rFactor 2 Mods

ISI's new sim rFactor
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rFactor 2 Mods

Post by Duke »

Seems rF2 is starting to gather some good momentum with the 3rd party developed mods, so it's time we had a rF2 mod thread to capture them in one place. ;)

Reserved for list of past mod posts
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Re: rFactor 2 Mods

Post by Duke »

Team UnitedRacingDesign has released a new version of their Corvette C7R. for rFactor 2.
Changelog
-updated suspension geometry
-added TC options in tuning menu
-fixed minot pit timing issues
-updated damage sensitivity
-updated ultra flex (chassis flex)
-all new revised aero with new data
-updated default setup
-new steering system added
-added some more precise setup options
-Added 6 sets of new CPM tires (4 slicks, 1 inter, 1 rain) : s6 and s7 medium tire for double stints with different heating characteristics, s8 hard compound for tripple stints, s9 1h compound on medium tire performance.
-revised brakes and cooling
-some minor changes to engine damage

Download Corvette C7.R 2.0 for rFactor 2 Here
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Re: rFactor 2 Mods

Post by Duke »

Team Apex Modding has released the newest version of their popular FIA GT3 sports car racing mod for rFactor 2.
The new version of the popular GT3 racing mod comes with a twist as it has Balance of Performance applied, aiming at giving all cars an equal shot of performing at the same level, as it’s done in many GT3-based racing series around the globe.
The mod’s Balance of Performance has been carried out in multiplayer races on three different tracks.
Changelog
– the used track for the b.o.p. was spa, bathurst and Nordschleife
– corrected milky window in cockpit view on the mp4 and z06
– camaro crash with 2013 rain tyre resolved
– camaro damage updated
– z4 new suspension and less understeer
– more seat range on sls
– sls upgrade on showroom for turn off the heat haze

Download FIA GT3 for rFactor 2 Balance of Performance Version Here
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Re: rFactor 2 Mods

Post by Duke »

Pixsim have released a new version of their Nogaro track of rFactor 2. Version 1.8.2 will be the final version of this track as Pixsim is moving on to other projects now.
Originally planned to be a conversion from their rFactor track, the rFactor 2 has turned out to be a major revamp, featuring a completely new road mesh and plenty of other new details.

Officially called Circuit Paul Armagnac, the track near Nogaro in south-western France was opened in 1960 and has hosted many notable events ever since. Current races hosted on the track include the FFSA GT championship as well as an annual FIA GT round.

Download Nogaro 1.8.2 for rFactor 2 Here
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Re: rFactor 2 Mods

Post by Duke »

Team Apex Modding has released a public beta of their mighty Porsche 917K for rFactor 2.
Features
– totaly rewamped the existing 3d model
– totaly new physics by Lestrat
– the car have only one skin , we give the Template , if some guy around wanna made the missing skins (only historic please ) we add the result in the mod
– the car don’t have cpm tyres
– lights system implemented ,nice race possible

Download Porsche 917K for rFactor 2 Here

The 917K is powered by a naturally-aspirated 4,9 liter version of the mighty 12-cylinder boxer engine, the car went on to dominate the World Sports Car Championship in the early 70s, including two overall victories at the Le Mans 24 Hours.
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Re: rFactor 2 Mods

Post by Duke »

ECAR Tracks has released a new version of his Le Mans Bugatti Circuit for rFactor 2.
Scratch-made and based on accurate CAD data, the track already comes with full working AI, four sets of trackside cameras, Realroad functionality and night lighting.
The new version comes with plenty of improvements as listed below.

