rFactor 2 Mods

ISI's new sim rFactor
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Re: rFactor 2 Mods

Post by Duke »

EnduRacers Modding Team & Gentlemen Racers are pleased to provide to you the Endurance Series rF2 build 2.00 !

After monthes of work, we are delivering you what should be considered as the final Endurance Series release in terms of content.
The mod may receive update in the future, but it will only be to possible new features.
Since 2006, the mod has covered different era's, different categories, and we though it was the right time to end his story.

Like for the last release of the Flat6 Series rF2 mod, this build includes a complete graphic update, implementing all the rain features together with the animated windscreen wiper, blurred rims, improved shaders for cockpits, improved backfires,...
In terms of content, 2 new protoypes have been added : The Oreca 05 LMP2 (replacing the Lola Coupe) and the Ligier JSP3, adding to the mod the LMP3 category.
The build includes the Corvette C7R (replacing the C6R), the Ferrari F458 (replacing the F430) and the Flat6 RSR Evo (replacing the Flat6 RSR), properties and courtesy from URD modding Team.

The build comes together with a physic update for all the cars, with in particular the introduction of CPM2 tires technology.
This modification has driven an update of all cars defaut setups, so please be carefull with your current setups before making some feedbacks.
Don't forget to read carefully the instructions to install and setup correctly the mod. Be carefull, the mod is big, reaching more than 3Gb now.

MOD - BUILD 2.00 FEATURES
CONTENT : Added Oreca 05 LMP2.
CONTENT : Added Ligier JSP3 LMP3.
CONTENT : Added Corvette C7.R GTE.
CONTENT : Added Ferrari F458 GTE.
CONTENT : Added Flat6 RSR Evo GTE.
GRAPHICS : Updated bodywork shader to DX11 technology.
GRAPHICS : Updated cockpits and steering wheel shaders.
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).
GRAPHICS : Added new menu icons for all cars.
PHYSICS : Integration of CPM2 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 on the Flat6 GT3 (the real car don't have autoblip).
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Re: rFactor 2 Mods

Post by Duke »

MAK-Corp has released the 1.0 version of their Group C Mod for rFactor 2.
The Group C Mod for rFactor 2 1.0 brings three of the most iconic Group C-era prototypes to rFactor 2,featuring Porsche’s legendary 962, the Le Mans-winning Mazda 787B and Mercedes’ Sauber C11.
The 1.0 version completes the mod’s transition to DirectX 11 as all DX9 graphics have been retired. Furthermore, all three car models come with improved physics and sounds, plenty of details on the changes can be found below.
The Group C Mod for rFactor 2 1.0 is available for download on Steam Workshop here.

Changelog
DX9 car now retired by new version.
All cars fully rebuilt, reworked and running to DX11 standard.
All physics brought up to current standard and optimisations as well, more detail below for the guys.
Motec display redone for the Mazda 787B to real car layout and new low fuel warning, thanks Damian.
Oil Temp added in to the secondary display area in the Porsche cockpit.
All materials have been fixed and adjusted and mesh quality increased in places to enhance the experience.
All little things like external cameras clipping for example, looked into and corrected.
We are optimised for night racing as well, but bear in mind that environment at night is not complete there yet .
Complete re-balance on all items visually.
A lot of real life balancing visually on all cars.
New corrected tyre sidewall for the Sauber, before was unbelievably, inverted.
Mazda now correctly has centre of origin for spinner and external cameras.
More Sauber Cars added to balance car skin ratios better, thanks Alavaro.
All custom skins improved for DX11 build – thanks to all the skin guys Damian, Daniel and Arturo.
Only functionality missing is fully working wiper functionality currently, but rain support is included already.

Sounds
Mazda 787B: Improved low rpm power range and high rpm coast sample.
Porsche 962C: Added high rpm variants for exterior engine.
Sauber C11: Increased turbo intensity.
All cars updated to cockpit damping feature.

