F1 2014 WIP Thread

alpine (wip)
Screenshot_20230221_065346.png
 
here we go!
 

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all my own 2023 liveries.
F1 23 mod (my version) is almost ready to go.
 

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Cameras aroung tracks tutorial:

How to create static camera around of track. You can select between cameras in every moment, when you want (in replay, in race), like in RFactor. I show you, how can you create this for yourself.
Put this strings in cameras.xml. For next camera position just rename ident for freecam to freecam1, freecam2, freecam3 etc. For each track you should using custom cameras.xml.

If you want move camera in realtime, you should download Cheat Engine and find exaclty value in game. Better find value address before select camera in game, or you will see thousands values in CE. Gap address between parameters is 4.
How to find the camera

1. Enter the parameter from the "freecam": X values from Position and X values from Orientation into the search
2. select Float, select Rounded (default) button.
3. Push First Scan, then in the list of around 6 addresses, switch to the camera, set all address freeze and change value.
4. After you find the exact address, you can add +4 to its last number and you will find the rest of the parameters such as YZ vector, and FOV parameter.

For comfort, you can make yourself hotkeys directly in the editor, and add values by pressing a key, not manually.

To save the value numbers for each camera, just save the file in .ct and open via notepad or copy them directly in the cameras.xml.

Link for .ct file, for example of my work. With hotkey.

View type - "static" - Means camera will be stick around on track. Its only way where camera will not target to the your car. For this time.
Position - mean where camera will be in XYZ space. ( X left right, Y - up down, Z - forward, backward )
Orientation - Rotates the camera, works according to the quaternion principle. Roll for camera angle.
FOV - Field of view, more values - more zoom. Like mm parameters in real cameras.
reverseCamera="freecam1" - This creates a useful shortcut to turn the camera to the other side or another place. Here you need to specify the ident name of any active camera, then in the game press the key that is responsible for the reverse camera.

For example, melbourne start grid camera:

<View type="static" ident="freecam" reverseCamera="freecam1" hidden="false" spectator="true" useInSplitScreen="false" renderParticlesBeforeGrass="false" transitionType="switch" transitionSpeed="10.0000" transitionStrength="5.0000">
<Parameter name="Position" type="vector3" x="30.97406006" y="11.14806366" z="604.4812012" />
<Parameter name="orientation" type="Quaternion" x="-0.07180201262" y="-0.5718200803" z="0.09718700498" w="-0.671965003" />
<Parameter name="roll" type="scalar" value="-0.017453" />
<Parameter name="Fov" type="scalar" value="20.4234324324" />
</View>

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Cameras aroung tracks tutorial:

How to create static camera around of track. You can select between cameras in every moment, when you want (in replay, in race), like in RFactor. I show you, how can you create this for yourself.
Put this strings in cameras.xml. For next camera just rename ident for freecam to freecam1, freecam2, freecam3 etc. For each track you should using custom cameras.xml.

If you want move camera in realtime, you should download Cheat Engine and find exaclty value in game.

View type - "static" - Means camera will be stick around on track. Its only way where camera will not target to the your car. For this time.
Position - mean where camera will be in XYZ space. ( X left right, Y - up down, Z - forward, backward )
Orientation - Rotates the camera, works according to the quaternion principle. Roll for camera angle.
FOV - Field of view, more values - more zoom. Like mm parameters in real cameras.
reverseCamera="freecam1" - This creates a useful shortcut to turn the camera to the other side or another place. Here you need to specify the ident name of any active camera, then in the game press the key that is responsible for the reverse camera.

For example, melbourne start grid camera:

<View type="static" ident="freecam" reverseCamera="freecam1" hidden="false" spectator="true" useInSplitScreen="false" renderParticlesBeforeGrass="false" transitionType="switch" transitionSpeed="10.0000" transitionStrength="5.0000">
<Parameter name="Position" type="vector3" x="30.97406006" y="11.14806366" z="604.4812012" />
<Parameter name="orientation" type="Quaternion" x="-0.07180201262" y="-0.5718200803" z="0.09718700498" w="-0.671965003" />
<Parameter name="roll" type="scalar" value="-0.017453" />
<Parameter name="Fov" type="scalar" value="20.4234324324" />
</View>

View attachment 650995View attachment 650997
nice

I wonder if it is possible to implement camera switching between cars?
 