Download Le Mans Bugatti Circuit 0.98 for rFactor 2 Here

Changelog
General overhauling of track appearance.
Fixed an issue which AI cars never turns their headlights on, used a threshold to force lights on at 7h30PM.
Fixed some wrong textures mapping in boxes building.
Included Visgroups to track-side objects to take advantage of Circuit Detail menu (performance purposes).
Inserted structures for fuel hoses and pit support (Visgroups = Full or High Circuit detail).
Corrected misplaced back-garage doors of main pit building.
Re-modelled Dunlop Curve (T1) and main straight to smooth excessive bumping.
Corrected some gaps between boxes wall and the tarmac surface and the white lines on it.
Inserted NoRainZone objects to block rain in boxes, covered grandstand and etc.
Corrected some grandstands proportions (previous 3D models were smaller than real).
Added ISI bus and trailers, flags and some details to improve environment.
Added human spectators in grandstands and yards increasing amount from free practice to race session.
Painted sponsors on the walls.
Corrected several textures saturation and brightness (albedo map).
Reworked grass areas.
Replaced tyre-barriers low-resolution textures to a better one.
Corrected Load-out of high poly elements as tyre barriers (performance purposes).
Converted a number objects from Max Normals to Gmotor Normals by detaching smooth groups as elements.
Reworked wet tarmac effects trying to emulate puddles.
Modified tyre mark textures which was messed in previous version.
Reworked tarmac dry texture to respond correctly to overall sun light and increased fresnel level.
Minor corrections on several objects as fences and walls geometry and mapping.
Remodelled pit lane and included Michelin tarmac stripe.
Added Porsche Experience Center building and corrected surrounding topography.
Reduced height of cut-track obstacles at S du Chemin in order to avoid URD prototypes to roll over in certain circumstances.
Improved gravel-tarmac transition.
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Re: rFactor 2 Mods

Post by Duke »

Nibiru has released a video trailer of his upcoming Barbagallo Raceway for rFactor 2.
Originally created by Darren Blythe for Assetto Corsa, the track has been retextured using ISI textures to fit the typical rFactor 2 look.
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Re: rFactor 2 Mods

Post by Duke »

The Mak-Corp modding team has released V0.95 of their 1991 Group C mod for rFactor 2.

Version 0.95 adds the famous Sauber C11 model to the 1991 Group C mod for the rFactor 2 racing simulator. Besides a list of fixes and improvements, all sounds are now updated and improved. Furthermore, the Mak-Corp dev team has also included a selection of new skins created by Arturo Pereira, Damian Baldi, and Daniel Gomez.

Besides the regular Download link, MAK-Corp also released this mod on the STEAM Workshop. It is advised to uninstall previous versions of the mod before subscribing to v0.95 on STEAM. Non-Steam users can download the mod directly from here.

v0.95 Changelog
ADDED: New vehicle, Sauber C11
ADDED: New template pack including the Sauber C11
ADDED: New Skins by Arturo Pereira, Damian Baldi and Daniel Gomez
UPDATED: All sounds have been updated and rebalanced
UPDATED: Wiper now removable in interior views through upgrades
UPDATED: Mod manual PDFs
UPDATED: UI Menu pictures re-done
UPDATED: Various graphical elements
FIXED: Various graphical elements
FIXED: Specular issue with banners
FIXED: Headlight flickering
FIXED: Undershadow on all cars

Both Cars
Some inertias have changed to give a more natural movement to the cars. This has made the cars more dynamic giving more feedback to the driver on traction and makes it easy to drive close behind another car.
The tire wear and degradation curves have changed. Now tires could be used until the end of their life with a more homogeneous be.
A small delay has been added to the H shifter to make it fair against drivers using pads.

Porsche
The peak of torque on the WSC engine has been moved from 5500 to 5000 RPM making it exactly like the Type 962/72 engine from the World Sportscar Championship. This new range of torque allows drivers to take some corners in a higher gear saving fuel while driving in endurance mode.
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Re: rFactor 2 Mods

Post by Duke »

The long awaited GT3 World Series mod for rFactor 2 has been released, bringing with it an impressive selection of cars from some of the finest GT3 machines throughout the world.
The GT3 World Series mod by Simtek Modding contains six different manufacturers and over 150 unique liveries from various GT3 cars competing from 2012 to the 2016 racing season.
The GT3 World Series is an impressive collection of racing GT3 cars designed and developed to a high standard with physics created using data from several real life GT teams.

GT3 World Series for rFactor 2 is available to download direct from Simtek Mods or RaceDepartment.

The Simtek Modding Group have promised development for this new mod is not yet finished. More content will be added in the coming months as development continues with this promising recreation of the GT3 generation of cars.
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Re: rFactor 2 Mods

Post by Duke »

ECAR Tracks has released version 1.0 of his Le Mans Bugatti Circuit for rFactor 2.
Scratch-made and based on accurate CAD data, the 1.0 version comes with improved AI, performance improvements and much more as detailed in the changelog below.

Download Circuit Bugatti for rFactor 2 1.0 Here

Changelog
———————
*Driving*
First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data).
Redone track’s night lighting, eliminated TGA textures, grouped light glows for optmization.
Moved time-strap sectors
Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior
Corrected wrong properties (collide or HAT) of several objects.
Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1).
Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss’ picture database)
Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks
Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures.
Added two DRS zones (2)
Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties.

