurate performance in relation to the others, based on my own experience and feedback.
Tires:
You have two different tire compounds, GoodYear A and B with Hard and Soft Options now. The Hard and Soft Options are identical but have different Optimal Temperature settings to accommodate how different tracks heat´s the tires.
These tires have slightly modified Decel Slip Curve which gives you a little bit more precision under braking and a bit more of a "warning" before the you lock the wheels. It´s a very slight change to the Decel Slip Curve though, and very subtle, but it gave the cars that little bit of extra "feel" under braking that I wanted and I thought was missing with the last set of tires.
Setups:
I´ve been asked to decrease the setup options bit and I´ve done so by narrowing the camber settings window a bit and shut down the ability to change weight distribution.
The cars are meant to have different drivebillity, meaning that some of them should be a bit trickier to drive then others and the ability to change weight distribution takes away a whole lot of that.
There are other ways to dial out under/overstear then extreme camber settings and I don´t want to see the cars with their wheels at unrealistic angles. And none of the cars loses the back end as much under braking (ex Cart Factor) that you´ll have to adjust the weight distribution to dial that out.
I´ve increased the Toe-In options a bit though, as I feel that one should be able to fine tune the setup a bit more then was possible before. Perhaps because I used it as an instrument to do just that during all those the years I was driving Gpl.
Car Sounds:
I´ve risen the Backfire and the Skid sounds In-Car by a small amount (0.1) by request from a few people. And I do think that they where absolutely right about that and that it made an improvement. It sounds great when your´re changing gears under braking now IMO.
You don´t hear the off throttle sounds that well on the TV broadcast´s, but those of you that have been at races know that these old F1 cars sounds pretty much like a volcano outburst off throttle, it´s really loud.
Graphics and UIData:
This Update uses a separate UIData which will only be in use while you are using the mod and it will NOT overwrite your own UI. It contains of a blue UI with new buttons, lowered UISounds (I hate those high "Bling, Swoosh and Boing sounds), new In-Game backgrounds, logos and Start Up pictures made by me.
There are also Movie and Music files attached to the mod now, and of course a new rFm file.
Upgrades:
I´ve shortened the Shift Delays on all the "paddle" shifter Upgrades, quite significantly on the Normal and the Advanced Upgrades even to give you a real fair Option.
New Shift and Clutch delay settings
The "Gpl Style" Upgrade, semiautomatic is set to 0.22s as in Gpl.
The "Normal" Upgrade, with AutoBlip is set to 0.09s with the Clutch delay set to 0.15 to allow the AutoBlip function to work.
The "Advanced" Upgrade, without Autoblip (by request) is set to 0.09s with it´s Clutch delay set to 0.10s
You should use Auto Clutch with the "Gpl Style" Upgrade and you can do it with the Normal and Advanced upgrade too, but I would not recommend that as it degrades the driving experience (IMO). The cars will stall if you come to a stand still and not engage the clutch manually though.
....
This means that those of you that use to exploit the Toe-Heel Option and by doing so getting yourself a modern kind of F1 Quickshift gearbox without neutral (which didn´t come to use in F1 before 2005) can use the "right" upgrade now, without having to feel (or be) disadvantaged towards us that drives with a 3-pedal system, H-shifter and the Toe-Heel technique and need to have the shifter delays removed for that reason.
I can of course not force anyone to not exploit the Toe-Heel Upgrade to get a Quickshift gearbox, which these cars never had. But I can set the Shift and Clutch delays to such a low Levels that your´re still going to shift gears faster then the Toe-Heel drivers can do on a regular basis when using them, and by doing so encourage you to "do the right thing."
Stearing FFB:
I´ve tried this "FEELS REAL for G25" addon with my Logi DFGT and it´s awesome, a real improvement. So I´ve attached that Addon and and Install guide to the F1-75 Mod so you can use it too. You´ll find it and the F1-75 DFGT RealFeel settings file in your UserData folder
