The sierra road car is just fabulous to drive. Almost perfect straight out of the box.
Also I'm never trolling. I also tried the koeniggsegggggg. Felt like rfactor too although I just tried the middle tires. Not the grippiest but not the slipperiest. Longnitudal grip is kinda on off. Sure it has 570 trillion hp and rwd but for a car that was tuned with drivability in mind it drives more like 1500hp supra with single truck sized turbo than a car with predictable power delivery.
He said that sound will be even more epic in the final version.
Thanks for the feedback guys. Glad everyone likes the changes and the new sounds.
KitrinosKat is busy tweaking the latest version of the sounds..which are on another level yet again - so stand by for even more aural awesomeness.
If that's how all rfactor mods feel, then I must get it. Car is numb, no feel? Try driving it with a wheel or if you are already doing this, check your settings - you have a dead wheel. Personally, car feels and drives just as good as official Cobra, if not better.
Man that sounds good. This is the first time I have heard someone actually being able to produce exterior sounds that work in the AC engine. It seems like the sounds have been recorded close by the exhaust tips of the real car (or any other V12 for that matter), which I usually dislike, but with the AC sound engine giving all the right echos and reflections to the sound it works fantastically. This might change the way we produce engine sounds for games in the future. Technically it makes recording the sounds easier, but finding good source material from existing recordings (ie. modders) is going to be harder.
Well the same reason that makes the Miura sound great from the outside, makes it also sound not so good from the inside. I know many people love the interior sound but it's just wrong. It uses recordings from somewhere around the exhaust tips, so it doesn't sound right. There's no induction noise. Or any other factors that actually make interiors sound like they actually do.
the Fmod engine allows usage of whatever many different samples you like, so this is no fault of AC itself, just an overside/wip of the modding group. Imo too much emphasizis is put into getting samples of the exact same car, instead of focusing on sound quality. What speaks against using a later model Lambo V12s (with the same base engine) sound for the interior?
btw, is anyone on this forum well versed in ACs physics? I need help for my mod (suspension, collision, aero, instruments)
Exactly, the audio engine is capable, but the clips they used for interior sounds aren't the best choice.
We think alike, most important thing on producing engine sounds isn't that it's from the same make or model, but the basic engine layout and that they run even remotely on the same rpm range and utilize intake and exhaust systems that are at least somewhat similar. And the audio quality of course!
You may even make a very believable flatplane V8 engine out of cleverly putting together two 4 cyl engine notes. I have done this myself on at least some level of success.
I make a lot of different sounds for my personal usage, and I usually just try to put together them using the best quality stuff, and completely ingnoring the make and model of the car the source material is from.
People often talk that "this and that car makes the best sound", but what they don't realize is that if you use pretty much any, lets say 16v 4cyl engine, and build them to similar spec (ie. similar peak power rpm range) and utilize at least somewhat similar exhaust systems and similar intakes (ie ITB's or double carbs) the human ear wont be able to tell which is which from the sound.
What do you actually need help with? I could answer some questions but I'd rather spend my ac time with my own car. Is it about adjusting the suspension values (bump up/down, rod length etc). As for the dual step rpm needle you have asked about in ac forums I don't think that is possible in ac.
... as in sounds for AC? I still need to make a Fmod soundset for my Porsche ... *hint* (and have a folder of samples already)
@ Hyperactive: Biggest problem is atm that my collision model is messed up, but I can't find out what is wrong (see here) I can drive the car fine, but on many 3rd party tracks I get to a pretty abrupt stop once in a while. Changed the collision.ini to
[COLLIDER_0] CENTRE=0 , 1, 0.3 ; SIZE=0.001 ,0.001, 0.001 ; so a sugarcube basically, for test reasons
still bottoms out at that 2cm "curb"
that pic depicts my model, exported as one with my collision mesh visible (its all in one blend file). Still can enter a guardrail up until the windscreen, from front and rear bumper.
The dual needle works fine for only speed now, apparently its not implemented for anything else yet. I think I will just change my tachometer to only read from 4k to 7k in the mean time
First I'd check in blender that you have your collision mesh scaled properly. Control-A in blender to reset it so it doesn't get any bigger or smaller when you export it into fbx. Also check collisions.ini so you get the ground or roof level correct. Then just scale it in blender to match the other side. As for the size parameters I actually haven't played with them in ac...
that's why I exported my model with the collision mesh visible, to see if anything on that front is wrong. The collider.kn5 is an export of that single mesh from the same blend file, and has the correctly named material ("GL") applied to it, it should be exactly the same as the visible mesh.