Detailed Physics Changelog
Mazda 787B

Engines now have three mixture positions.
New Ultrachassis added with revised suspensions geometries/chassis flex.
New CPM tyres with the latest options. Compounds have different grip and warming levels to match the different tracks.
Reworked diffuser and relocated.
Revised AI to match real driver behaviour as much as possible (variable from track to track) and improved performance in wet.
Front and rear downforce from the bodywork revised.
Clutch torque revised for shifter and pad options.
Added engine power detail on garage.
Damage revised.

Porsche 962
WSC engine have a new turbo flow.
Rear Goodyear tyres now uses 18 inch rims instead 19 inches.
New Ultrachassis added with revised suspensions geometries/chassis flex.
New CPM tyres with the latest options. Compounds have different grip and warming levels to match the different tracks.
Reworked diffuser and relocated.
Revised AI to match real driver behaviour as much as possible (variable from track to track) and improved performance in wet.
Front and rear downforce from the bodywork revised.
Clutch torque revised for shifter and pad options.
Added engine power detail on garage.
Damage revised.

Sauber C11
Improved performance (less drag, more grip, etc).
Updated engine brake torque, throttle maps, mixtures and softened turbo pressure build up.
Reduced drag caused by rake.
Added undertray points and improved collision detection and aerodynamics while flipping in the air.
Updated tire construction materials and resolution (more flexible and detailed).
Improved all tires thermodynamics, wear and grip for wet weather.
Reduced rubbered path effect on tire grip.
Reduced grass, dirt, and other terrain types effects on tire temperature.
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Re: rFactor 2 Mods

Post by Duke »

EnduRacers Modding Team and Gentlemen Racers have released build 5.00 of the impressive Flat 6 Series car mod for rFactor 2.

Steam Workshop Link
Direct Download

Full update notes for Flat 6 V5.00:
AI : Updated cars icons.
GRAPHICS : Updated Rims & Tires specular.
GRAPHICS : Added position plates.
GRAPHICS : Corrected crash in showroom.
PHYSICS : Tire updated (based on latest S397 reference used on official DLC).
PHYSICS : Aero adjusted (to finetune after tires integration).
PHYSICS : Tire wear adjusted.
PHYSICS : Tire pressure adjusted.
PHYSICS : Default setup adjusted (don't reuse old setups).
PHYSICS : IA performances and stability fixed.
PHYSICS : Crash at high speed fixed.
PHYSICS : FFB power adjusted.
PHYSICS : Brake pressure is now adjustable.
PHYSICS : Method to check laptimes vs real laptimes changed to be closer than real time with rubbered tracks.
PHYSICS : Rear wing steps passed from 10 to 20 to allow more finetune in setup.
PHYSICS : Brake power and balance adjusted.
PHYSICS : Some aero finetunes.
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Re: rFactor 2 Mods

Post by Duke »

EnduRacers Modding Team and Gentlemen Racers have released build 3.00 of the impressive Endurance Series mod for rFactor 2.