*AI*
Improved AI fast line and overall speed to increase offline challenge
Corrected AI right and left lines to avoid offs when pace laps
Improved AI pit entry and exit line
Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits
Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters.
Reviewed Track-Side cameras set
Replaced Safety-Car to a safe place
Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior.
Added specific AI learning files for several cars (3)

*Optmizing*
Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4)
Created far LOD objects for some high-poly instances
Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system.
Created Shadow Groups to improve performance in low end computers
Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes)
Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect.
Occluded a lot of unnecessary objects from mirrors to improve FPS
Excluded a number of unnecessary objects from reflected environment and car cube reflections.

*Visuals*
Another pass on track material light properties
Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max)
Replaced placeholders windows frames and other metal structures to final ones.
Improved terrain ambient occlusion through alpha channel painting
Inserted grass-tarmac alpha transition
Corrected excessive vegetation night light reflectance
All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file.
Replaced some vertex-coulour painted objects by actual textures
Added main yard as real-road to darken when raining
Improved kerbs texture 2048 px and remapping
New grass with reversed wrong pattern which induces too dark grass areas
Created detailed far outfield with blended grass texture
Other minor corrections on texture mapping, replaced concrete textures, etc

*Misc*
Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones)
Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture)
Corrected Z elevation of several objects as TSO vehicles
Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around
Added very low-poly TSO cars in park lots
Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident
Added some Real Road pre-saves

*Additional Notes – V.1.00*
(1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there’re several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs.
(2) There’s no visual indication of DRS zone so you’ll have to keep your eye in car’s panel until get used with the start positions.
(3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type.
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Re: rFactor 2 Mods

Post by Duke »

Nibiru has released his Barbagallo Raceway track for rFactor 2.
Originally created by Darren Blythe for Assetto Corsa, the track has been retextured using ISI textures to fit the typical rFactor 2 look.

Direct Download Barbagallo Raceway track for rFactor 2 Here

Features
All rFactor 2 elements have been added
2 Layouts (Long and Short)
Nightlighting
realroad
terrain Radiosity Pass
new terrain shader
wet reflections
Animated objects
Billboard trees and shrubs
added grass verge
re-textured all objects
albedo maps
Ambient Occlusion maps made for some objects
Graphic detail settings (high, med)
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Re: rFactor 2 Mods

Post by Duke »

Slow Motion Group has released BMW’s popular Formula BMW development series to rFactor 2.
Originally created by iDT for rFactor 1, the mod has been brought to the new platform with full authorization from the original authors, including a full field of liveries as you can see below.
The mod is available for download via Steam Workshop.
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Re: rFactor 2 Mods

Post by Duke »

The EnduRacers Modding Team and the Gentlemen Racers have released Version 2.0 of their Flat6 Series mod for rFactor 2.

Flat6 Series rF2 - build 2.00 DOWNLOAD

Changelog:
Graphics : Added New bodywork shader.
Graphics : Added New rims shader.
Graphics : Improved Windshield texture quality.
Graphics : Improved Motec writtings quality.
User Interface : Added New UI background design (coming in a separate file).
Physics : tire update (understeer in front tire fixed).
Physics : Downgrade of performance (to reduce and back to lap times closer than the Cup).
Physics : Added Auto Blip Upgrade (Off by default).
Physics : The old setups are not compatible with the new physics.
Physics : IA performances updates.
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Re: rFactor 2 Mods

Post by Duke »

The Mak-Corp modding team has released V0.96 of their 1991 Group C mod on the rFactor 2 Direct Steam Workshop.

The 1991 Group C mod includes the Mazda 787B, Porsche 962C and the Sauber C11 in the latest version of the mod for rFactor 2. Featuring unique realistic physics for each vehicle as well as different tire compounds, this is your chance to get behind the wheel of the three most iconic racing cars in the history of Group C racing.

If you are already subscribed to it on the workshop, it will automatically update. The non-steam version will be released on the MAK-CORP website within the next 24-48 hours.
Features:

1991 Mazda 787B model by Ionut Nicolaescu, updated by Dmitriy Barishev.
1991 Porsche 962C model by Dmitriy Barishev.
1991 Sauber C11 model by Dmitriy Barishev.
Unique physics for each vehicle.
Unique engine sounds for each vehicle.

v0.96 Changelog:
Guimengo skin IP removed and redone.
New 787b skins added.
Fuzzy windscreen issue fixed.
Graphical fixes.
Sounds updated.