I used to use the RealFeel plugin (which is default on this mod btw), but this FEELS REAL Addon actually beats the pants out of that one. It might look like a bit hard and stuff to Install, but it´s really easy to do and it will only take you a couple of minutes to do and believe me, it´s worth it.
Thank you Tamas for mentioning this Addon to me, as it really enhance the driving experience.
-----------------
And last but not least, a big thank you to Cesar, Fredrik and Tamas for their Feedback and suggestions, and to my new found and already dear friends Kiro54 and maxxad for their inspiration and support.
Thank you, guy´s!
.....
Oh, and I almost forgot, please crank up your In-Game Music Volume to about 40 per cent at least just once to hear my 2 choices of music for this Mod before you start it up for the first time.
Have fun!
-------
Cheers
/JC
Ps. This is a "Stand Alone" Mod and it will NOT overwrite any of your previous files or change any of your previous settings. Ds
All the files needed from V.0.96 and it´s updates, but all folders (and a lot of files) except the team folders are renamed for the purpose of renaming the whole mod from F1-Seven/RTC-Masters to F1-75.
The mod will subsequently show up as F1-75 V.0.98 both In-Game and On-Line now. All the teams are also using the names they actually used in 1975 In-Game too now, ex The Brabham is now named Martini Racing In-Game.
The F1-75 mod has 22 teams now instead of 16 as all the privateer teams like the Team Lucky Strike, Team Gunston, Team Lexington, Team Henry Stiller and Team Warstainer have got their own entry's now. And as they used old cars or less powerful engines then the works team´s they´ve got their own physics too.
Team Lavazza (March) have also gotten it´s own entry too, but as their cars had the same specification as the Beta Team March did, both teams are using the same physics. The old March 741 has got it´s own physics now though, reflecting that it´s an older and less effective design than the 751.
The Penske uses the same physics as the other March 751´s as it´s basically the same design, but a less powerful engine.
Car adjustments:
The John Player Team Lotus 72E which was too fast compared to the other cars in relation to it´s real performance has been slowed down a bit by adding drag, which doesn´t changes it´s drivebillity or overall feel.
The Lotus 72 was on it´s 6´th season 1975 and obsolete by then. The only really good thing about it was it´s #1 driver, but Ronnie Peterson´s supreme driving skills should only be recognized by the Talent files and not by the cars overall physics IMO.
I´ve also made a minor adjustment to a couple of the slower cars center of gravity (-0.01) to give them a little bit more competitiveness on twitchy tracks. This is such small adjustment though that I´m pretty sure that probably no one would have noticed it if I´ve not mentioned it, other then that they may be a wee bit faster. On an average track I would estimate no more then about 0.1s a lap though.
I´ve done the same thing with the Shadows DN7 460 (bhp) too as was a bit to hard to handle IMO, it´s still quite slow though. It´s bigger "brother" the DN7 525 (bhp) is quite competitive as the increase of 65 bhp is really noticeable and it´s drivebillitty makes it really fast too, but as it´s little brother, it´s a bit fragile.
I´ve not made any changes to the basic physics of the mod though, just these minor adjustments to give these cars a slightly more accurate performance in relation to the others, based on my own experience and feedback.
Tires:
You have two different tire compounds, GoodYear A and B with Hard and Soft Options now. The Hard and Soft Options are identical but have different Optimal Temperature settings to accommodate how different tracks heat´s the tires.
These tires have slightly modified Decel Slip Curve which gives you a little bit more precision under braking and a bit more of a "warning" before the you lock the wheels. It´s a very slight change to the Decel Slip Curve though, and very subtle, but it gave the cars that little bit of extra "feel" under braking that I wanted and I thought was missing with the last set of tires.
Setups:
I´ve been asked to decrease the setup options bit and I´ve done so by narrowing the camber settings window a bit and shut down the ability to change weight distribution.
The cars are meant to have different drivebillity, meaning that some of them should be a bit trickier to drive then others and the ability to change weight distribution takes away a whole lot of that.
