If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below. |
|
|
Thread Tools | Display Modes |
#1
|
|||
|
|||
LeMans for SCC - track info
Hi Guys....
Hope you don't mind me posting this here.....since the RSC SCC site/server is down....and has been for a couple of days now: Specific to the LeMans track(s) RSDG made for the SCC mod.......is the Bugatti 2003 LeMans track what they run for the 24-hours race? If "yes"....has there been any updates/patches to bring the signage and course markings up to spec for what the 2004 LeMans 24-Hours race has/had? It looks as though the Flying Lizards team is going to hire us to build them a GT3-RSR Porsche simulator that they will use to train their drivers to run LeMans (this year). That means I will probably do a "track graphics realism" patch for the LeMans track in SCC. If this happens, I will post it for everyone to download......as I think my previous "track graphics patches" for Papy's NASCAR xx series tracks have gained some notoriety over the years. I will obviously also need the 2004 Porsche GT3-RSR car model and physics....but I'm hoping that is in their upcoming patch for SCC? If someone from RSDG needs help with anything for the Porsche GT3-RSR car (photos of cockpit, measurements, information from the car engineers), I'd be happy to get it for them as we are located next door to Flying Lizards Motorsports at Infineon Raceway. Regards, Tom Pabst |
Ads |
#2
|
|||
|
|||
Hi Tom.
Wouldn't it be a good idea to use rFactor for this project? You would even be able to run the race in real time with track/lighting conditions conditions changing over the 24 hour race. -- David G Fisher "Tom Pabst" > wrote in message news:4uHtd.224658$R05.71188@attbi_s53... > Hi Guys.... > > Hope you don't mind me posting this here.....since the RSC SCC site/server > is down....and has been for a couple of days now: > > Specific to the LeMans track(s) RSDG made for the SCC mod.......is the > Bugatti 2003 LeMans track what they run for the 24-hours race? If > "yes"....has there been any updates/patches to bring the signage and course > markings up to spec for what the 2004 LeMans 24-Hours race has/had? > > It looks as though the Flying Lizards team is going to hire us to build them > a GT3-RSR Porsche simulator that they will use to train their drivers to run > LeMans (this year). That means I will probably do a "track graphics > realism" patch for the LeMans track in SCC. If this happens, I will post it > for everyone to download......as I think my previous "track graphics > patches" for Papy's NASCAR xx series tracks have gained some notoriety over > the years. > > I will obviously also need the 2004 Porsche GT3-RSR car model and > physics....but I'm hoping that is in their upcoming patch for SCC? If > someone from RSDG needs help with anything for the Porsche GT3-RSR car > (photos of cockpit, measurements, information from the car engineers), I'd > be happy to get it for them as we are located next door to Flying Lizards > Motorsports at Infineon Raceway. > > Regards, > > Tom Pabst > > |
#3
|
|||
|
|||
To Both David and Kevin.......
Hi guys, nice to hear from you.....since it's been a few months....maybe way longer than that? We are so busy here at PR.com.......months seem like days to me. Kevin: I did download the RSDG 1.0 LeMans from that actual site. But, it contains something like 5 versions of the LeMans track....thus my question: Which one is the 24-Hours run on? I have never run that track and haven't been to LeMans either (though I suspect I'm going this year with the FL guys). rFactor....SSM? Those are new to me. I have no idea who/what they are.......but I'm not nearly as plugged in to the online sim racing community these days as I once was. So, perhaps I simply missed this new development? If somebody could enlighten me in a few paragraphs, I'd really appreciate it. The primary need for the FL project is one car, one track (the correct LeMans track) with the best car physics and best track configuration/mapping and visuals......as possible. That's all that is needed for the driver coaching necessary for their driver team to learn the track before going over to France. However, I did discuss the possibility with both team principals.....of holding a mock 24-hour race using two simulators.....both driver teams, car chiefs and crew chiefs.....racing against AI competitors.....for 24 hours. They would do this in our race shop, in our sim demo room above our workshop. In fact, the principals said they'd probably do three or four of these mock races.......on three consecutive weekends (Saturday, noon starts). I told them that this was dependent on finding or having time to create........accurate AI teams and cars.....and a track whose light conditions would follow the real-time clock. I had heard this was being worked on months and months ago....but did not know the status of it. They are eager to find out if this is possible. We do have a T1 Internet connection at our shop. So, I suppose it's feasible that even other online humans could participate in this mock 24-hour race. That would really be interesting....and add an even deeper level of realism since the other human drivers would add a "human factor" making the events and