Physics Updates:
Porsche 962C
Updated: Suspension geometry. It brings a more balanced handling of the car, it makes the tyres perform better.
Updated: Both engines suffered changes on torque curve and turbo. These changes enhance each engine characteristics and make them easier to drive.

Mazda 787B
Updated: Suspension geometry. It brings a more balanced handling of the car, it makes the tires perform better.
Added: Engine now use Mixture feature to bring two possibilities of power and fuel consumption (1/2 save mode, near 680 HP) and (2/2 fast mode, near 700 HP). You must add two keys to control the mixture in car because this new feature is not present at the car’s setup yet. You will feel a change on power output, giving to the driver more control, a bit less of final speed, and near 10% less fuel consumption.

Sauber C11
Reduced performance (+2s per lap)
Added fuel mixtures adjustment
Reduced clutch friction
Fixed engine empty tank bug
Adjusted AI rain tires wear
Added some captions on settings screen (turbo, engine brake, brake duct,…)
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Re: rFactor 2 Mods

Post by Duke »

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After months of work, the EnduRacers Modding Team and Gentlemen Racers are proud to present their Endurance Series mod build V1.00 for rFactor 2.
The Endurance Series mod features 10 different 3d car models and a massive collection of paint schemes from various endurance series around the world. In comparison to the original rF1 version, Build 1.00 for rF2 is taking full advantage of the added rFactor 2 features such as deformable tyres, advanced physics, an animated driver model and the enhanced graphics engine.

Enduracers also inform us that the massive 2.79 GB download does still include the older Ferrari F430 and Flat6 RSR models which will soon be replaced by two more up to date car models.
Enduracers Endurance Series Direct Download
It will also be available via the rF2 STEAM Workshop soon

rF2 Endurance Series Build 1.00 car list:
GTC – Flat6 GT3
GTE – Aston Martin V8 Vantage
GTE – BMW M3 E92
GTE – Corvette C6.R ZR1
GTE – Ferrari F430 GT
GTE – Flat6 RSR
P2 – Ligier JSP2
P2 – Lola Coupe
P2 – Oreca 03
P2 – Zytek

Features:
Graphics : High fidelity 3D models, with high definition cockpits.
Graphics : Hundred’s of real paints reproduced for each cars.
Graphics : Highly improved car materials, reflections, lighting, and shading.
Graphics : Animated car driver, with high definition 3D Helmet.
Graphics : Cars details with backfire, headlights with lens flares, deformable tyres.
Graphics : Specific mod UI, to be downloaded and installed separately.
Physics : Accurate car physics, created in collaboration with Gentlemen Racers physics team, with help from real teams and drivers.
Physics : Up to date rF2 physics features for all cars.
Sounds : Accurate and detailed sounds for all cars and engines.
Sounds : Up to date rF2 sounds features for all cars.

WIP – not included in build v1.00
Dynamic dirt on cars.
Tire new CPM model.
Damage fine tuning (Not correctly yet implemented in rF2).
Animated wipers in the cockpit (Not correctly implemented yet).
Heat effects.
Fuel mixture.
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Re: rFactor 2 Mods

Post by Duke »

The Apex Modding Team released version 0.940 of their FIA GT3 mod for rFactor 2
Please keep in mind that the Apex Modding FIA GT3 mod is still a work in progress.

Direct Download or Steam Workshop

Changelog V0.940
Debugging:

Debugging alt tab problem discovered by Euskotracks, offset=7 now
Reworked animated driver on all cars .
Reworked z4 cockpit , problem discovered by Luc devin
Reworked Motec rendering
Debugged ground impact on z06 on the Nordschleife
Name change on steam workshop

Graphics:
New tyre sidewalls for all the cars except the ISI Camaro (thanks to James Hazen for the Michelin HD textures)
New cockpit default views with new F.O.V except for the Camaro
Reworked some parts of the z06 cockpit

Sounds:
Complete new internal sounds on the corvette
Added missing scrub sound

Physics:
added fuel mixture feature on all cars
15 steps are present
0 is Safety Car step and represent 60 % of the full power engine
1 is the low step of the eco mod , named Eco_3 and represent 97 % of the full power engine
2 is a low step of the eco mod , named Eco_2 and represent 98 % of the full power engine
3 is another low step of eco mod , named Eco_1 and represent 99 % of the full power engine
4 is a basic step , named lean_1 and represent 100 % of the full power engine
5 to 11 represent the others step ,they increase one by one the fuel mixture
12,13 and 14 are not usable for the moment
default setup is 5 , represent 101 % of the engine power .
you need to map a key in the rf2 controls for use those feature.

