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Unread 24 March 17, 18:43   #301
chomik
 
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about what you already wrote, I known that. As I said, I have managed to even turn the helmet render completely off. DOF in overall is also off, but it's still present on that hologram HUD. I have tried to search for it in car files, in the example Z06, but probably I need hex editor, which I don't know. Maybe it's not so important, just bothering now. Because I will easliy change z06 for another car oh, can I use mod cars with your g-tyres? Or which mods are usable, since there are some of them around internet, which modify files already used by other mods... gosh it sounds weird. But I think, you know I meant
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Unread 24 March 17, 20:04   #302
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If Mod car uses any of original shift 2 tires then it will use my tires , but if car has it's own tires then no..in that case you can pick one of mine that will fit that type of car and copy/paste tire file content over mod car tire file content. Before you install / enable any mod car you can check if it has it's own tires by looking into that car mod folder / vehicles/physics/tires

And for blurring of projected tacho on Z06 I'm not sure if you can change it but since I like that effect I wont help you with that one

P.S. Don't forget to check chassis file of mod car too to disable bugged Caster and caster settings just putt two // in front like this

Quote:
//LeftCasterRange=(0.0, 0.1, 100) // front-left caster
//LeftCastersetting=20
//RightCasterRange=(0.0, 0.1, 100) // front-right caster
//RightCastersetting=20
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Unread 25 March 17, 06:58   #303
chomik
 
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Thanks! any further mod updates planned or it's done for a while?
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Unread 25 March 17, 13:22   #304
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Update will be for sure, I have to include caster fix and decrease front (sidewall) cornering stiffness of tires, probably 25-35%. It will make steering less aggressive and give it ''natural'' feel.
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Unread 4 April 17, 20:41   #305
chomik
 
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I have tried Bugatti Veyron now and starting a race with that car is weird. If I try to make a good or perfect start, there is no power at all when accelerating. When I just full throttle before start and RPM is maxed out, then it's like a thunder, eating the rest of cars for a breakfast. Any fix for that?

For what stands the left gauge in cockpit view in Veyron?
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Unread 4 April 17, 21:37   #306
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That's how it works... it has power just when 4xturbos kicks in, other then that, keep throttle 40% pressed and it wont generate more then 200 hp . Left tacho should show you horse power
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Unread 5 April 17, 16:17   #307
chomik
 
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indeed, that's what I've noticed. Should be cool, to see real time HP, but now it's just weird. Even more, when you race against other Veyrons. If that can't be fixed, just forget it. There are other cars to ride
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Unread 5 April 17, 17:44   #308
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Quote:
Originally Posted by chomik View Post
indeed, that's what I've noticed. Should be cool, to see real time HP, but now it's just weird. Even more, when you race against other Veyrons. If that can't be fixed, just forget it. There are other cars to ride
Since I had to try Veyron I couldn't resist to make new gearbox(original gear ratios) and tyres, adjust engine RPM and change springs and damper rates (this is setup taken from guys that performed testing somewhere last year, they used it on 1200hp supersport version and they slightly changed gearbox ratios (I didnt). Setup itself works better then stock ingame setup....So..give it a try. I have also included physictweaker with grip scale 1 down from 1.2 and fresh adjustments for ai drivers.

Download rar from attachments extract to your ''MODS'' folder and enable as usually with JSGMe.

And let me know how it runs for you.

P.S. It won't conflict with other cars or mods so enable it as last mod.
Attached Files
File Type: rar bugatti_v_tune_A.rar (13.2 KB, 5 views)

Last edited by B7ake; 6 April 17 at 14:57.
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Unread 5 April 17, 18:28   #309
chomik
 