happenings of the race even more realistic. How cool would that really be? I'd be total psyched if that could be pulled off! Of course, this would be awesome for the sim racing community mod makers too, since a ton of real-time data and feedback would come from this. All information would be equally shared.....both directions......with the sim community and the FL simulators/team. We've actually been working privately with two of their four drivers already. One of them is new to the team this year and this is not yet public knowledge, so I'm prevented from telling you his name at this time. I can tell you his name is well known (here in the USA), and that he won a major series championship last year. Not too hard to figure out who it might be......that limits the candidates considerably...LOL..... If.....and I am only speculating.......if information about this rFactor or SSM sports car project is not publicly available.....but the principals want to get in touch with us, I hope they will be comfortable with emailing me directly (through this r.a.s. post return email address). I have temporarily removed the "no spam" interlineation in the address so there's no problem with email getting through. Good to hear from you guys.......thanks for the input and information. Regards, Tom |
#4
|
|||
|
|||
"Tom Pabst" > wrote in
news:4uHtd.224658$R05.71188@attbi_s53: > Hi Guys.... > > Hope you don't mind me posting this here.....since the RSC SCC > site/server is down....and has been for a couple of days now: > > Specific to the LeMans track(s) RSDG made for the SCC mod.......is the > Bugatti 2003 LeMans track what they run for the 24-hours race? If > "yes"....has there been any updates/patches to bring the signage and > course markings up to spec for what the 2004 LeMans 24-Hours race > has/had? > > It looks as though the Flying Lizards team is going to hire us to > build them a GT3-RSR Porsche simulator that they will use to train > their drivers to run LeMans (this year). That means I will probably > do a "track graphics realism" patch for the LeMans track in SCC. If > this happens, I will post it for everyone to download......as I think > my previous "track graphics patches" for Papy's NASCAR xx series > tracks have gained some notoriety over the years. > > I will obviously also need the 2004 Porsche GT3-RSR car model and > physics....but I'm hoping that is in their upcoming patch for SCC? If > someone from RSDG needs help with anything for the Porsche GT3-RSR car > (photos of cockpit, measurements, information from the car engineers), > I'd be happy to get it for them as we are located next door to Flying > Lizards Motorsports at Infineon Raceway. > > Regards, > > Tom Pabst > > Rfactor has no firm release date yet. The RSDG track contains two circuits. Bugatti is the shorter track and yes, it was used for the first 1000k LMES race in the fall of 03. The Bugatti track also hosts a 24hr Motorcycle race amoung other events I'm sure. THe longer circuit, often called Le Sarthe is the big one that is used every year for the 24 hrs of Le Mans. If you choose 5 percent race distance, about 20 laps for the RSDG track, you will cycle through the entire day, dusk, night, dawn, day changes. There is one .plr file edit you have to make tho for this to work. There is also a very very very good version of Le MAns for Nr2k3. I would think the 330 mod might closest approximate the Porche speeds. But again, that is NOT gonna give you the 'Simulator' experience. And excepting that there is a day version and a night version, you get no 'time of day' cycling. RSDG is probably done with artwork and such with their patch, they most likely are tweeking vehicle performance and testing at this point. I know they planned to release a carpack after or with the patch(rumour is near Christmas) but I doubt it will focus on cars they have already produced in the original mod(read that as...Lamboghinni yes...another Porche, doubtful) I had about 30 cars from SCC geared and tweeked so that the AI controlled cars ran very close to actual lap times at Le Mans in 2003. Just about all the classes were quicker in 2004. (and even pitted for fuel when they were supposed to<all except the Judd engined cars that is.>) But that was mainly focused on the LMP and GTS's...the GT class was already slow enough I thought.. You can run 50 cars at the RSDG track, but they always seem to stack 2 cars in one pit...which causes some AI confusion. The pace of the original SCC mod would probably be on par with 2004(except for the fuel consumption. The original cars had a poorly sorted fuel use estimation, the result was that many cars ran out of fuel. And the standing start that comes with SCC causes plenty of damage as the cars get underway. RSDG heavily stregthened the wings and bumpers so that many cars are not eliminated before turn one, but that feature is also part of the patch. It's not hard to fix...just more text editing. I doubt that anyone has fully current signage...again, the NR2k3 Le Mans is probably closer to real than the RSDG version. But either will get the drivers at least familiar with the layout. dave henrie |
#5
|
|||
|
|||
I have never dloaded the 1.o version. The one you want is the 8.5 mile course.