Steam Workshop Link
Direct Download

Endurance Series V3.00 Update Notes:
UI : New cars menu icons.
GRAPHICS : C7R cockpit shaders update.
GRAPHICS : Updated cockpits and steering wheel shaders.
GRAPHICS : F458 driver hands issue on low graphic setup.
GRAPHICS : Rims & Tires lightning update on all cars.
GRAPHICS : Added realistic LM/WEC position lights on all cars.
GRAPHICS : Corrected Zytek Rim texture.
GRAPHICS : Corrected JSP3 Rear grill transparency.
GRAPHICS : C7R rear fan not turning.
SOUNDS : Onboard tire sounds increased.
SOUNDS : Inside / Outside sounds balance adjusted.
SOUNDS : JSP3 sounds changed.
PHYSICS : Inertia adjusted.
PHYSICS : Tire updated (based on latest S397 reference used on official DLC).
PHYSICS : Aero adjusted (to finetune after tires integration).
PHYSICS : Tire wear adjusted.
PHYSICS : Tire pressure adjusted.
PHYSICS : Default setup adjusted (don't reuse old setups).
PHYSICS : IA performances and stability fixed.
PHYSICS : Crash at high speed fixed.
PHYSICS : FFB power adjusted.
PHYSICS : Brake pressure is now adjustable.
PHYSICS : Method to check laptimes vs real laptimes changed to be closer than real time with rubbered tracks.
PHYSICS GTC CLASS : Rear wing steps passed from 10 to 20 to allow more finetune in setup.
PHYSICS GTC CLASS : Brake power and balance adjusted.
PHYSICS GTC CLASS : Some aero finetunes.
PHYSICS GTE CLASS : New Traction control system added with 12 positions:
PHYSICS GTE CLASS : Rear wing steps passed from 10 to 20 to allow more finetune in setup.
PHYSICS GTE CLASS : Caster adjusted.
PHYSICS P2 CLASS : New Traction control system added with 12 positions:
PHYSICS P2 CLASS : Front wing steps passed from 3 to 2 to simulate High & Low downforce packages.
PHYSICS P2 CLASS : Rear wing steps passed from 21 to 28 to allow more finetune in setup.
PHYSICS P2 CLASS : Undertray restored.
PHYSICS P2 CLASS : Caster adjusted.
PHYSICS P2 CLASS : Steering ratio increased.
PHYSICS P2 CLASS : Seat range increased.
PHYSICS P3 CLASS : Front wing steps passed from 3 to 2 to simulate High & Low downforce packages.
PHYSICS P3 CLASS : Rear wing steps passed from 21 to 28 to allow more finetune in setup.
PHYSICS P3 CLASS : Undertray restored.
PHYSICS P3 CLASS : Caster adjusted.
PHYSICS P3 CLASS : Steering ratio increased.
PHYSICS P3 CLASS : Seat range increased.
PHYSICS P3 CLASS : Brake power and balance adjusted.
PHYSICS P3 CLASS : Gearbox frozen.
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Re: rFactor 2 Mods

Post by Duke »

The impressive Group C mod for rFactor 2 has been updated to version 1.1.
Download now from the Steam Workshop

Update notes
Removed inside double skin 3d mesh for all cars bonnet glass - with new shaders since last update, is no longer needed.
Fixed dark side windows on 787b, now looks like other cars.
Animated wipers added to 962c and C11.
All wipers are fully operational and clean glass etc.
All windows for all cars re-exported with new uv for rain.
Rain on all car bodies/banner has been added and water direction movement configured as well.
Re-exported all car liveries with removed wiper shadows inside them because they now move and look wrong.
Edited and re-saved the Templates pack with all car changes if templates are wanted by you guys.
All cars have new backfire instead of old backfire - thanks s397.
RPM light added to 787b.
Lods made and added for all cars.
Improved mirror mapping on all cars

Rain racing - Please disable reflections in-game when racing in rain due to reflections in wet weather not working correctly on windscreen areas outside of the wiper clean area and because these windscreens have a lot of non wiper area compared to most due to windscreen shape, therefore making it more visible.

Apologies for another template change, it was un-avoidable and had to be done to accomodate rain support properly.

Physics
Manual Documentation updated to v1.1.
All Cars - Added aerodynamic upgrades to force AI run different setups on certain tracks

Mazda 787B
Revised slick tyre's grip loss on rain
Revised heating of wet tyres on dry condition
Revised clutch torque on shifter to avoid abuse on downshifts
Revised grip on AI front tyres
Revised FFB options on upgrades
Removed blip sound while using shifter (again)

Porsche 962
Modified WSC turbo hitch for better handling
Revised fuel consumption for each turbo step on both engines
Revised slick tyre's grip loss on rain
Revised heating of wet tyres on dry condition
Revised clutch torque on shifter to avoid abuse on downshifts
Revised FFB options on upgrades
Rob Wollek added to car #86

Sauber C11
Increased drag and fuel consumption
Reduced engine life and increased damage when revving over 7000rpm
Increased dry tyres grip in the wet to be balanced against the other cars
Improved AI drivers suspension and performance on different track conditions
Revised FFB options on upgrades