Added last chassis flex feature on all cars (Fuel Tank Transfer , pushrod new feature , new control section )
Added steering wheel ratios feature on all cars
Complete new cpm rain tyres on every cars, less wear , better grip in heavy condition

Specific Changes:
Reworked z06 suspension to avoid the ground impact on the Nordschleife
Complete new suspension on the 458 ,reworked FFB rendering
Complete new aero and suspension on the z4
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Re: rFactor 2 Mods

Post by Duke »

rFactor 2 just received another track mod, a version of Road America and if you’re a fan of the long established Elkhart Lake, Wisconsin track….well, you may want to take a look. rFactor 2 forum poster by the name of “shiet” pondered a few months ago about producing a third version of the 60+ year old “Park of Speed”; mainly taking into consideration the possible oversaturation of Road America in the rF2 community with the release of this version.
Here is Road America 2016 v1.0.
Things:

– I consider this a version 1.0 however I know there are things on the track I could improve but I won’t have time in the next months. This track modding is like there is always something you can fix/do better on the track
– the track was made with 3D trees so the performance is low, you need a good PC
– despite my efforts the track doesn’t look like how I wanted to look like because the game limits the maximum shadowcasting range.
– I spent much more time with the AI than on Mosport to make sure it’s competitive but I couldn’t figure out how to make it faster in the kink (turn 11). It’s a very high speed corner and some cars just don’t want to behave how I want it if you find that certain car/mod is slow in the kink then increase the AI strength, they will gain time mostly there by gaining grip. Cars which slow down too much in my experience: ISI Nissan GTR/Chevrolet GT2, Stockcar 2015. Obsiously I couldn’t test all the mods. The URD and the Enduracers mods are good.
– this track was a one person project from start to finish. Thanks to hexagramme for the advices (AI) and Steve76 who made the racegroove mapping. Thanks for the testing Emery and Chris Lesperance
– if my time let me to do it I will make an update with the bend version (I couldn’t finish this) and with billboard trees or X trees and some optimizations
– right now this is the best I can do
This is it for now, have fun!
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Re: rFactor 2 Mods

Post by Duke »

Slow Motion Group has released a new build of their Formula BMW mod for rFactor 2, bring plenty of physics improvements to the open wheel mod.
The mod is available via the Steam Workshop
Changelog
– new full flex chassis developed using the specific online tool of Chris
– new steering wheel options developed as above
– new engine developed as above
– AIs tuned for working at 95% vs. humans
– braking torque: decreased, but of course pushing hard, mostly the inner wheel lock as I suppose to be right
– AI starting: improved a little, now you can overtake only one line, maybe…
– tuned the stiffness of the chassis, to avoid unwanted oversteering exiting med corners and to have a well balanced car like the original rF1 version, but with the new technology and enhancements of rF2
– gears: I discovered an unused final into the original mod and I apply it with a little tuning
– recalculated several values in the realtime section of the tires (TGM) to improve them
– new rear wet tires (TGM)
– new TBC file (of course)
– new opponents classes, now identifiable with full initials (i.e. FBMW2005ASIA, FBMW2006USA, etc…) for an easier choice
– new talents file with tuned values
– improved the resolution of some items into the cockpit
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Re: rFactor 2 Mods

Post by Duke »

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Fans of American stock car racing will surely enjoy this recent addition to the rFactor 2 Steam Workshop. Stock Car Resurrection 1971-1972 is the first mod we’ve seen from creator “Toby”, and consists of six early 1970’s American stock car makes and models with over 60 paint schemes and team designs.

Intro
Stock Car Resurrection 1971-1972 is a rFactor 2 mod that simulates American stock cars from the early 70’s. It currently has 6 makes/models and over 60 paint's/teams.