SSM has a forum at RSC when it comes back. I am not sure *exactly* which is the most accurate version to the 2005-2005 track. I know the SSM versions were LM2002 and for the LeMans 02 mod for F12k2 and are covertibale to SCC. Hopefully someone with a little more knowledge can give you that info. Understanding that NO sim track is perfect I think one of these should at least give them enough to start with. Good Luck...let me know how it works out, or if I can help in any way... Kevin (aka tlgtr) **** Zip slowly, medical statistics show that over 100,000 people are injured annually by their clothing. |
#6
|
|||
|
|||
"Tom Pabst" > wrote in message news:XdQtd.537148$D%.261381@attbi_s51... > > rFactor....SSM? Those are new to me. I have no idea who/what they > are.......but I'm not nearly as plugged in to the online sim racing > community these days as I once was. So, perhaps I simply missed this new > development? If somebody could enlighten me in a few paragraphs, I'd really > appreciate it. > rFactor is the coming release from ISI, (F1C) and uses their latest game engine. Here is the web site http://www.rfactor.net/ (definitely read the Q and A sections) and there is a multiplayer test demo you can download. The demo is for testing and improving the multiplayer and doesn't have the final physics, graphics, damage model, or sound, but it's still pretty amazing. I and many others believe it will be the best sim yet when it's released. It's main feature is that it's a sim specifically designed for the mod community. Those who previously were making mods using F1C will switch to rFactor. ISI have allowed some mod teams to begin work on mods already. Here's the forum at RSC http://forum.rscnet.org/forumdisplay.php?f=799 where you can probably get the answers to your questions about the track/car you are looking for. I know there will be a LeMans mod made for rFactor. > The primary need for the FL project is one car, one track (the correct > LeMans track) with the best car physics and best track configuration/mapping > and visuals......as possible. That's all that is needed for the driver > coaching necessary for their driver team to learn the track before going > over to France. However, I did discuss the possibility with both team > principals.....of holding a mock 24-hour race using two simulators.....both > driver teams, car chiefs and crew chiefs.....racing against AI > competitors.....for 24 hours. They would do this in our race shop, in our > sim demo room above our workshop. In fact, the principals said they'd > probably do three or four of these mock races.......on three consecutive > weekends (Saturday, noon starts). I told them that this was dependent on > finding or having time to create........accurate AI teams and cars.....and a > track whose light conditions would follow the real-time clock. I had heard > this was being worked on months and months ago....but did not know the > status of it. They are eager to find out if this is possible. We do have a > T1 Internet connection at our shop. So, I suppose it's feasible that even > other online humans could participate in this mock 24-hour race. That would > really be interesting....and add an even deeper level of realism since the > other human drivers would add a "human factor" making the events and > happenings of the race even more realistic. How cool would that really be? > I'd be total psyched if that could be pulled off! I'm 100% positive you will be able to do this with rFactor. In the full version of rFactor, the tracks light conditions can actually follow the real-time clock over a 24 hour period. Track lights will also turn on/off automatically (you turn on/off car lights). The demo lets you see an eight hour change (you can accelerate the time and it's stunning--shadows/track surface lighting make it difficult to see braking points, etc.). For you it will just depend on when the car and track is available. I would guess it wouldn't be too long after the game is released in February. There was an announcement of a LeMans mod for rFactor at the RSC rFactor forum just the other day. Again, when the RSC forums are up and running again (been down for 24 hours), post your questions at the link I provided and I'm sure you'll get all the info you need. The developers have been there answering questions too. The demo came out a few weeks ago and things have gone a bit quiet by now, but it's still active. Could I run in the mock race? :-) -- David G Fisher |
