Hey, "lead dev" guy here again,
Id like to clear up a few things.
This is a repost from this article
About the Mods purpose:
For all the people hoping to get a full grid of cars for the 1952 season, i am sorry to disappoint, but it wont be happening anytime soon, as this is part of the Revival Racing League project.
The Aim of our league is to recreate every single race of F1 history as closely as we can, which unfortunately means we always lack some cars, both the '50 and '51 season were ran on 4 and 5 cars respectively. Now, we are not aware of any 1952 cars being available for AC at the moment, so the decision was made (
without prior experience) to make the car ourselves, which means 1952 will unfortunately be a spec season.
This is the only way the project can move on, as it exists, because waiting for every grid of every season to be complete, is unfortunately wishful thinking. So you can expect mods from our league to fill future seasons lacking cars. Else, i might independently decide to make and release cars even if they are not strictly necessary to our effort, as i found the process very rewarding.
About our work on the car:
The
original 3D model for the car was acquired almost exactly a year ago, we had mistakenly believed the model to be an accurate representation of the car as it raced back in the 50s that could just be plopped into AC and be ready to race.
Unfortunately, the more i looked, the more inconsistencies, technical issues and inacuraccies i found. From the suspension not making any physical sense, the steering wheel not being round, the polycount being huge, to the front end of the car, among other things, being completely fictional.
(This is in no way intended to be read as me throwing shade at the original creator, as many of the changes they made, were probably due to wanting to avoid getting struck down for copyrighting reasons, it is clear that he is extremely proficient at 3D modelling for any non realtime/game applications, but the historical accuracy and performance was lacking for our usecase.)
So, i started learning blender and dedicated the biggest part of the year to remodeling inaccurate parts, and improving every part other part of the 3D model best i could. According to steam i must have spent close to 700 hours doing so.
There is no part of the model left intact, and many completely remade from scratch, such as the suspension. I reduced the polycount by roughly 50%, and it is still at 700k verticies. This is, in effect a completely different model to the original, but i still insisted on labeling it as commercially acquired for transparencies sake.
This Frankenstein way of doing things, is the reason for many inconsistencies regarding naming schemes, file formats, LODs, polycounts and material count, and also the developement time, as i was learning constantly while cutting up and remaking existing stuff erratically. Expect any future mods to be completely bespoke, as i think a streamlined from the ground up process will be far quicker to release.
About HSS's involvement:
And finally HSS's involvement was strictly in the realm of driving dynamics, which i was frankly completely incapable of doing to a good of, that said expect an update from them concerning the tyres soon!
Final words:
Anyways, we want to thank everyone for their kind words about, and praise of, the car, i am really honoured as i wouldn't have expected it to gain the amount of popularity it has, especially considering it's extremely chaotic developement and existence. And lastly, even though this project was mainly my affair in terms of moddeling and implementation into the game, an mainly HSS's in terms of physics, the RRL league's locals deserve as much, if not more praise, as they have been the enabling factor in the creation of this, and been the most supportive bunch along the way, helping out best they can. Without them this mod wouldn't exist.
Also, we don't have a full grid for the 52 season yet, wink wink, nudge nudge.
Anton Ezatl