There are other ways to dial out under/overstear then extreme camber settings and I don´t want to see the cars with their wheels at unrealistic angles. And none of the cars loses the back end as much under braking (ex Cart Factor) that you´ll have to adjust the weight distribution to dial that out.
I´ve increased the Toe-In options a bit though, as I feel that one should be able to fine tune the setup a bit more then was possible before. Perhaps because I used it as an instrument to do just that during all those the years I was driving Gpl.
Car Sounds:
I´ve risen the Backfire and the Skid sounds In-Car by a small amount (0.1) by request from a few people. And I do think that they where absolutely right about that and that it made an improvement. It sounds great when your´re changing gears under braking now IMO.
You don´t hear the off throttle sounds that well on the TV broadcast´s, but those of you that have been at races know that these old F1 cars sounds pretty much like a volcano outburst off throttle, it´s really loud.
Graphics and UIData:
This Update uses a separate UIData which will only be in use while you are using the mod and it will NOT overwrite your own UI. It contains of a blue UI with new buttons, lowered UISounds (I hate those high "Bling, Swoosh and Boing sounds), new In-Game backgrounds, logos and Start Up pictures made by me.
There are also Movie and Music files attached to the mod now, and of course a new rFm file.
Upgrades:
I´ve shortened the Shift Delays on all the "paddle" shifter Upgrades, quite significantly on the Normal and the Advanced Upgrades even to give you a real fair Option.
New Shift and Clutch delay settings
The "Gpl Style" Upgrade, semiautomatic is set to 0.22s as in Gpl.
The "Normal" Upgrade, with AutoBlip is set to 0.09s with the Clutch delay set to 0.15 to allow the AutoBlip function to work.
The "Advanced" Upgrade, without Autoblip (by request) is set to 0.09s with it´s Clutch delay set to 0.10s
You should use Auto Clutch with the "Gpl Style" Upgrade and you can do it with the Normal and Advanced upgrade too, but I would not recommend that as it degrades the driving experience (IMO). The cars will stall if you come to a stand still and not engage the clutch manually though.
....
This means that those of you that use to exploit the Toe-Heel Option and by doing so getting yourself a modern kind of F1 Quickshift gearbox without neutral (which didn´t come to use in F1 before 2005) can use the "right" upgrade now, without having to feel (or be) disadvantaged towards us that drives with a 3-pedal system, H-shifter and the Toe-Heel technique and need to have the shifter delays removed for that reason.
I can of course not force anyone to not exploit the Toe-Heel Upgrade to get a Quickshift gearbox, which these cars never had. But I can set the Shift and Clutch delays to such a low Levels that your´re still going to shift gears faster then the Toe-Heel drivers can do on a regular basis when using them, and by doing so encourage you to "do the right thing."
Stearing FFB:
I´ve tried this "FEELS REAL for G25" addon with my Logi DFGT and it´s awesome, a real improvement. So I´ve attached that Addon and and Install guide to the F1-75 Mod so you can use it too. You´ll find it and the F1-75 DFGT RealFeel settings file in your UserData folder
I used to use the RealFeel plugin (which is default on this mod btw), but this FEELS REAL Addon actually beats the pants out of that one. It might look like a bit hard and stuff to Install, but it´s really easy to do and it will only take you a couple of minutes to do and believe me, it´s worth it.
Thank you Tamas for mentioning this Addon to me, as it really enhance the driving experience.
-----------------
And last but not least, a big thank you to Cesar, Fredrik and Tamas for their Feedback and suggestions, and to my new found and already dear friends Kiro54 and maxxad for their inspiration and support.
Thank you, guy´s!
.....
Oh, and I almost forgot, please crank up your In-Game Music Volume to about 40 per cent at least just once to hear my 2 choices of music for this Mod before you start it up for the first time.
Have fun!
-------
Cheers
/JC
Ps. This is a "Stand Alone" Mod and it will NOT overwrite any of your previous files or change any of your previous settings. Ds
"We're having chassis, aero and motor problems.
Other than that, things are great."
Other than that, things are great."
Re: Public Release: F1-75 V.0.98
.png)
inGame: Mitch

