Cars Formula V10 by Race Sim Studio

I am glad, that you listen to your customers and set the wheel lower. Some other modders should take you guys as a rolemodel.
Number 1 people here is the customers and users of the content that is created will always be the case no matter what,
as long as everyone is happy and there happy with the content its the only thing what matters,
although in saying this we wont be moving the mirrors. :D:D
wheel is fine,

we also been working hard the last few days in the team also working on other cars and updates as well, there is always something to be done to improve content or new ideas ect. :)
 
Hello CC, i don't think anyone complained about the mirros. They are in the correct position as they were on the real car and this is fine for me, even though i cant really see them. Actually I would be dissapointed if they were changed to a non correct position, just so that everyone can see them.
 
Hello CC, i don't think anyone complained about the mirros. They are in the correct position as they were on the real car and this is fine for me, even though i cant really see them. Actually I would be dissapointed if they were changed to a non correct position, just so that everyone can see them.
I would be disappointed also be a lot of work saving the liveries again... :D:D:D
 
I have a problem with the rear wing.
Everything is ok in the showroom. But when driving I miss a part of the wing.
Alpha channel should be ok.

Alesi1.jpg
Alesi2.jpg
 
Just a quick question about the audio sample volume:
Why is the overall volume (external and internal sounds) lower than the volume of other RSS cars/other cars in general?
Just did a quick comparison with the Formula RSS Hybrid 2018 and the Formula RSS2 2018 and they are both significantly louder than the Formula 2000 V10 which is a bit surprising since the V10 should actually blast our ears off while the newer V6 engines are actually on the quieter side of the volume spectrum... :geek:

(Before someone mentions this: Yes, I know I can just increase the volume of my speakers, I'm just curious why there is such a volume difference... :p)
 
Just a quick question about the audio sample volume:
Why is the overall volume (external and internal sounds) lower than the volume of other RSS cars/other cars in general?
Just did a quick comparison with the Formula RSS Hybrid 2018 and the Formula RSS2 2018 and they are both significantly louder than the Formula 2000 V10 which is a bit surprising since the V10 should actually blast our ears off while the newer V6 engines are actually on the quieter side of the volume spectrum... :geek:

(Before someone mentions this: Yes, I know I can just increase the volume of my speakers, I'm just curious why there is such a volume difference... :p)
Sound Design.To give room for the other sound components to breath.

When the volumes are excessively high, I now view this as inexperience in not mixing sounds correctly.

Now, you can hear details such as the tyres and the road sounds at any RPM that were previously masked by frequency overlap and audio-limiter fighting.

Just as a side note, when I made the Virtua Simulazioni McLaren MP4-13 all those years ago, the Fiat 500 from Kunos was louder than the McLaren simply because they were pushing the sound to the absolute peak. Everyone is competing for maximum volume that now even the tiny road cars are as loud as the formula cars, so I decided to go my own way on this and will slowly be updating everything in this way, going forward.
 
I have a problem with the rear wing.
Everything is ok in the showroom. But when driving I miss a part of the wing.
Alpha channel should be ok.

View attachment 283284 View attachment 283285
Just a quick tip with the tires,
I can see that they are bugged ingame, if you open 1 of my saved liveries for example that came with the content and open the ones you saved you will see a massive difference in color,
here is the main tire PSD,
3b17b6866f15da46d5b8ea31a627c5c6.png

here we have the bottom base layer, the background layer which is locked,
the DIFFUSE details layers with the "text" logos ect,
and a clean "alpha channel" layer,
which is important you match what is stored there will give you the maximum look ingame,
"alpha"
e8d56542d0db3d533af8bd3e75b04431.png

"combined"
d20d66a15ee0d9cf7e39478621ea0503.png


but the most important thing here is,
because of the color pallet of the actual compound itself, and it been mostly greys and lighter greys,
if you then proceed to save it as DXT5 INTERPOLATED ALPHA,
will cause bugs ingame like I say because of the realism of the compound and the pallet shading been most greys, will cause major color distortion in the final product you make,

saving this way DXT5 will cause lower file sizes but make the quality 50 times worse than we can achieve saving the files a different way,
fdbeeab7ee8e0377df5d31705c2df62e.png


sometimes depending on the color pallet I always attempt a DXT5 1st then inspect the quality,
if its nice I will just leave it alone and move on to another texture,

if its bugged, or deemed to be a high priority texture, meaning its seen a lot in view,
where for example tires to me are high priority textures, as its one of the main things you see 99% of the time while driving its always there in view, so to me its a major thing to ensure its perfect,

if the tires are carrying no major color in the logos, meaning the main key logos, the main branding if this is colored not black and white,

I would lower the resolution of the texture from say 1024 down to 512px and save it this way,
47124621b7f2b588c3d40768de988f50.png

8,8,8,8 ARGB uncompressed, it will dampen any bugs seen in the textures,
sometimes at really low resolutions there may still be traces left in the base texture,
but compared to DXT5 will be very minimal indeed if you compared the 2 next to each other,

but taking into consideration what we just talked about, looking at the real branding of the actual tire knowing its only black and white the base texture,

save it like this,
62a3e487661899b3bd86398d571bdc85.png

8,8 AL Alpha/luminance,
saving it this way will save the texture 100% black and white with zero color,

now check again ingame the difference, will be a perfect tire with zero bugs,
purples, greens and what have you,

the sizes saving them uncompressed or by 8,8 alpha is much higher the files in MB,
but then you need to take into consideration the visibility of the actual textures itself,
and like I was saying tires need to be perfect 100% as they are seen almost all of the time ingame,

really hope that helps, and please save your textures with only 1 mipmap not 12 will make the sizes smaller also :)
 
Number 1 people here is the customers and users of the content that is created will always be the case no matter what,
as long as everyone is happy and there happy with the content its the only thing what matters,
although in saying this we wont be moving the mirrors. :D:D
wheel is fine,

we also been working hard the last few days in the team also working on other cars and updates as well, there is always

something to be done to improve content or new ideas ect. :)

I'm confused.. I didn't get any email about an update, so re-downloaded from sellfy and no change.. is the update live yet?

On a side note, I never seem to get update emails about the other RSS cars either, is it possible to check my email is on your customer list (I'll send by PM it if you can)
 
I'm confused.. I didn't get any email about an update, so re-downloaded from sellfy and no change.. is the update live yet?

On a side note, I never seem to get update emails about the other RSS cars either, is it possible to check my email is on your customer list (I'll send by PM it if you can)
Hi :)
No there has been no updates as of yet, but we have them ready to dispatch well the guys do :)
 
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