IMMERSION Modding Group mods

Discussion in 'Automobilista 2 - Modding' started by jusk, Nov 3, 2023.

  1. Alain Fry

    Alain Fry Well-Known Member AMS2 Club Member

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    Thats what i did with the 1999 and 2000 season using the same V10 Gen 2. So you can switch from 99 to 2000 and vice versa using the XML Selector.
     
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  2. Buzzhornet

    Buzzhornet New Member

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    Perfect hopefully we will see 1987 and 1989 seasons in the future.
     
  3. jusk

    jusk Well-Known Member AMS2 Club Member

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    IndyCar95_001.png Our 1995 IndyCar World Series v2.0 is out now here on OverTake.
    1995_IndyCar_IMG_2.png overtake01.png overtake3.png overtake5.png

    v2.0 is an extensive re-make of the previous Indycar 1995 mod from the same core team (released before we adopted the IMG name), taking the attention to detail to a new level. It includes completely repainted cars and new variants (over 200 in total) with unique, track-specific liveries covering every round of the 1995 season, new menu previews, track-specific helmet variants, revised custom AI and and our usual IMG Preset Selector.
    1995_IndyCar_IMG_5.png 1995_IndyCar_IMG_6.png 1995_IndyCar_IMG_4.png
    The Preset Selector allows you to easily load pre-configured sets of liveries, teams and drivers. A preset for every round of the 1995 season is included, plus some extra ‘what if’ scenarios.

    The presets work best when the correct number of opponents is set in game to match the number of entrants for the selected round. Where there were fewer than 28 entrants, we have included one or two ‘spare’/free cars that did not take part in the real race.

    The schedule below includes suggested tracks to simulate a full season.
    overtake4.png
     
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  4. jota.191

    jota.191 (I'm Lando in AMS2 lobbies) AMS2 Club Member

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    Amazing quality, as always.

    I am sure @gplaps is interested on this.
     
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  5. Buzzhornet

    Buzzhornet New Member

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    Very nice
     
  6. Marg

    Marg Active Member

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    Great mod IndyCar1995, but... too many tracks missing. And still nothing. Proper Indycar tracks haven't been released by Reiza for a long time.
     
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  7. jusk

    jusk Well-Known Member AMS2 Club Member

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    Thanks - we'd love to see some more '95 tracks (and more ovals in general) for sure. That said, there are quite a few tracks that feel about right though (be those our suggestions, or some others), so it is possible to put together a fairly interesting schedule.

    We'd also love to see Reiza give us a little more scope to do stuff like different tirewall textures and have more control over wheel style/colours, and of course the grid composition in general (particularly with Indy in mind) - would help add an extra layer of authenticity to this kind of mod - who knows, maybe they'll look at some of that stuff some day.
     
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  8. Torp_Torpedo

    Torp_Torpedo Member

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    id love to see PCMT port Texas Motor Speedway from PC2
     
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  9. jota.191

    jota.191 (I'm Lando in AMS2 lobbies) AMS2 Club Member

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    Sadly track mods don't have working cautions. Oval racing is specially denatured without the proper racing rules.
     
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  10. Seb02

    Seb02 Well-Known Member

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    I've had FCYs on mod tracks before.
     
  11. Brett Nagle

    Brett Nagle Well-Known Member AMS2 Club Member

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    But you have to turn off penalties on mod tracks which IMO makes them useless at that point.
     
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  12. Alastre

    Alastre Member

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    Hi guys, a quick question about 1992 and 1993 season mod...safe to say Williams in both season (MANSELL-PATRESE and PROST-HILL) where rocketship...but it's pretty impossible to have a fair race. Racing with official Mclaren (in both season) results to be really hard compared to other cars (especially the ones -like Lotus - that share the same William's bodywork). This is solved when AI race with those similar cars witht the driver xml file (for what I've understood). So I've tried to lower Prost, Hill etc racecraft lets' say from 990 to 750 but they are still way too fast compared to the rest of the field. It ends up to race paces that looks more F1 vs F2 cars...like 1.25 Williams, 1.26 myself and 1.29 the rest...it's pretty hard to get the correct AI level (I've tried from 100 to 120)...is there a way other the XML file to set how fast a car (driver) can race?

    P.s. the fact that in the mag-beck-chap section in 1991 layout AI literally flies (against physics laws) with any load of fuel I think it's something about the game code right?
     

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