Rank: Beginner Poster
Joined: 22 Nov 2009, 23:49
Online: 1d 3h 48m 38s
Location: Culver City, California, USA
Age: 51
Joined: 22 Nov 2009, 23:49
Online: 1d 3h 48m 38s
Location: Culver City, California, USA
Age: 51
15 Posts
JC, this is probably my doing but there is a couple of things I noticed.
The menu volume on the sound effects is way low.
I get a mesh error when trying to load the John Player Team Lotus, L2E05AVA.GMT.
The trees at the Zolder track look weird, 2 dimensional.
My settings are full for everything DX9. No problems with the previous version of the Mod.

This is how the car shows when viewing AI, from the drivers view.

The mirrors are off and dont completely fill the space. They show the wheel in the reflection.
The menu volume on the sound effects is way low.
I get a mesh error when trying to load the John Player Team Lotus, L2E05AVA.GMT.
The trees at the Zolder track look weird, 2 dimensional.
My settings are full for everything DX9. No problems with the previous version of the Mod.

This is how the car shows when viewing AI, from the drivers view.

The mirrors are off and dont completely fill the space. They show the wheel in the reflection.
MItch
AKA: CartAndretti
AKA: CartAndretti
Re: Public Release: F1-75 V.0.98

inGame: JC Case

Rank: Co Admin
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
Joined: 21 Oct 2009, 00:36
Online: 67d 20h 50m 1s
Age: 49
Medals: 3
965 Posts
Hi Mitch
Edit:
I´ve tried to recreate your problem Mitch, but I couldn´t.
The L2E05AVA.GMT file is the monocoque of the #5 Lotus and it looks ok in 3doED, and I didn´t get any Error Message or any problem at all either when I choose the #5 Lotus or drove at the Zolder75 track.
I also connected to the Calluster Server to make sure, but no problem acured there either. And to be 100% sure I tested it with all the other different Graphics settings too, Low, Mid and High, but I´ve got No problem or Error Message.
I even tested all the other Loti´s too, even though I know that they aren´t using that GMT file, ex, the #6 Lotus uses L2E06AVA.GMT, just to make sure that all the Loti´s work as they should, and they do.
And as they do and I can´t recreate your problem, I can´t fix it.
...
But.. if you got this Error Message when you were trying to connect to a on-line Server it could be a connection settings problem, meaning that your connection rate settings is set wrongly.
And you can solve that by choosing a connection rate that is suitable for your Internet Connection Speed.
End of Edit
--------
It´s a Graphic Flaw that makes some part´s of the cars goes missing when you "jump into" another player or the AI´s cars. A Graphic Flaw that has plagued this mod under it´s whole existence and long before I ever started my work on it. And an Issue that I´ve already mentioned in the ReadMe too, in the Known Issues section, along with that some of the mirrors doesn´t fill their frames.
KNOWN ISSUES:
Five of the cars doesn´t have working tachometer needles. It´s the two March 741, the two Shadows DN5, and the Williams FW3. You can still drive them though, but you´ll have to use the HUD-display tachometer instead.
Parts of the AI/other players cars goes missing in In-Car view due to some problems with LOD/Meshfiles according to people who have knowledge of that stuff.
Some of the mirrors doesn´t fill their frames that well in some cars.
.....
I´ve fixed all the graphics flaws that I´m capebul of, like the inverted mirrors on some cars, the tacho´s and their read out´s, the seat and mirror positions, but I´m sad to say that I don´t have neither the knowledge or the tools to fix those three issues mentioned above. I could use a bit of help here.
I had hoped that someone with the knowledge of how to fix those Issues would have joined the F1-75 Mod team that I tried to gather, but none did. So that is something we´ll have to live with until I learn how to or someone else can fix it.
-----------------
You can adjust the mirrors into their right position by pressing Shift and the buttons you´ve assigned to move your seat position at the same time.
This is in other words not a flaw, it is something that you´ll have to adjust nearly every time you change car as they have different seating positions.
-----
The menu sounds are not to low, they are that low on purpose.
This is once again a complaint about something that I already mentioned, but in this Thread instead of the ReadMe.
"This Update uses a separate UIData which will only be in use while you are using the mod and it will NOT overwrite your own UI. It contains of a blue UI with new buttons, lowered UISounds (I hate those high "Bling, Swoosh and Boing sounds), new In-Game backgrounds, logos and Start Up pictures made by me."
------
I´ve not made that track which you know, and I don´t actually understand why you even mentioning that problem in this thread, I´m almost lost for words to be honest.. I can´t take responsibility for other peoples work.
------
It actually makes me a both sad and very disappointed when I read a post like this one, degrading the work I´ve done by coming with complaints about things that I actually already have given you Information about.
