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Showing results for tags 'Patrik Marek'.
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Fonte. DOWNLOAD
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Fonte. I decided to start on Skoda Rapid CUP model, based on Skoda Rapid vehicle, moddified in the sense of Skoda Octavia CUP. Made so that regulations could also allow for it to run in WTCC/BTCC I will be handling modeling & texturing. I'm not sure yet about the physics & sounds - but hopefully by the time it's getting closer, there will be someone willing to assist me in that BODY – Skoda Rapid, 5 doors. ENGINE – turbocharged 4-cylinder in line, transversally installed; distribution: two overhead camshafts, 16 valves; compression ratio: 12.5:1; displacement: 1595 cc; bore x stroke: 82.5 x 74.6 mm; engine management: Magneti Marelli Marvel; lubrication: Dry sump. TRANSMISSION – front-wheel-drive; gearbox: Hewland 6-speed, sequential shift; clutch: AP twin-plate; differential: mechanical limited slip differential. CHASSIS – front suspension: McPherson strut, coil springs, gas-filled dampers, anti-roll bar; rear suspension: multilink axle, coil springs, gas-filled dampers, anti-roll bar; steering: electrical power assisted rack and pinion. BRAKES – dual circuit hydraulical system; front brakes: 4-piston calipers, 343 mm steel ventilated discs; rear brakes: 2-piston calipers,280 mm steel discs. DIMENSIONS – length: 4540 mm, width: 1849 mm, wheelbase 2602 mm, minimum weight: 1150 kg including the driver. initial blocking - first pass ... lots of details still to come unfortunately there wasn't any good blueprint for this car, so I had to use perspective cameras, which was slowing me down quite a bit, but I feel like the proportions are there .. and it will be coming up nicely the wheels are temporary rims from BMW 320si WTCC, ... more for proportion/scale ... totally not sure yet what kind of rims I will put on there .. but I want something that will be realistic
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Fonte. v0.2.1 - first pass at shaders - latest texture work - separated pitlane from the track ( should help with AI lines - however there is some tool in SDK for AI, so maybe I will check it out there instead ) - it might need more separation PIT-IN part of pitlane is probably still part of main track - new sun orientation (hopefully matching real sun position) known issues so far I didn't figured out how to make the "helper objects" export properly, so the orientation of the car in Hotlap/Practice isn't correct, but this will be hopefully sorted out soon, there are some white edges here and there, will have to check it out and see what can be done about those this month I will be busy with other stuff, so the progress will be quite slow on this track, but hopefully I will pick it up after that and finally start adding some grass/sand/armco/kerbs to make it easier to test out the track DOWNLOAD
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Nome file: Automotodrom Brno by Patrik Marek Autore del file: Alessandro Pollini File inserito: 09 May 2014 Categoria del file: Track Author : Patrik Marek v0.2.1 - first pass at shaders - latest texture work - separated pitlane from the track ( should help with AI lines - however there is some tool in SDK for AI, so maybe I will check it out there instead ) - it might need more separation PIT-IN part of pitlane is probably still part of main track - new sun orientation (hopefully matching real sun position) known issues so far I didn't figured out how to make the "helper objects" export properly, so the orientation of the car in Hotlap/Practice isn't correct, but this will be hopefully sorted out soon, there are some white edges here and there, will have to check it out and see what can be done about those this month I will be busy with other stuff, so the progress will be quite slow on this track, but hopefully I will pick it up after that and finally start adding some grass/sand/armco/kerbs to make it easier to test out the track v 0.1.4 - more details on pitwall (started building the fences) - added brake markers where they are on real track - tweaks to road surfaces, mostly shape of straights v0.1.3 - was trying to get even better/more realistic road elevation, I feel like first half of the track is pretty spot on, if I was to tweak something, I would say that the double corner , after the lowest point on the track , should be bit smoother, and then the very last 2 corners should also be smoother, there appears to be a small hill before finish line, but that's shouldn't be there, - added more details on the pit wall, updated texture too v0.1.2 - improved road surface accuracy (hopefully) - smoother surface - more pit-lane work - added small kart track ( although you probably can't reach it and drive on it ) Clicca qui per scaricare il file
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