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nice

I wonder if it is possible to implement camera switching between cars?
I really want to, but I don't have any ideas for it. My tutorial was created primarily so that we could see the accidents or overtaking of other drvers, not just our own. We can already switch cameras at any time, and watch another section of the track. In particular, it is the target that is responsible for view driver, and now it is tied only to the player.
 
Last edited:
Cameras aroung tracks tutorial:

How to create static camera around of track. You can select between cameras in every moment, when you want (in replay, in race), like in RFactor. I show you, how can you create this for yourself.
Put this strings in cameras.xml. For next camera position just rename ident for freecam to freecam1, freecam2, freecam3 etc. For each track you should using custom cameras.xml.

If you want move camera in realtime, you should download Cheat Engine and find exaclty value in game. Better find value address before select camera in game, or you will see thousands values in CE. Gap address between parameters is 4.

View type - "static" - Means camera will be stick around on track. Its only way where camera will not target to the your car. For this time.
Position - mean where camera will be in XYZ space. ( X left right, Y - up down, Z - forward, backward )
Orientation - Rotates the camera, works according to the quaternion principle. Roll for camera angle.
FOV - Field of view, more values - more zoom. Like mm parameters in real cameras.
reverseCamera="freecam1" - This creates a useful shortcut to turn the camera to the other side or another place. Here you need to specify the ident name of any active camera, then in the game press the key that is responsible for the reverse camera.

For example, melbourne start grid camera:

<View type="static" ident="freecam" reverseCamera="freecam1" hidden="false" spectator="true" useInSplitScreen="false" renderParticlesBeforeGrass="false" transitionType="switch" transitionSpeed="10.0000" transitionStrength="5.0000">
<Parameter name="Position" type="vector3" x="30.97406006" y="11.14806366" z="604.4812012" />
<Parameter name="orientation" type="Quaternion" x="-0.07180201262" y="-0.5718200803" z="0.09718700498" w="-0.671965003" />
<Parameter name="roll" type="scalar" value="-0.017453" />
<Parameter name="Fov" type="scalar" value="20.4234324324" />
</View>

View attachment 650995View attachment 650997
Это. Просто. Охрененно. I have no words :)
 
I have updated the tutorial on finding values in Cheat Engine, with example .ct file, if anyone has any questions, ask me. I would like to do it all myself, but I don't have enough strength for more than 20 tracks.

If someone can help with the pointer for the address or even make an editor, I will be very grateful. I don't understand it, unfortunately.

@sas12228 Спасибо, земляк)

 
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I have updated the tutorial on finding values in Cheat Engine, with example .ct file, if anyone has any questions, ask me. I would like to do it all myself, but I don't have enough strength for more than 20 tracks.

If someone can help with the pointer for the address or even make an editor, I will be very grateful. I don't understand it, unfortunately.

@sas12228 Спасибо, земляк)

so you are gonna make more tracks? i want to do it but i don't understand what i have to modify, maybe i'm a little bit slow
 
currently I'm working on the AI racing line in Australia, so far so good as the AI's back off way less excessively and brake-check others at turn 1 inside line. still trying to improve this so they can make overtakes on each other successfully more often, like irl. later on, will improve turn 3 and the chicane where Sainz beached his car in 2022.
 
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I am working on an enhancement pack for Pedro’s awesome 1986 mod.

The first bit I’m working at is the gears. The mod has each car having five. A handful of cars had six, and the Brabham had seven. Also, the gear ratios are way off. With default setups, I often don’t even get to top gear at the end of the longest straight. So I’ll be rebalancing them.

So far, Brazil is complete. It’s done on a car by car, track by track basis. For now, I’m grouping all the five gear cars together, etc.

The second issue is a bit of database work. Johnny Dumfries runs way higher up in the standings than he should.

Finally, I plan to replace the 2014 loading screen photos with 1986 ones.
 

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