Credits
Special thanks goes to MoparBob. It was his original brain child. He was responsible for acquiring the exterior models over the years. He Painted 99% of the cars. He was even able to speak with Dale Inman (Richard Petty’s crew chief) to help on some physics information. More thanks goes to ISI. The physics are based off of their 1974 Dissenter mod. I am also using a few things from their 2015 stock car mod (sounds, shifter boot model, ect..). Lastly thanks Studio 397 for the new support.

Physics and Driving Technique
These are big heavy rear wheel drive cars. With big heavy high horsepower engines sitting over the front wheels. They use bias ply racing slicks which makes them challenging but rewarding to drive. You will want to ease it into the corner and accelerate as hard as you can on corner exit. Taking advantage of the engines power down the straights. Capable of reaching speeds of 200+ mph. However they are not very aerodynamic and if not for the front air dam and rear spoiler they would actually create lift. Imagine the 1974 Dissenter mod with more horsepower, removed some downforce, and changed some of the garage adjustments. Added things like an adjustment for the front air dam and rear spoiler. Currently all of the cars use the same physics.

Conclusion
A few things to remember. This is my first rFactor 2 mod. I have enough knowledge to get by when it comes to RF2 modding (3d modelling, 2d textures, physics, track building, ect). However I am not an expert at any of it. This is just my hobby. Also this is a BETA. Which means you should expect somethings not to be right. Up to this point it has only lived on my computer. I am sure there will be unforeseen issues. If you would like to contribute with a good setup or a paint from a team that is missing feel free to message me. Lastly I have not made any LOD's yet. This might hurt the performance of your pc. They will come in a later update.

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Re: rFactor 2 Mods

Post by Duke »

Klaasvh and Crossply are proud to present their upcoming 1967 Formula 2 Mod for rFactor 2.
As the mod title explains, the 1967 Formula 2 Mod will honor the awesome era of classic F2 racing. The 1967 Formula 2 Mod for rFactor 2 will include 3 unique formula car models and feature their respective drivers.

MOD CONTENT:
Brabham BT23 FVA – Driven by Jack Brabham, Denny Hulme, Frank Gardner, Jochen Rindt, Alan Rees, Robin Widdows
McLaren M4A FVA – Driven by Bruce McLaren, Piers Courage, Alan Rollinson
Lotus 48 FVA – Driven by Jim Clark, Graham Hill, Jackie Oliver

CREDITS:
Klaasvh : Modelling (Primary),Skins
Crossply: Textures, Materials, Additional Modelling.
ISI: Sounds, Base Physics, Additional Models and Textures (Brabham BT20)
As the mod progresses, we will keep you updated with more in-game screenshots and video footage.

1967 FORMULA 2 CHAMPIONSHIP
The 1967 European F2 Championship was the first season using the new 1.6-liter engine formula and would establish the dominance of the Cosworth FVA engine in the class. Prominent chassis constructors such as Brabham, Lotus, McLaren, Matra, Cooper and Lola were all represented in the class throughout the 10 race season.
Formula 2 pitted emerging heroes against the greats of the day and virtually all the top Formula 1 drivers. 1967 was the year of the first ever FIA European Formula Two Championship and featured a selection of legendary racing drivers such as Bruce McLaren, Graham Hill, John Surtees, Jacky Ickx, Jochen Rindt, Jim Clark, Jackie Stewart, and many more. The Belgian Jacky Ickx became the first Formula 2 champion, driving a Tyrrell-entered Matra.
During the 1960’s, many established Formula 1 drivers would compete in Formula 2 events. However, the two-tier championship structure meant that “graded” drivers were ineligible for points and were therefore only able to compete for race wins.
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Re: rFactor 2 Mods

Post by Duke »

The EnduRacers Modding Team and the Gentlemen Racers have released V1.50 of their Endurance Series mod for rFactor 2.
In order to ensure the best possible racing experience with the popular Endurance Series mod with the update DX11 version of rFactor 2, the Enduracers have updated and improved the bodywork shaders, rim shaders, and cockpit displays (rpm LEDs and Motec devices) shaders. Furthermore, all the cars have received physics updates correcting the inertia values. Keep in mind that now the default setups of all the cars have been updated and will, therefore, drive somewhat different.
You can download the Endurance Series mod V1.50 at the official Enduracers website. Keep in mind that the download comes in at a hefty 3 Gigbyte.
Besides the DX11 update for the Endurance Series mod, the EnduRacers Modding Team is also planning to bring their Flat6 Series mod up to spec with the latest rFactor 2 build.
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Re: rFactor 2 Mods