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Ok, I'll try (but I think, I have driven enough with that car for a while ). Veyron feels like a boat in this game, indeed. For sure it was made to beat acceleration and vmax records in real life, not to beat corners, in my opinion. So it's in the game. He's heavy and not so noisy inside, so I can't feel the speed while driving without HUD. But the brakes are bad ass. You can brake in time before every corner. That's for pros. And for cons is cornering itself. Veyron just does not turn at certain speed but it's fun to drive. Unique, after I use your mod. As for all of other cars now
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Unread 5 April 17, 19:18   #310
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Quote:
Originally Posted by chomik View Post
Ok, I'll try (but I think, I have driven enough with that car for a while ). Veyron feels like a boat in this game, indeed. For sure it was made to beat acceleration and vmax records in real life, not to beat corners, in my opinion. So it's in the game. He's heavy and not so noisy inside, so I can't feel the speed while driving without HUD. But the brakes are bad ass. You can brake in time before every corner. That's for pros. And for cons is cornering itself. Veyron just does not turn at certain speed but it's fun to drive. Unique, after I use your mod. As for all of other cars now
I forgot to mention that I have added invisible drag like parachute brakes to Veyron and tyres are adjusted in ways that you can use real life steering ratio. I recommend always -2 from maximum so for veyron you could drive with 48 and being able to turn and drive easy on any corner or any track in game. Also adjust caster from 15 to 24.
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Unread 19 April 17, 16:50   #311
chomik
 
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update soon?
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Unread 30 May 17, 14:55   #312
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bump
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Unread 26 June 17, 20:25   #313
abds69
 
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Hello, i love your grip mod, but i have only V3.5 and V5.2. can you publish a zip with all versions? 3.5 adds too much grip, but 5.2 is too drifty. so my question.


thanks , S2U rocks, even in 2017 !!!
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Unread 25 July 17, 17:49   #314
Kazumi
 
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Quote:
Originally Posted by B7ake View Post
If Mod car uses any of original shift 2 tires then it will use my tires , but if car has it's own tires then no..in that case you can pick one of mine that will fit that type of car and copy/paste tire file content over mod car tire file content. Before you install / enable any mod car you can check if it has it's own tires by looking into that car mod folder / vehicles/physics/tires

And for blurring of projected tacho on Z06 I'm not sure if you can change it but since I like that effect I wont help you with that one

P.S. Don't forget to check chassis file of mod car too to disable bugged Caster and caster settings just putt two // in front like this

Quote:
//LeftCasterRange=(0.0, 0.1, 100) // front-left caster
//LeftCastersetting=20
//RightCasterRange=(0.0, 0.1, 100) // front-right caster
//RightCastersetting=20
What's exactly bugged here? The camber settings you posted are based of UCP mod, right? The default 2° however isn't great I think I've used around 4 - 10° for all cars.

About load sensitivity, I don't remember how much friction is reduced by default values, you might want to look at pressure / load defaults as well. The one at the bottom of each tire, I can't remember how the function is called right now.
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Unread 24 September 17, 22:10   #315
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Default A new version is uploaded

Version 6.0 of "G-Tyres-TGR" is uploaded. View the file details
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Unread 24 September 17, 22:25   #316
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Quote:
//LeftCasterRange=(0.0, 0.1, 100) // front-left caster
//LeftCastersetting=20
//RightCasterRange=(0.0, 0.1, 100) // front-right caster
//RightCastersetting=20
[/QUOTE]
What's exactly bugged here? The camber settings you posted are based of UCP mod, right? The default 2° however isn't great I think I've used around 4 - 10° for all cars.
[/QUOTE]

Hi Kaz What is bugged it's hard to say all I know is that I'we had to add same amount of positive caster as much as there is positive camber. *I have also reversed camber range, now it goes from +2.5 up to -5.0, caster is from +2.5 up to -7.5. And that solved instant weight transfer on front axle. You can run my new 6.0 mod and see in telemetry how calm load shifts from left to right now and how much big of a problem it was. I believe they have same issue in pcars 1 with it.

