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Let's Put it to a Vote: 2012 TM Lights (Car Mod)

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What Mod Should the 2012 TM Lights Series Use?

Let's Put it to a Vote: 2012 TM Lights (Car Mod) I_vote_lcap14%Let's Put it to a Vote: 2012 TM Lights (Car Mod) I_vote_rcap 14% 
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Total Votes : 42
 
 
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Post by day500champ1 Thu Feb 09, 2012 11:09 pm

Since Packer put up a poll for us to decide how to run the 2012 TML season, I figure why not vote on what mod to use?

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Post by RealRacer4 Thu Feb 09, 2012 11:14 pm

I would say the same mod that's being used in TMMC.

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Post by gwoodard41 Fri Feb 10, 2012 12:07 am

I could have sworn it was the PWF GNS mod, but okay.
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Post by Rykia Fri Feb 10, 2012 3:00 pm

Busch North would be cool, if any change at all.

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Post by Blackout Sat Feb 11, 2012 12:08 am

Cup 90 mod would be a good fit considering that TMMC is using the ASA 90 mod.
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Post by RACECAR Sat Feb 11, 2012 12:14 am

PWF GNS. I guess the regular Nr2003 Cup mod works too, but I think all the templates would look so much better on those GNS bodies. I'd even be willing to make many of them.
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Post by BWard Sat Feb 11, 2012 6:02 pm

I voted for the original cup mod because it would make for great racing, finishes, wrecks and a lot of excitement for the fans as well.
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Post by antknee Sat Feb 11, 2012 6:37 pm

RACECAR wrote:PWF GNS. I guess the regular Nr2003 Cup mod works too, but I think all the templates would look so much better on those GNS bodies. I'd even be willing to make many of them.

PWF GNS uses the same temps as the default cup mod so they would look exactly the same. Also, the physics determine the type of racing rather than the actual mod. most mods essentially change the look not the racing.
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Post by Cynon Sat Feb 11, 2012 10:08 pm

antknee wrote:
RACECAR wrote:PWF GNS. I guess the regular Nr2003 Cup mod works too, but I think all the templates would look so much better on those GNS bodies. I'd even be willing to make many of them.

PWF GNS uses the same temps as the default cup mod so they would look exactly the same. Also, the physics determine the type of racing rather than the actual mod. most mods essentially change the look not the racing.

To expand:

There are only four physics types* in NR2003:

- .cup physics. I used these in 2010 (and for the old TM Cup as well), couldn't get a good race out of them (with some rare exceptions -- got a good points battle with them though). They're the fastest of all physics types.
- .gns physics. I use these for TMMC and I used them for the GRL. Slower than the Cup physics but they seem to put on the best show on an oval track, only beaten on occasions by...
- .cts physics. The biggest difference between CTS and the other two is that CTS physics have epic amounts of drag, which makes them real fun to race at superspeedways online. CTS AI seem to be more greatly affected by spreads in the ratings and they fail the most from what I've seen (although it could be that I've run them with inis designed to give a good race with GNS physics cars, I won't rule that possibility out).
- .pta physics. It's basically an unfinished Trans-Am physics set, but they're very wonky. PTA cars do strange stuff sometimes (like bounce like monster trucks in sand traps). I haven't run enough races with PTA physics to draw any generalizations other than they're the slowest of the four physics types.

* Four legal types. There are others, but they're neither legal (it is illegal to modify the .exe for NR2003), or practical for what I'm going for.

For those of you who love wrecks, then I advise you vote for any mod made by DMR (Desmods) such as ASA90, Cup90, etc, because their damage models are amazing. The ASA90 templates are a bit of a pain to paint on (rear quarterpanels in particular), the Cup90 ones are pretty easy to figure out.

The issue with any template is how hard it is to line up things (decals, bases) that go from one part to another, in particular, things that are common, such as putting a decal over the rear tire, or making a stripe go all the way around the bottom of the car.

Generally speaking, OWR07 and V8 Indycar make your life pretty easy with both of those (figuring out where you are isn't that hard, just draw a bright pink doodle on one part and put it in carviewer), whereas ASA90 ... well, it took me at least an hour to line up the Budweiser decals on the rear quarterpanels of Blake Camphausen's #15 car. Other then that, the ASA90 templates aren't that bad, if you remember to use the wireframe instead of the mask for lining things up.

The original plan was to have TM Lights use Cup90, but I'm not sure if I have the time or energy to make a good template specifically for that. By good template, I mean something other than just replacing manufacturer decals. Laughing

Also, since I could vote for every single option, I did.
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Post by Ceej Sat Feb 11, 2012 10:35 pm

Late Model 90? I believe they are just the ASA cars but with the air filter sticking out and the rear bumper missing.
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Post by flyingturns89 Sun Feb 12, 2012 12:25 am

Cynon wrote:Also, since I could vote for every single option, I did.

You sir, have just won this thread.
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Post by navycook75 Sun Feb 12, 2012 12:35 am

Cynon wrote:Also, since I could vote for every single option, I did.

Let's Put it to a Vote: 2012 TM Lights (Car Mod) Watch-out-we-got-a-badass-over-here-meme
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Post by gwoodard41 Sun Feb 12, 2012 4:45 am

Cynon wrote:
antknee wrote:
RACECAR wrote:PWF GNS. I guess the regular Nr2003 Cup mod works too, but I think all the templates would look so much better on those GNS bodies. I'd even be willing to make many of them.