In other words Information which you already would have known if you had taken the time to read the ReadMe and the Content post in this Thread before you made this post.
And on top of that posting pictures which has "Addons" in them like those ghastly maps, F1 logos and digital speedometers which I never, ever would have included to this Mod, but probably will make some people think that I´ve done..
Believe me folk´s, I´ve not.
------
/JC
Edit: I edited this post several times now out of respect for the rest of you here, because I should not be rude on this forum even if it´s very hard not to be at times like these.
Edit:
I´ve tried to recreate your problem Mitch, but I couldn´t.
The L2E05AVA.GMT file is the monocoque of the #5 Lotus and it looks ok in 3doED, and I didn´t get any Error Message or any problem at all either when I choose the #5 Lotus or drove at the Zolder75 track.
I also connected to the Calluster Server to make sure, but no problem acured there either. And to be 100% sure I tested it with all the other different Graphics settings too, Low, Mid and High, but I´ve got No problem or Error Message.
I even tested all the other Loti´s too, even though I know that they aren´t using that GMT file, ex, the #6 Lotus uses L2E06AVA.GMT, just to make sure that all the Loti´s work as they should, and they do.
And as they do and I can´t recreate your problem, I can´t fix it.
...
But.. if you got this Error Message when you were trying to connect to a on-line Server it could be a connection settings problem, meaning that your connection rate settings is set wrongly.
And you can solve that by choosing a connection rate that is suitable for your Internet Connection Speed.
End of Edit
--------
It´s a Graphic Flaw that makes some part´s of the cars goes missing when you "jump into" another player or the AI´s cars. A Graphic Flaw that has plagued this mod under it´s whole existence and long before I ever started my work on it. And an Issue that I´ve already mentioned in the ReadMe too, in the Known Issues section, along with that some of the mirrors doesn´t fill their frames.
KNOWN ISSUES:
Five of the cars doesn´t have working tachometer needles. It´s the two March 741, the two Shadows DN5, and the Williams FW3. You can still drive them though, but you´ll have to use the HUD-display tachometer instead.
Parts of the AI/other players cars goes missing in In-Car view due to some problems with LOD/Meshfiles according to people who have knowledge of that stuff.
Some of the mirrors doesn´t fill their frames that well in some cars.
.....
I´ve fixed all the graphics flaws that I´m capebul of, like the inverted mirrors on some cars, the tacho´s and their read out´s, the seat and mirror positions, but I´m sad to say that I don´t have neither the knowledge or the tools to fix those three issues mentioned above. I could use a bit of help here.
I had hoped that someone with the knowledge of how to fix those Issues would have joined the F1-75 Mod team that I tried to gather, but none did. So that is something we´ll have to live with until I learn how to or someone else can fix it.
-----------------
You can adjust the mirrors into their right position by pressing Shift and the buttons you´ve assigned to move your seat position at the same time.
This is in other words not a flaw, it is something that you´ll have to adjust nearly every time you change car as they have different seating positions.
-----
The menu sounds are not to low, they are that low on purpose.
This is once again a complaint about something that I already mentioned, but in this Thread instead of the ReadMe.
"This Update uses a separate UIData which will only be in use while you are using the mod and it will NOT overwrite your own UI. It contains of a blue UI with new buttons, lowered UISounds (I hate those high "Bling, Swoosh and Boing sounds), new In-Game backgrounds, logos and Start Up pictures made by me."
------
I´ve not made that track which you know, and I don´t actually understand why you even mentioning that problem in this thread, I´m almost lost for words to be honest.. I can´t take responsibility for other peoples work.
------
It actually makes me a both sad and very disappointed when I read a post like this one, degrading the work I´ve done by coming with complaints about things that I actually already have given you Information about.
In other words Information which you already would have known if you had taken the time to read the ReadMe and the Content post in this Thread before you made this post.
And on top of that posting pictures which has "Addons" in them like those ghastly maps, F1 logos and digital speedometers which I never, ever would have included to this Mod, but probably will make some people think that I´ve done..
Believe me folk´s, I´ve not.
------
/JC
Edit: I edited this post several times now out of respect for the rest of you here, because I should not be rude on this forum even if it´s very hard not to be at times like these.
Last edited by J.C.Case on 18 Jan 2010, 07:20, edited 1 time in total.
"We're having chassis, aero and motor problems.
Other than that, things are great."
Other than that, things are great."
Re: Public Release: F1-75 V.0.98
.png)
inGame: Mitch

