A little bit of history !
The Gasoline Alley project started when I stumbled on this picture
https://onedrive.live.com/redir?resid=7915C12734ABD655!3741&authkey=!APwBGVwwaENDlSM&v=3&ithint=photo%2cjpghttps://onedrive.live.com/redir?resid=7915C12734ABD655!3741&authkey=!APwBGVwwaENDlSM&v=3&ithint=photo%2cjpg a long time ago. I found the car beautiful (they didn’t shine like that in 1960 !) and thought that it would be great if we could simrace it. Now I have been editing for a long time (N2, GPL, N3, etc.) for The Pits but in those days we had to reverse engineer all those files formats, build tools, then recompile, etc. Papyrus didn't help so we were restricted in what we could do though we did nice things with David Noonan's great tools. On the other hand ISI offered full help and support so as I wanted more to edit than build tools I went with ISI for sim edition. They supported me with all my questions for all those years !
BTW in that tradition rF2 Gasoline Alley is fully open ! Unpack the mas files and you have it all, 3D modeling, physics, textures !
So I began to buy books and do research on those roadsters and found Gordon Eliott White (racing historian-Bonneville racer) and the late Len Sutton (2nd place Indy 500 roadster racer) to help me with the project. The more I read and saw videos the more respect I had for these designers, racers and teams. When they crashed the deformable structure in those cars were the driver. Fire (methanol) protection was nil and they raced like crazy. Team managers didn't want to be friends to drivers. They lost so many.
I then modeled rF1 Gasoline alley (thanks again to all who helped !) and released it in 2007. Bill did is own Usac mod for rF1. Converting Gasoline Alley to rF2 started in 2012 (but I stopped it a full year) and really took off when I asked Bill to help. He loves those cars and all those historic details. This is why you can see the faces of most of the real drivers that were painted by Bill. All the parts that we thought should be remodeled/retextured between the two versions were redone.
Our goal was to offer the possibility to simrace a full Indy 500 1960 historic field without the need of the latest video card or computer. We also wanted to offer many upgrades (see the Tuning window) to suit the simracers (helmets, rollbar, oil tank, exhaust, etc.). BTW you can easily adjust rims, dash, chassis, etc. with small textures files <100Ko in the teams folder. I do like the dark colored rims !
Because we wanted these cars to raced at Indy with a full field of 33 cars we had to do a lot of work on the LODs as you can see cars a long way at Indy. The roadsters are at approx. 30% of the ISI Cobras on polygon count. Through the project we had to redo modeling and textures as shaders evolved.It's easier for me to model a car with millions of polygons but it won't run smoothly with a full 33 cars field. Same for the textures if we use 4096*4096 textures on every part and same impact for the choice of shaders. It’s all in the respect of the project goal and the balance you have to keep to achieve it.
We kept our goal to offer a full field of roadsters for everyone for free.
I did one mistake by not retesting the AI after receiving the latest tires from Michael and the updated Indy track.They were perfect at 89-90% and now they seems too fast. We will collect all comments for a few weeks, adjust a few things and upload a patch.
Like always we learned a lot on editing from this project and this is why I do it. To learn editing/modding techniques and to be able to do better. I also found a friend and I'm proud of the tribute we did for these racers.
It's just an experience and goodtimes we offer. Surely for us and hopefully for you if you want it !
Cheers !
Gilles