PWF GNS uses the same temps as the default cup mod so they would look exactly the same. Also, the physics determine the type of racing rather than the actual mod. most mods essentially change the look not the racing.

To expand:

There are only four physics types* in NR2003:

- .cup physics. I used these in 2010 (and for the old TM Cup as well), couldn't get a good race out of them (with some rare exceptions -- got a good points battle with them though). They're the fastest of all physics types.
- .gns physics. I use these for TMMC and I used them for the GRL. Slower than the Cup physics but they seem to put on the best show on an oval track, only beaten on occasions by...
- .cts physics. The biggest difference between CTS and the other two is that CTS physics have epic amounts of drag, which makes them real fun to race at superspeedways online. CTS AI seem to be more greatly affected by spreads in the ratings and they fail the most from what I've seen (although it could be that I've run them with inis designed to give a good race with GNS physics cars, I won't rule that possibility out).
- .pta physics. It's basically an unfinished Trans-Am physics set, but they're very wonky. PTA cars do strange stuff sometimes (like bounce like monster trucks in sand traps). I haven't run enough races with PTA physics to draw any generalizations other than they're the slowest of the four physics types.

* Four legal types. There are others, but they're neither legal (it is illegal to modify the .exe for NR2003), or practical for what I'm going for.

For those of you who love wrecks, then I advise you vote for any mod made by DMR (Desmods) such as ASA90, Cup90, etc, because their damage models are amazing. The ASA90 templates are a bit of a pain to paint on (rear quarterpanels in particular), the Cup90 ones are pretty easy to figure out.

The issue with any template is how hard it is to line up things (decals, bases) that go from one part to another, in particular, things that are common, such as putting a decal over the rear tire, or making a stripe go all the way around the bottom of the car.

Generally speaking, OWR07 and V8 Indycar make your life pretty easy with both of those (figuring out where you are isn't that hard, just draw a bright pink doodle on one part and put it in carviewer), whereas ASA90 ... well, it took me at least an hour to line up the Budweiser decals on the rear quarterpanels of Blake Camphausen's #15 car. Other then that, the ASA90 templates aren't that bad, if you remember to use the wireframe instead of the mask for lining things up.

The original plan was to have TM Lights use Cup90, but I'm not sure if I have the time or energy to make a good template specifically for that. By good template, I mean something other than just replacing manufacturer decals. Laughing

Also, since I could vote for every single option, I did.

I can handle the template, of course, you know which manufacturer I'm using :3

I'll get a basic form of it down and uploaded to Ten0rs as soon as I can though.
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Post by SnakePlissken Sun Feb 12, 2012 7:51 am

I've been wanting to see a series using the IROC mod for years. I even thought about launching my own series just to make it happen. I had several other outlandish ideas about the makeup of the series too. But by the time I learned all the necessary skills and was able to put them to good use, well it'd have been forever. Plus my job makes it a virtual impossibility for me to deal with the running a series. I barely am able to complete my own paint schemes and get ratings in on time.

The EFROC was in the works using that mod but thus far hasn't materialized:

https://www.youtube.com/watch?v=ZVkq03PfL6Y

https://www.youtube.com/watch?v=FUdVch2wr1c

But this mod looks so cool on the track. I voted for the "original cup" mod because the IROC mod wasn't an option. I would gladly change my vote for the IROC mod though!
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Post by navycook75 Sun Feb 12, 2012 10:28 am

SnakePlissken wrote:I've been wanting to see a series using the IROC mod for years. I even thought about launching my own series just to make it happen. I had several other outlandish ideas about the makeup of the series too. But by the time I learned all the necessary skills and was able to put them to good use, well it'd have been forever. Plus my job makes it a virtual impossibility for me to deal with the running a series. I barely am able to complete my own paint schemes and get ratings in on time.

The EFROC was in the works using that mod but thus far hasn't materialized:

https://www.youtube.com/watch?v=ZVkq03PfL6Y

https://www.youtube.com/watch?v=FUdVch2wr1c

But this mod looks so cool on the track. I voted for the "original cup" mod because the IROC mod wasn't an option. I would gladly change my vote for the IROC mod though!
I hoped EFROC would be run......my vote is for the IROC Mod....
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Post by antknee Sun Feb 12, 2012 1:19 pm

CRL mentioned that he is interested in running EFROC but I'm not sure if he has the time. I'd like to see it get going again as well.

As for the mod, it seems that there is typically a lot of feedback wanting a different mod yet the standard cup mod always gets the bulk of the votes.
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Post by navycook75 Sun Feb 12, 2012 1:25 pm

antknee wrote:CRL mentioned that he is interested in running EFROC but I'm not sure if he has the time. I'd like to see it get going again as well.
I honestly think with 3 leagues he won't have a chance to....but I'm willing to put myself in the running just in case....
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Post by RyanB06 Sun Feb 12, 2012 3:29 pm

antknee wrote:CRL mentioned that he is interested in running EFROC but I'm not sure if he has the time. I'd like to see it get going again as well.

As for the mod, it seems that there is typically a lot of feedback wanting a different mod yet the standard cup mod always gets the bulk of the votes.

I think it's because of all the templates that are currently available for it dictating that. It's far easier to use stuff that's already out there than to create new templates essentially from scratch. (I know how tough it is first-hand.)
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Post by antknee Sun Feb 12, 2012 4:28 pm

I agree but the majority of people that usually vote in the polls don't create the templates or the paint.
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