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Thread: The Pits TPSCC + V1.1 Patch!

  1. #1
    jrowland96 Guest

    Default The Pits TPSCC + V1.1 Patch!

    Just as an FYI, the Pits released their Nascar mod... I installed it but haven't tried it yet... was very UNDERwhelmed by the ISI stock car mod included in rFactor... couldn't drive a lap with the base setup, and car wouldn't turn (OK, it was Watkins, not an oval, but geez, it should at least drive like a CAR, shouldn't it?)

    Anyway, you're also only supposed to use the PITS' provided ovals as well. If anyone tries it that has figured out stock cars in rFactor, let us know your thoughts.

  2. #2
    jrowland96 Guest

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    So far after 10 minutes and not even using the base setups available for download, I'm pretty impressed... i.e. using factory defualt, so at Bristol (aka Tennessee), never even get out of 3rd gear, but ran consistent 16.1s It FEELS "close"

    Just put the setups in for the 5 TPSCC tracks and will give those a shot, but it's impressed me a lot more than any other rFactor Nascar mod, and I could see it going somewhere... oh yeah, the spotter actually worked and let me know outside, inside, etc. and it was accurate! lol

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    davidan's Avatar
    davidan is offline David Anderson
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    Awesome, I am downloading it now! Maybe we could pick one of the tracks and run a Champion Fun race sometime soon? Thoughts?
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    Quote Originally Posted by davidan View Post
    Awesome, I am downloading it now! Maybe we could pick one of the tracks and run a Champion Fun race sometime soon? Thoughts?
    When you figure out how to make another day in the week! LOL

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    davidan is offline David Anderson
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    Well I just got done downloading everything and running about 10-15 laps at each of the following tracks. Vegas, Atlanta, and Bristol! I have to say I am pretty impressed. It feels really good to me. You need to make sure you download the base setups that come with it and use those because they do make a pretty significant difference. For instance I am running Bristol in 4th gear .... Speeds are pretty close as well, and the tracks look great. I think the Pits and BrianRing have done a good job with this from what I can tell. Also the AI seemed decent at Atlanta and Vegas, they were struggling at Bristol, but I think it's about impossible to get AI to work well at Bristol. I would absolutely love to run a fun race at these maybe on a Friday or Saturday night upcoming. Who else has tried it and what are your thoughts?

    PS, getting out there and running it kind of reminds me of the old Days! You long timers know what I mean ...
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    Now I'm gonnna have to fire up rFactor and get back to racing

  7. #7
    jrowland96 Guest

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    I ran some more last night with the base setups, and was running mid to high 15s pretty consistently at Bristol... that's fairly accurate from what I recall in NR and real life, isn't it?

    Another big thing (I think) to do is to look at the two categories of upgrades. There is a chassis for each type of track (SS, Speedway, short track, and road course). Remember to buy and install the one you need before loading the track. The 2nd "upgrade" for the car is track specific tire. I don't know if it's implemented or how it's implementing the differences, but to be on the safe side, install those two upgrades for the track you're about to go to. Remember to get the Nextel Cup pack of cars with the real paintjobs.

    I had a harder time getting the car to turn at Vegas and Fontana with the base setups. Daytona felt odd on the banking, if I kept it floored about midway through the banking, it would feel like it wanted to shoot down the track, or the backend come around... it had some of that high speed wobble in the stterring we've seen with other mods in the past, where you feel like you're always overcorrecting to ge the car to run straight.

    The thing I like is that the cars "feel" like big heavy stockcars, and if you scrape the wall, you can feel it (like I would imagine). Damage model seems OK too... smacked the wall a few times and broke supsension, blew tires, spun, and with FFB, it really is a Jolt!

    It definitely has potential!!
    Last edited by jrowland96; 02-10-2007 at 12:33 PM.

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    davidan's Avatar
    davidan is offline David Anderson
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    Anyone care to fire these up tonight after the Bud Shootout and race for a while? Around 9:30 pm CST or so? I can host a session in the rFactor lobby. I'll call it Champion Stockcars or something with our typical password that we use for the Champion Fun Series.
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  9. #9
    Rickypro is offline Ricky Proffer
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    I see some setups in the base setups folder for "Ft. Worth" and some other tracks that are not on the downloads page where this mod is located. Are these tracks that are to be released later or can I get them from another location now?
    Thanks.

  10. #10
    TimCollier is offline Senior Community Leader
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    A patch was released yesterday for the TPSCC Mod, Version 1.1, which does the following:

    1.1 Patch

    1) fix for dark mirror
    2) fix for graphics errors on original cars
    3) fix for unrealistic setups
    4) fix for mismatch errors on Ford
    5) fix for long distance LoDs on cars
    6) fix for wrong labeling on original cars
    7) made pacecar drivable for leagues who want a real pace car driver
    8) added tribute #36 Ford Fusion of Tim Strother


    How about that Pace Car Driver....isn't that cool?

    You can download from The Pits or at rFactor Central...

    By the way, ignore the feedback at rFactor Central, as those guys are usually the weekend sim racers who don't know shit about cars and bitch when they get harder to drive.

    If you ask me, the v1.0 was off in the speed ability of the cars, at both plate tracks AND at smaller tracks like Bristol.

    Sub-16 second laps at Bristol are for qualifying only and then should only be in the 15.9 range...and if you look at rF-Rank, you see some absolutely ludicrous lap times, including mine and John's....so I'm hoping what they did was make it harder to drive everywhere and only serious sim racers will use it....the way it's meant to be

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