Last edited by B7ake; 25 September 17 at 00:52.
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Unread 24 September 17, 22:43   #317
System
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Default A new version is uploaded

Version 6.0 of "G-Tyres-TGR" is uploaded. View the file details
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Unread 25 September 17, 00:37   #318
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Default A new version is uploaded

Version 6.0 of "G-Tyres-TGR" is uploaded. View the file details
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Unread 30 September 17, 09:12   #319
chomik
 
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BMW m3 (the newer one) is messed up, can't speed up more than 60km/h, 6th gear, even cpu's m3 can't drive faster, RPM are maxed out. I just wonder how many cars are bugged now, because with v5.2 I don't have such issues. Audi S3 was fun to drive though, but steering with x360 contr. is quite too sensitive for casual play after a monthly break
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Unread 1 October 17, 19:52   #320
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Quote:
Originally Posted by chomik View Post
BMW m3 (the newer one) is messed up, can't speed up more than 60km/h, 6th gear, even cpu's m3 can't drive faster, RPM are maxed out. I just wonder how many cars are bugged now, because with v5.2 I don't have such issues. Audi S3 was fun to drive though, but steering with x360 contr. is quite too sensitive for casual play after a monthly break
Thanks for reporting will be fixed asap, I have made separate gearboxes for BMW's..no idea how it ended there
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Unread 1 October 17, 20:15   #321
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Default A new version is uploaded

Version 6.01 of "G-Tyres-TGR" is uploaded. View the file details
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Unread 2 October 17, 16:54   #322
chomik
 
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no problem, thank you
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Unread 2 October 17, 19:13   #323
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Thank you. You make me happy!
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Unread 5 October 17, 15:19   #324
marianf1
 
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Shift2 > Project cars
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Unread 9 October 17, 10:02   #325
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Bump
Anyone combined this MoD with the ptmu MoD and give feedback?
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Unread 9 October 17, 16:10   #326
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Default A new version is uploaded

Version 7.0 of "G-Tyres-TGR" is uploaded. View the file details
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Unread 9 October 17, 16:21   #327
B7ake
 
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Quote:
Originally Posted by georgesoi View Post
Bump
Anyone combined this MoD with the ptmu MoD and give feedback?
My mod is not meant to be used with other physic mods. You will benefit absolutely nothing by doing it so.

Main problem with game and tires was SMS or EA's decision to cut off 50 percent of sidewall stiffness from back of the all cars.

Give it a try to version 7.0 and see how it works with stiffer back. I suggest you to try Shelby Cobra

Before I shave grip, I have to find way to force steering wheel to rotate like normal car.I can force car and driver to use anything from 240 degrees up to 1080, but steering wheel stays at your controler degree rotation and looks weird but cars are way less sensitive and more under control even if you use keyboard for driving.

P.S. I did same changes to shift 1 physics and it surprised me how drastic changes are.

Last edited by B7ake; 9 October 17 at 17:06.
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Unread 11 October 17, 07:24   #328
Jorell
 
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Did you insert the G-Cam Mod together in this update or is this a brand new camera mod?
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Unread 11 October 17, 07:57   #329
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Quote:
Originally Posted by Jorell View Post
Did you insert the G-Cam Mod together in this update or is this a brand new camera mod?
Yes I did . I've made changes to player cameras and removed shaking from local cameras.

Rear end of cars are 2x stiffer now, today I will replace LoadSens since it does not work properly, separate loads for lat and long are way to go, and then I will remove 2x stiffening from rear tires. New update will be very soon.

If you wanna see some more cameras let me know and I'll put them in next update.
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Unread 21 October 17, 05:36   #330
sam92
 
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Hello, can you provide a packed version like in your previous versions for 7.0? My copy is not unpacked and i do not wish to do so.
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Unread 21 October 17, 12:12   #331
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Quote:
Originally Posted by sam92 View Post
Hello, can you provide a packed version like in your previous versions for 7.0? My copy is not unpacked and i do not wish to do so.
Hi Sam92, here is link for packed version.

https://mega.nz/#!csBUwTqJ!-NQn9Qxyp...X8Ro8NoWlc0D7Q

Rar archive contains also --original Nfs Shift 2 Pakfiles in case you wanna revert back to original physics.

