5. What are the main features of the V8 Supercars mod?
- Accurately modelled Ford Falcon BA & Holden Commodore VY
- Detailed vehicle interiors including drivers with detailed suits and helmets, moving steering wheel, roll cage etc.
- Damage model including parts that fall off
- 2004 seasons with accurate liveries, drivers etc.
- Full grid racing including championship mode
- Realistically modelled cockpits individualised for each team
- Realistically modelled steering wheels (including built-in readouts) individualised for each team
- Completely new menus and setup screens
- Extremely accurate vehicle physics based on data and feedback from real V8 teams
- Optimised AI including driver temperaments and skills
- V8 Tracks including: Wanneroo (Barbagello); Adelaide; Queensland Raceway; Hidden Valley; Pukekohe; plus support for the F1C F1 tracks
- Lots more little details and surprises
6. Which part or feature of the mod are you most of proud of?
STU All of it. Its a terrific job.
KRUNCH Its too hard to answer that with one feature. Mojomans car models are fantastic. The tracks are top class work. The physics are amazing to drive. The skins are highly accurate. The cockpits look great...
MOJOMAN Obviously Im proud of the car models, Ive spent countless hours on them, learning a lot along the way. The final models are greatly improved over the old beta models, the cockpits are highly detailed and almost look like the real thing. Having said that, the models would be nothing without the excellent physics and tracks the guys have come up with.
CUBITS The tracks, the sounds, the feeling you get when youre rubbing doors with a rival car. Its really greater than the sum of its parts!
7. Do you think you have met your own expectations concerning the realism of the mod?
STU Definitely. And then some. The cars lap at realistic times with a very slippery and dynamic ride, Cubits has done a sensational job. The models are certainly immersive and accurate enough. The tracks have come up really well with all the tricks available in F1C implemented, but are all crafted over the course of a year or more by people who care about the experience at that venue
I think the effort shows.
KRUNCH Absolutely. When I first joined the team early on I thought the mod was going to be a quick carset for F1C with the possibility of some tweaks to the menus and an F1 track based championship. But that would not have done the category justice and with the passion and energy the team members feel for V8 racing its no surprise that we have come up with a full MOD that will blow the socks off any race sim enthusiast who tries it.
MOJOMAN Cubits has worked magic with the physics, they handle just how I would expect the real cars to. I wouldnt expect anything better using the F1C game engine.
8. What do you think makes this mod stand out from the mods being developed by other groups, for example VLM, RSR or Speedwerx?
KRUNCH - Well the great thing about F1C is its mod-able architecture. And that has led to a slew of fantastic mods in many categories of motor racing. But lets face it - none of them are Aussie V8s! In addition weve made very few compromises. The realism of the physics had to be primary to the gaming experience but also the sense of speed and immersion while driving was of equal importance. I really think weve found an excellent balance.
9. Is development going well, and is the first release far away?
KRUNCH Yes. No.
STU VERY close.
CUBITS Oh god I hope so! Someone needs to stop me from tinkering forever!
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