#7
|
|||
|
|||
Tom,
It would seem to me that GTR would be the sim to use for this project. The physics are far beyond anything out right now and they have many GT3's modled now. You would only need to convert the track over. The models are done and are great. The physics are great. Chad "Dave Henrie" > wrote in message . 97.136... > "Tom Pabst" > wrote in > news:4uHtd.224658$R05.71188@attbi_s53: > >> Hi Guys.... >> >> Hope you don't mind me posting this here.....since the RSC SCC >> site/server is down....and has been for a couple of days now: >> >> Specific to the LeMans track(s) RSDG made for the SCC mod.......is the >> Bugatti 2003 LeMans track what they run for the 24-hours race? If >> "yes"....has there been any updates/patches to bring the signage and >> course markings up to spec for what the 2004 LeMans 24-Hours race >> has/had? >> >> It looks as though the Flying Lizards team is going to hire us to >> build them a GT3-RSR Porsche simulator that they will use to train >> their drivers to run LeMans (this year). That means I will probably >> do a "track graphics realism" patch for the LeMans track in SCC. If >> this happens, I will post it for everyone to download......as I think >> my previous "track graphics patches" for Papy's NASCAR xx series >> tracks have gained some notoriety over the years. >> >> I will obviously also need the 2004 Porsche GT3-RSR car model and >> physics....but I'm hoping that is in their upcoming patch for SCC? If >> someone from RSDG needs help with anything for the Porsche GT3-RSR car >> (photos of cockpit, measurements, information from the car engineers), >> I'd be happy to get it for them as we are located next door to Flying >> Lizards Motorsports at Infineon Raceway. >> >> Regards, >> >> Tom Pabst >> >> > > Rfactor has no firm release date yet. The RSDG track contains two > circuits. Bugatti is the shorter track and yes, it was used for the > first 1000k LMES race in the fall of 03. The Bugatti track also hosts a > 24hr Motorcycle race amoung other events I'm sure. > THe longer circuit, often called Le Sarthe is the big one that is used > every year for the 24 hrs of Le Mans. If you choose 5 percent race > distance, about 20 laps for the RSDG track, you will cycle through the > entire day, dusk, night, dawn, day changes. There is one .plr file edit > you have to make tho for this to work. > > There is also a very very very good version of Le MAns for Nr2k3. I > would think the 330 mod might closest approximate the Porche speeds. > But again, that is NOT gonna give you the 'Simulator' experience. And > excepting that there is a day version and a night version, you get no > 'time of day' cycling. > RSDG is probably done with artwork and such with their patch, they > most likely are tweeking vehicle performance and testing at this point. > I know they planned to release a carpack after or with the patch(rumour > is near Christmas) but I doubt it will focus on cars they have already > produced in the original mod(read that as...Lamboghinni yes...another > Porche, doubtful) > > I had about 30 cars from SCC geared and tweeked so that the AI > controlled cars ran very close to actual lap times at Le Mans in 2003. > Just about all the classes were quicker in 2004. (and even pitted for > fuel when they were supposed to<all except the Judd engined cars that > is.>) But that was mainly focused on the LMP and GTS's...the GT class > was already slow enough I thought.. > > You can run 50 cars at the RSDG track, but they always seem to stack 2 > cars in one pit...which causes some AI confusion. The pace of the > original SCC mod would probably be on par with 2004(except for the fuel > consumption. The original cars had a poorly sorted fuel use estimation, > the result was that many cars ran out of fuel. > > And the standing start that comes with SCC causes plenty of damage as > the cars get underway. RSDG heavily stregthened the wings and bumpers so > that many cars are not eliminated before turn one, but that feature is > also part of the patch. It's not hard to fix...just more text editing. > > I doubt that anyone has fully current signage...again, the NR2k3 Le > Mans is probably closer to real than the RSDG version. But either will > get the drivers at least familiar with the layout. > > dave henrie > |
#8
|
|||
|
|||
Thanks for the suggestion, Chad.
