Spent some post-Christmas evenings going through all the material I've acquired in the Škoda Museum. There are so many wonderful details that would otherwise remain unnoticed (publicly available images of this beauty are very sparse), so I see this little visit to be extremely valuable towards the quality of this mod.
Overaly I'm pretty satisfied with the external model of the vehicle. There is still room for the improvement, but I figured out that at this point it will be more useful to spend my time on the interior of the vehicle - which after all is the part players see 90% of the time, so maximising the quality of this part is necessary.
The excursion to the museum allowed me to make some rather detailed photorealistic textures of many parts, such as clocks, panel surfaces or seat coatings. More is to come once I process through the rest of the pictures taken there.
Below I leave some WIP pictures of the vehicle interior in its current state.
Been a while since the last progress report and not much actual work has been done sice then due to the real-life issues, however did significant amount of research in the meantime and just today made a little personal visit to the beloved one-of-the-kind prototype in Mladá Boleslav
Made about 150 photos from all possible angles and distances, so expect some great details and photorealistic textures for the final product.
Also there is a nice side effect of letting AIs run a particular vehicle mod - once the system generates the path files AIs can drive on, you can also use the racing line aid by pressing 4 (which unavailable for mod cars in normal circumstances)
This car will come in two variants - the original prototype design with 54 kW of power and the movie version (this mod) with 76,5 kW. Both are accurate replicas of given vehicle configurations. Currently I don't intend to release any fantasy specifications of this car.
Added a very early version of the additional front headlight reflectors as they were used during the Škoda Rallye scenes in the movie.
Also added a subtle grille between the cabin and the rear wing, which was used in the movie as well (the car stored in the Škoda museum in Mladá Boleslav however has this element removed).
Short-term plan is to improve quality of the four front reflectors and have a look at the rear lights as well (the movie version of the car featured rear lights from the modernised Škoda 742, which is not yet reflected in this model). Later I'd like to have a look at the car's interior, which is extremely basic at the moment.
One legendary Czechoslovakian vehicle I've been working on on-and-off for last two years, attempting to recreate my favourite 'movie car' from 1981 (the car was originally made as a single prototype in 1971 called Škoda 110 Super Sport, although years later the car was modified for its role in a Czechoslovakian horror movie). The specs are rather humble for a car with 'SuperSport' in its name, but can be fun to drive nonetheless. Just make sure you don't drive this car for too long, otherwise you might suffer from anaemia
It will take several months/years before it reaches the state when it can be publicly released, but at least this way I can motivate myself to work on it more so I can brag about it here afterwards.
And of course once the 'Ferat' version is done, I intend to make also the original Škoda 110 Super Sport prototype from 1971
Better solution would be to make procedural objects - that way we could keep the object count low while maintaining same/better geometries. Imagine if while making long straight instead of bunch of 16m long walls you could place single wall at whatever length you want. Or make a curve, which with the normal way would take dozen of short walls, with single smooth wall at desired radius.
This would be amazing but would come at a great cost, as it would require a complete redesign of the layout editor system which is now at the limit of what can be stored in data packets...
The layout editor as it is has its limitations indeed, but it is still an extremely powerful tool for trackmaking.
Sure, you need some imagination to fully immerse yourself into the bland environment full of concrete blocks around massive parking lot, but once you put these visual challenges past your mind, the end result is very rewarding
Here are some comparisons of the layout editor Portland International Raceway with the irl thing:
Some random blended image from Mexico City:
And some onboard comparison of the New York ePrix circuit:
Long story short, while we will have to wait quite a while for the proper track editor (if it ever gets released to public), I think what we have already is kinda underappreciated and should be explored more, because despite its limits it is still an incredible tool worth using
we have made a little visual enhancement of tonight's racing environment
In the attachment please find the modified skybox texture you can use for bigger immersion. If you want to do so, please make a backup of the original file, which is located in the ...LFS/data/dds folder, and then place there the file attached here. You may need to reload the texture to enable the effect in already running instance of LFS.
The major issue with the attack boost gimmick was that while it was mildly challenging to keep the car straight on the boost strip with slicks, it was nearly impossible to do the same with road tyres. Hence we dropped the rule about mandatory use in wet, as it would screw up all those who had to yet to use some when the rain has started. But since issue is no longer there with different power modes, the rule is no longer needed.
Last year we indeed used both directions for the Berlin e-Prix layout, however this time around we are utilising only one direction in both Berlin races, and that will be the standard, counter-clockwise direction