Enjoy
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Unread 21 October 17, 14:02   #332
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Quote:
Originally Posted by B7ake View Post

Hi Sam92, here is link for packed version.

https://mega.nz/#!csBUwTqJ!-NQn9QxypdQN12_2sv23R080kTARnX8Ro8NoWlc0D7Q

Rar archive contains also --original Nfs Shift 2 Pakfiles in case you wanna revert back to original physics.

Enjoy
Wow did not expect your reply this fast Thanks for providing packed version. I always loved the carlist and light customization of S2U (which is absent in PC1&2). The only flaw is the handling, your mod totally changed that

I suggest you include packed and unpacked version in any future updates so that you dont need to reupload if anyone wanted packed version like me.
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Unread 26 October 17, 13:21   #333
Brett905
 
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Thank you for making this great mod. I understand the love, time and effort that goes into modding a game and I can fully appreciate it. I run this game in Helmet Cam mode with a Logitech F710 Game-pad. This is just my opinion. Version 6.01 really felt good with the Game-pad. It seemed to tame the feel of the car enough to enjoy a 5 lap race. Version 7.0 for me feels like I have lost some control. If that makes any sense. Just my opinion. I'm sure it feels different with a race wheel. Keep up the great work and thanks for sharing it. Thank you.
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Unread 27 October 17, 10:23   #334
B7ake
 
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Thanks for words guys and thanks for feedback.

@sam92, next game that will come out of SMS will probably be with whole bunch of customization options. And yes, I will include packed versions in future updates.

@Brett905, Difference between 6.01 and 7.0 are in stiffness of rear tyres. I'm not surprised you liked first more then last since tyres were very soft and therefore gamepad friendly so keep using 6.01 till I get something better.

Last few days I have experimented with stuff like: base, hot and cold pressures, and how it affect springiness of tyres and it's crazy what you can do with it, I'm sure something good will come out of it

I really appreciate any feedback, good or bad, just make sure that you include what your controler is, it helps a lot. It doesn't matter to me if you use keyboard or some super duper direct drive steering wheel.

Have fun guys!
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Unread 3 November 17, 19:56   #335
chomik
 
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harder AI? Is too easy on hard. At start you can get through the stack even without a Perfect start. And still ferraris are dope hehe
The cars are even more stiffer now, something like in GTR2, very responsive. Maybe some people will not like it, but it's ok for me for a while. I'm playing with gamepad.
It's not about your mod, I think, but do you know how to permanently disable speed dof in ferrari and in every other car? because it's persistent in the ferrari superamerica even when I have turned it off in camera settings (in game folder). Cockpit gets that weird blur

Last edited by chomik; 5 November 17 at 20:52.
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Unread 13 November 17, 22:20   #336
chomik
 
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edit:
nope, I don't like 7.0, too stiff. You can't make a power slide with RWD cars. They are more like FWD to drive, understeer That can't be counter with more throttle, too bad.
the caster fix, you uploaded earlier - should I enable it before your mod or after? Or it's only for vanilla?
thanks again for the mod, I stick to 6.01 for now.
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Unread 15 November 17, 09:11   #337
B7ake
 
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Quote:
Originally Posted by chomik View Post
edit:
nope, I don't like 7.0, too stiff. You can't make a power slide with RWD cars. They are more like FWD to drive, understeer That can't be counter with more throttle, too bad.
the caster fix, you uploaded earlier - should I enable it before your mod or after? Or it's only for vanilla?
thanks again for the mod, I stick to 6.01 for now.
Hey Chomik, use 6.01 if you like it more
:RE Caster, just enable 6.01 and you will get my caster tweaks.
:RE Ferrari America, I don't use ferrari pack but I remember that car had problems with windshield.
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Unread 16 November 17, 18:31   #338
chomik
 
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Could you add tweaks for Ferraris to the GTyres mod? I think many people use them with UCP as well.
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