Rank: Beginner Poster
Joined: 22 Nov 2009, 23:49
Online: 1d 3h 48m 38s
Location: Culver City, California, USA
Age: 51
Joined: 22 Nov 2009, 23:49
Online: 1d 3h 48m 38s
Location: Culver City, California, USA
Age: 51
15 Posts
I'm sorry JC. You are right. I have not taken the time to read the readme section in your DL which you have suggested. Thank you for you time in answering me.
MItch
AKA: CartAndretti
AKA: CartAndretti
Re: Public Release: F1-75 V.0.98

inGame: BlackMagic

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Joined: 24 Apr 2009, 20:17
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1498 Posts
Hey JC, when im done with some exams ill have a look. Tacho's and that sort of stuff is easy to fix. Downloading mod now. Not yet had time to test it.

Re: Public Release: F1-75 V.0.98

inGame: BlackMagic

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1498 Posts
JC open up all gen files. And remove the <DASHHIGH> tags. Thats what causing the cockpits not to show on AI cars.
How many cars had bad mirrors?
How many cars had bad mirrors?

Re: Public Release: F1-75 V.0.98

inGame: Redvaliant

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153 Posts
Hi JC, this vs is a big improvement. I tried the feels real plug in and it is the business;really good weight and feedback. Oh, and the menu music is great
back to the track for some laps.


Re: Public Release: F1-75 V.0.98

inGame: JC Case

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965 Posts
Thank you Black Magic!
Your advice and willingness to help me is more than appreciated, I´m really thankful!
I´ve replied to the PM that you sent me and I´m going to start to work on those Gen files and edit those lines as soon as I can. This is really good news
Once again, thank you mate!
Edit: I don´t have the number of cars that has those mirror problems "in my head" right now, but I will return to you with that Information as soon as I can.
Best Regards
/JC
Your advice and willingness to help me is more than appreciated, I´m really thankful!
I´ve replied to the PM that you sent me and I´m going to start to work on those Gen files and edit those lines as soon as I can. This is really good news
Once again, thank you mate!
Edit: I don´t have the number of cars that has those mirror problems "in my head" right now, but I will return to you with that Information as soon as I can.
Best Regards
/JC
Last edited by J.C.Case on 18 Jan 2010, 15:52, edited 2 times in total.
"We're having chassis, aero and motor problems.
Other than that, things are great."
Other than that, things are great."
Re: Public Release: F1-75 V.0.98

inGame: Silvio Tavares

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766 Posts
BM is da man, believe me! 
Re: Public Release: F1-75 V.0.98

inGame: JC Case

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965 Posts
Thank you for that nice review, RedValiant 
Yeah, the FeelsReal Addon is really good isn´t it. It really enhance the driving experiance IMO and that´s the reason why I choose to attach it to the download too.
The Black Crowes Roxx!
---------
Cheers
JC
Yeah, the FeelsReal Addon is really good isn´t it. It really enhance the driving experiance IMO and that´s the reason why I choose to attach it to the download too.
The Black Crowes Roxx!
---------
Cheers
JC
"We're having chassis, aero and motor problems.
Other than that, things are great."
Other than that, things are great."
Re: Public Release: F1-75 V.0.98

inGame: JC Case

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965 Posts
silvastone wrote:BM is da man, believe me!
I do believe you mate, and that´s why his offer and advice to help me so very much appreciated!
Got to get to work now, I have a lot of Gen files to edit!
JC is happy
---------
Cheers
/JC
"We're having chassis, aero and motor problems.
Other than that, things are great."
Other than that, things are great."
Re: Public Release: F1-75 V.0.98

inGame: BlackMagic

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1498 Posts
*hint*
notepad++
search for *.gen in mod folder
open all gen files with notepad++
find <dashhigh> replace with nothing
save
ur done
notepad ++ is your friend in mod land
notepad++
search for *.gen in mod folder
open all gen files with notepad++
find <dashhigh> replace with nothing
save
ur done
notepad ++ is your friend in mod land

Re: Public Release: F1-75 V.0.98

inGame: csr_maxxad

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1231 Posts
When can we expect Calluster F1-75 League with JC Case as the LeagueOperator and HeadAdmin? 
Re: Public Release: F1-75 V.0.98

inGame: JC Case

Rank: Co Admin
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965 Posts
As soon as I´ve finished this work with the Gen files (and updated the cars) with the help from Black Magic I suppose. 
This Edit done the trick and the cockpits are visible in the other players / AI´cars now!
There are a few other things that has to be sorted too before we can Update the cars with the new Gen files, but we´ll get there
--------
Cheers
/JC
This Edit done the trick and the cockpits are visible in the other players / AI´cars now!
There are a few other things that has to be sorted too before we can Update the cars with the new Gen files, but we´ll get there
--------
Cheers
/JC
"We're having chassis, aero and motor problems.
Other than that, things are great."
Other than that, things are great."
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