Post by r8response »

If anyone is interested in the EnduRacers mod, you can get it via steam...

https://steamcommunity.com/sharedfiles/ ... =788866138
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Re: rFactor 2 Mods

Post by GT VIRUS »

Looks like they have improved the inertia issues they had. Good stuff
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Re: rFactor 2 Mods

Post by Duke »

Enduracers Flat 6 Version 4.0 Released.
The new update brings the cars to DX11 standards, including compatibility with the new rF2 'Rain Build' released just before Christmas, as well as adding a considerable reworking of the physics behind the scenes, including the use of CPM tyres for the very first time.

Flat6 Series rF2 - build 4.00
GRAPHICS : Updated bodywork shader to DX11 technology.
GRAPHICS : Updated headlights rendering.
GRAPHICS : Added rain rendering technology for bodywork.
GRAPHICS : Added rain rendering technology for windshield and windows.
GRAPHICS : Added animated wiper.
GRAPHICS : Added blurred rims (for all types).
PHYSICS : Integration of CPM tires (Slick & Rain, around 90°C usage temperature for Slicks) adapted from S397 reference tires.
PHYSICS : Inertia adjusted (based on inertia used by S397).
PHYSICS : Suspension geometry adjsuted (to fix the FFB blank in the center of the steering wheel).
PHYSICS : Aero minor adjustements.
PHYSICS : Brakes power/settings adjusted (now you can adjust brake pressure like S397 cars).
PHYSICS : Steering ratio adjusted (done like S397 cars).
PHYSICS : Antirolbars value adjusted (to be aligned to the rFactor2 S397 physics directives).
PHYSICS : FFB power adjusted (FFB Upgrades removed, use FFB Multiplier in game to adjust if needed).
PHYSICS : Fuel Tank position adjusted (to match to *ForceDistrib S397 mechanisms).
PHYSICS : Tire wear curves adjusted.
PHYSICS : Default setup adjusted.
PHYSICS : AI performance adjusted.
PHYSICS : Cockpit position adjusted (compliant with flat screen & VR).
PHYSICS : Seat front maximum position value adjusted for triple screens users.
PHYSICS : Upgrade autoblip removed (the real car don't have autoblip).

Flat 6 mod is created by the EnduRacers Modding Team & Gentlemen Racers, and can be downloaded for free from the Steam Workshop.
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Re: rFactor 2 Mods

Post by Duke »

Back in March 2017, former RMT (WSGT) founder KlaasVH and respected modding artist CrossPly introduced a new rFactor 2 community project named The Garage and announced the 1967 Formula 2 Modding project for rFactor 2. The Garage modding project aims to bring community members who are interested in physics modding together, to learn and to exchange knowledge and experiences. As a first big project, the Garage participants worked together on a scratch physics set for the historic McLaren M4B 1967 F1 car mod for rF2, creating by KlaasVH and CrossPly. The M4B physics are made in collaboration with smbrm, Miro, Devin and Jokeri. The sounds were created by wolferl and deep-strike.

Get the McLaren M4B from the rFactor2 Steam Workshop

The M4B was the 1967 Formula 1 car raced by Bruce McLaren. The McLaren M4B’s F1 Grand Prix debut came at Monaco 1967. Its short wheelbase made it surprisingly competitive. McLaren ran as high as third before a pit stop to replace a flat battery dropped him back to fourth at the finish At the next event, the Dutch Grand Prix Bruce, McLaren finished 14th in qualifying. On the second lap of the race, McLaren crashed out, running the only M4B. The car was later repaired, but caught fire during a test at Goodwood and was written off.

Technical specifications
Bathtub monocoque formed from aluminum paneling bonded and riveted to four mild steel bulkheads.
Single top link with radius arms and lower wishbones, outboard coil spring/shock units and anti-roll bar in front.
Twin radius arms reversed lower wishbones and single top links with outboard coil spring/shock units at rear.
Girling or Lockheed 10½ inch discs all around with AR calipers.
Formed by monocoque sides plus fiberglass nose cone and cockpit surround.
2.1-litre BRM V8 engine with Hewland DG300 gearbox.
Wheelbase 93 inches, front track 54 inches, rear track 54 inches, overall length 121 inches, height 30 inches, weight (with ballast) about 1120 pounds to comply with F1 limit.

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