Post by La Volpe on Aug 27, 2015 21:35:45 GMT 10
Some of you I have already spoken in brief with about a project of mine that I've started working on, but for the majority of the SRA members this will be the first you're hearing of it, and I think now is the right time to give you all the opportunity to be part of the founding members group.
Since late 2011 I've worked closely with some of Europe's top tier sim-racing establishments helping develop systems and game physics for F1 style series that focus on not just the racing itself, but also team management. These last few years I've learned a lot about the capabilities of the ISI game engine and how to effectively build systems around it to create an all encompassing management and driving simulation experience for league members. Something I also learned was that Australia is years behind on the sim-racing scene, and it's time to do something about that because Aussies (and our Kiwi mates over the drink) are some of the most passionate motorsport enthusiasts I know.
These next few weeks I'll be working tirelessly to bring the league website and forum up to a point where I'm ready to start opening up registrations, but I've already built a stable beta of the mod intended for the 2016 season and it's waiting on a server for drivers of all skill levels to give it a thrashing and provide feedback.
But before you dive head-first into the driving you need to understand the purpose of the mod and how it will grow throughout it's expected duration of use. In the upgrades menu of the car selection screen you'll find a multitude of areas each containing 5 option levels to choose from. This is essentially the key area of the team management system. Throughout the season your team will earn credits to spend on upgrading your cars. Over the course of 5 seasons, if a team were to finish 1-2 in every race they'd never earn enough credits to buy every upgrade available. This makes choosing how and where to spend credits very important, and essentially means different upgrade packages will be better at some tracks and worse at others - finding a balance that suits your drivers is crucial to the success of your team.
There are a total of 10 engine manufacturers and 5 chassis suppliers to choose from as your team progresses through the seasons, each with their own strengths and weaknesses, and no 2 packages at their maximum upgrade level are the same. Engines can be upgraded in the following areas: Power, Economy, Reliability, Mapping Range, and Cooling. Chassis' upgradable areas are: Front Wing, Rear Wing, Diffuser, Drag, Weight, and Fuel Cell Capacity. In addition to car upgrades, teams can upgrade their pit crew, improving their response time, fuel fill rate, and tire change speed.
At the point of this beta version there is only 1 tire supplier. This will change as vehicle physics are further refined and a total of 3 tire suppliers will be available to choose from, each with their own traits to suit drivers preferences.
I've put this mod together with all of the best parts of F1 over the years. V10 engines, refueling in race, free tire compound usage, no blue flags, no drs, no kers, aero that allows cars to follow each other.
With all this in mind I welcome you all to jump in the server and provide your feedback. Throughout the next few months I'll be organising some race simulation nights to run through some of the upgrades and test their limits to ensure things like engine life and heating are at a manageable level, and to balance the new tires performance ensuring none have an unfair advantage (tires will be built off the existing tire so they don't have much of an effect on physics).
Mod: OZSR F-ONE (Beta)
Car: OZSR F-ONE
Sounds: OZSR F-ONE Sounds
Track: ISI Silverstone (ver 1.35)
Server: OZSR.net \\ F-ONE
Password: ozsr2015
Since late 2011 I've worked closely with some of Europe's top tier sim-racing establishments helping develop systems and game physics for F1 style series that focus on not just the racing itself, but also team management. These last few years I've learned a lot about the capabilities of the ISI game engine and how to effectively build systems around it to create an all encompassing management and driving simulation experience for league members. Something I also learned was that Australia is years behind on the sim-racing scene, and it's time to do something about that because Aussies (and our Kiwi mates over the drink) are some of the most passionate motorsport enthusiasts I know.
These next few weeks I'll be working tirelessly to bring the league website and forum up to a point where I'm ready to start opening up registrations, but I've already built a stable beta of the mod intended for the 2016 season and it's waiting on a server for drivers of all skill levels to give it a thrashing and provide feedback.
But before you dive head-first into the driving you need to understand the purpose of the mod and how it will grow throughout it's expected duration of use. In the upgrades menu of the car selection screen you'll find a multitude of areas each containing 5 option levels to choose from. This is essentially the key area of the team management system. Throughout the season your team will earn credits to spend on upgrading your cars. Over the course of 5 seasons, if a team were to finish 1-2 in every race they'd never earn enough credits to buy every upgrade available. This makes choosing how and where to spend credits very important, and essentially means different upgrade packages will be better at some tracks and worse at others - finding a balance that suits your drivers is crucial to the success of your team.
There are a total of 10 engine manufacturers and 5 chassis suppliers to choose from as your team progresses through the seasons, each with their own strengths and weaknesses, and no 2 packages at their maximum upgrade level are the same. Engines can be upgraded in the following areas: Power, Economy, Reliability, Mapping Range, and Cooling. Chassis' upgradable areas are: Front Wing, Rear Wing, Diffuser, Drag, Weight, and Fuel Cell Capacity. In addition to car upgrades, teams can upgrade their pit crew, improving their response time, fuel fill rate, and tire change speed.
At the point of this beta version there is only 1 tire supplier. This will change as vehicle physics are further refined and a total of 3 tire suppliers will be available to choose from, each with their own traits to suit drivers preferences.
I've put this mod together with all of the best parts of F1 over the years. V10 engines, refueling in race, free tire compound usage, no blue flags, no drs, no kers, aero that allows cars to follow each other.
With all this in mind I welcome you all to jump in the server and provide your feedback. Throughout the next few months I'll be organising some race simulation nights to run through some of the upgrades and test their limits to ensure things like engine life and heating are at a manageable level, and to balance the new tires performance ensuring none have an unfair advantage (tires will be built off the existing tire so they don't have much of an effect on physics).
Mod: OZSR F-ONE (Beta)
Car: OZSR F-ONE
Sounds: OZSR F-ONE Sounds
Track: ISI Silverstone (ver 1.35)
Server: OZSR.net \\ F-ONE
Password: ozsr2015