Please post any bugs you find with this build in the thread.
The attachment contains the ISS Mod Beta build 050210 & Template version 3, changes since the last build:
+ added 2nd model, Chevy = Ferrari, Dodge = BAR-Honda, Remaining = Ferrari + tidied up cockpit and added new steering wheel + fixed cockpit floor disappearing into the road + flipups removed, they looked crap due to not being welded to the sidepods, will fix this but low priority + adjusted LOD's + updated damage parts
This beta copy is CUP Physics only and does NOT contain damage modelling, although if you hit a wall hard enough you will still see parts fly off such as components, wheels and wings. Any parts knocked off will remain attached to the car, wheels will detach completely.
Notes: The mod runs fine when you are on your own, I get 140fps with everything on high, but as soon as you run in a pack or on a GPU taxing track like one of the tracks with a 3D update, your...
Righty, as we started painting cars for the ISS mod it became obvious that there were a lot of texture errors on the models at LOD level, this means that the whole mod has had to be rebuilt from the ground up to correct these errors, and I have taken the opportunity to optimize the models more for better FPS.
The models are now done and all that remains is for the damage models to be re-jigged too, this should take a few weeks but a public beta (without damage) will be put up later in the week, in the meantime, after spending 4 days trying to get something to work properly, I took a break and decided to paint a car or two, as you can see above.
So not long now, but there is still no date for release, in good old mod tradition, it'll be done when it's done
GENERAL INFORMATION: Trackname: Daytona Road V8 Version: 1.0 Year of creation: 2009 Racing sim: NASCAR Racing 2003 / GTP Author: Ian-S Website: http://www.v8thunderonline.co.uk
lowes_night and lowes_night_SBP06: 3D Grandstands and Crowd, Whelen Pit entry and exit lights, and new groove textures added.
lowes_night_SBP_allstar08: This is a bit more detailed with 3D Crowd, Grandstands, Whelen Lights, new groove and general overhaul of all track signage and graphics, nothing has been touched too much but the lines have been darkened, walls have shadows on them now and the big red blob on the exit of turn 2 removed.
Martinsville 3D Crowd update v1.0 This is the first "new" piece of work from me and I'm quiet proud of it because it really adds to the track and immersion factor, they were for a track that I made for our league but were 99% compatible with the other popular versions of Martinsville so I decided to make them 100% compatible, I will do other tracks as time goes on.
The installer will install the 3D Crowd update for Martinsville for the following track versions:
Updates Warwagon to roughly reflect the modern day ones although it's not 100% accurate. Larger tape area on pitroad for you to park in! Larger, lower signboard. Team Camera Extra Pitbox behind the Warwagon. Laptops on the Warwagon and Extra Box. Pitcew sitting on pitbox, clothing is mapped to your Pitcrew template.
Backward/Forward compatible with original pitcrew paint schemes, about 99.99% compatible with SSnet pitcrew schemes, the bits that don't match up are so small you're unlikely to see them.
This track is complete apart from the CUP AI which are a tad too quick, CTS and GNS AI are just right. This is probably the hardest track you're ever gonna drive, it takes a while to get used to but is very rewarding when you hit that sweet spot.
This was release candidate 2, but because the track was so universally hated by most of the V8 league drivers (wimps!) I have no plans to finish the CUP AI off.
There are no caution lights, if cautions come out the ever orange and able English marshals will ...