I have only driven the GTR demo, but would have to say that I was impressed by the car physics as well as the overall mod itself. However, I live in the US and haven't (as yet) been able to get a copy of GTR - full version. I also don't know about converting tracks, and the teams GTR contains are not relevant to LeMans or the ALMS series (and my customer is). Not that this is entirely required, but it would be "nice to have" and the SCC mod does do that. I also can't say for certain, that the SCC mod is substantially less......in terms of car physics. But that is a judgment I reserve final status of.....when the new SCC patch is released. And finally, I'm not certain the GTR Porsches and the ALMS Porsches are identical cars. Are the GTR Porsches GT3-RSR Porsches in the GTR mod? That is the Porsche I need modeled and car physics adapted to.....running on Michelin tires. So Chad, there's lots of unanswered questions as of the moment, regarding my use of the GTR mod for F1C. But thank you for reminding me to put the GTR mod on my list of "possibilities" for this project. Regards, Tom |
#9
|
|||
|
|||
Tom,
I have the full version of GTR ordered from Germany and I can tell you that the physics are unreal. I don't know the specifics about what type of GT3's there are, but none of the cars in the game use Michelin tires. The GT3's use Dunlop or Pirelli. There have been tracks converted from the f1c game, but they have nowhere near the detail level of the GTR tracks. Without working for Simbin myself I couldn't give them a stronger endorsement, it is a fantastic sim. As for the GT3's, they are a kick to drive and not at all easy Chad -- Chad Rogers Hospital Account Manager P&G Pharmaceuticals (206)368-3582 (206)963-2036 cell "Tom Pabst" > wrote in message news:Ha1ud.230531$R05.88123@attbi_s53... > Thanks for the suggestion, Chad. > > I have only driven the GTR demo, but would have to say that I was > impressed by the car physics as well as the overall mod itself. > > However, I live in the US and haven't (as yet) been able to get a copy of > GTR - full version. I also don't know about converting tracks, and the > teams GTR contains are not relevant to LeMans or the ALMS series (and my > customer is). Not that this is entirely required, but it would be "nice > to have" and the SCC mod does do that. I also can't say for certain, that > the SCC mod is substantially less......in terms of car physics. But that > is a judgment I reserve final status of.....when the new SCC patch is > released. > > And finally, I'm not certain the GTR Porsches and the ALMS Porsches are > identical cars. Are the GTR Porsches GT3-RSR Porsches in the GTR mod? > That is the Porsche I need modeled and car physics adapted to.....running > on Michelin tires. > > So Chad, there's lots of unanswered questions as of the moment, regarding > my use of the GTR mod for F1C. But thank you for reminding me to put the > GTR mod on my list of "possibilities" for this project. > > Regards, > > Tom > > |
#10
|
|||
|
|||
http://www.gtr-game.com/index.php?page=cars0
Tom, Here is a link to the cars of GTR from the main site. Hope it helps. Chad "Chad Rogers" > wrote in message ... > Tom, > > I have the full version of GTR ordered from Germany and I can tell you > that the physics are unreal. I don't know the specifics about what type > of GT3's there are, but none of the cars in the game use Michelin tires. > The GT3's use Dunlop or Pirelli. There have been tracks converted from > the f1c game, but they have nowhere near the detail level of the GTR > tracks. Without working for Simbin myself I couldn't give them a stronger > endorsement, it is a fantastic sim. As for the GT3's, they are a kick to > drive and not at all easy > > Chad > > > -- > Chad Rogers > Hospital Account Manager > P&G Pharmaceuticals > (206)368-3582 > (206)963-2036 cell > "Tom Pabst" > wrote in message > news:Ha1ud.230531$R05.88123@attbi_s53... >> Thanks for the suggestion, Chad. >> >> I have only driven the GTR demo, but would have to say that I was >> impressed by the car physics as well as the overall mod itself. >> >> However, I live in the US and haven't (as yet) been able to get a copy of >> GTR - full version. I also don't know about converting tracks, and the >> teams GTR contains are not relevant to LeMans or the ALMS series (and my >> customer is). Not that this is entirely required, but it would be "nice >> to have" and the SCC mod does do that. I also can't say for certain, >> that the SCC mod is substantially less......in terms of car physics. But >> that is a judgment I reserve final status of.....when the new SCC patch >> is released. >> >> And finally, I'm not certain the GTR Porsches and the ALMS Porsches are >> identical cars. Are the GTR Porsches GT3-RSR Porsches in the GTR mod? >> That is the Porsche I need modeled and car physics adapted to.....running >> on Michelin tires. >> >> So Chad, there's lots of unanswered questions as of the moment, regarding >> my use of the GTR mod for F1C. But thank you for reminding me to put the >> GTR mod on my list of "possibilities" for this project. >> >> Regards, >> >> Tom >> >> > > |
Thread Tools | |
Display Modes | |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Christmas gift, 4" lift, rear track bar question | pbarton | Jeep | 3 | December 27th 04 09:33 PM |
Track anyone and anything on a street level map | Michael | General | 0 | August 31st 04 07:10 AM |
Chevy Aveo and Toyota Echo Hatchback | aniram | General | 42 | March 1st 04 06:06 PM |
1969 Chevrolet Corvette Convertible. Lemans Blue | JetSkiBob1 | Antique cars | 0 | November 19th 03 10:33 PM |