Sounds
Improved interior engine sound L/R balance
Updated Porsche 962 turbo sounds
There are 4 exterior engine sound variants for Porsche 962 (1 for WSC, 3 for IMSA)
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Re: rFactor 2 Mods

Post by Duke »

RSS F1 2020 for rFactor 2 is available on the Steam Workshop
Right in time for the start of the 2020 Formula One season, RSS have released their Formula One 2020 season mod for rFactor 2.
Features
– All 2020 Formula 1 season teams and drivers;
– 2019-20 seasons spec F1 car;
– Balanced physics for 100% races with full tank at the start;
– Latest IBL car body shaders;
– New IBL tires shaders;
– Mercedes V6 Turbo engine sounds and real samples of shifting;
– Realistic curbs sound samples;
– Working steering wheel LCD indicators;
– New UI icons and graphics;
– Drivers profiles;
– S397 Latest features (tyre model, force feedback, body rain effects).
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Re: rFactor 2 Mods

Post by GT VIRUS »

Duke wrote:
RSS F1 2020 for rFactor 2 is available on the Steam Workshop
Right in time for the start of the 2020 Formula One season, RSS have released their Formula One 2020 season mod for rFactor 2.
Seriously, Shitty Real Racing 3 mods are news now?
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Re: rFactor 2 Mods

Post by Duke »

GT VIRUS wrote:
Duke wrote:
RSS F1 2020 for rFactor 2 is available on the Steam Workshop
Right in time for the start of the 2020 Formula One season, RSS have released their Formula One 2020 season mod for rFactor 2.
Seriously, Shitty Real Racing 3 mods are news now?
Sorry GT but how does one know if they are not in the know that these are ripped models?
Also I thought RSS was a fairly respected modding team in the community...
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Re: rFactor 2 Mods

Post by GT VIRUS »

Duke wrote:Sorry GT but how does one know if they are not in the know that these are ripped models?
Also I thought RSS was a fairly respected modding team in the community...
First line of the credits on the steam workshop page.
Authors:
Main 3d: Firemonkeys Studios & Nick Stepanenko

And this isn't the AC Race Sim Studio's, it's some rip-off brand. The logo's look nothing alike
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Re: rFactor 2 Mods

Post by Duke »

This is too good not to post & hopefully I don't get smacked for posting it. :p
ChiefWiggum has released a first version of his Alfa Romeo Tipo 33TT12 for rFactor 2 modding project via the Steam Workshop.

The Tipo 33TT12 was Alfa Romeo’s weapon of choice for competition in the World Sports Car Championships starting with the 1973 season. Driven by such legendary drivers as Arturo Merzario, Vittorio Brambilla, Jacques Laffite & Derek Bell, the car finally took World Championship honors in 1975, winning seven out of eight championship rounds.
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Re: rFactor 2 Mods

Post by Duke »

One for Jamo!!!
Steam Workshop::Gnoo Blas Version 1.02

This is a virtual historic reconstruction of the Gnoo Blas race track as it was in 1953. The project was organised by Rod Monk of Troyton Racing Simulators and has been funded by Tourism NSW as a promotion for the city of Orange (Central Western NSW, Australia).
The Gnoo Blas Motor Racing Circuit was a temporary race track located in the rural city of Orange in NSW and ran car and bike races from 1953 to 1961. It was the birth place of the Australian Touring Car Championship (1960) which has now evolved into the Australian V8Supercar Championship. It was also the place where Sir Jack Brabham began his road racing career.
Orange is only 40 minutes drive down the road from Bathurst and it was this proximity that arguably led to to it's eventual closure. The public roads that it was run on still exist today with very little change. Anyone can go there and drive around the original circuit layout.
If you are visiting the Bathurst/Orange area make sure you visit the old Gnoo Blas track and experience Australian motorsport history.
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Re: rFactor 2 Mods

Post by Duke »

crivitzchris has released a new version of his iDT Champcar World Series 2007-2008 mod for rFactor2.
Featuring the Panoz DP-01 open wheeler, the 2007 & 2008 Champ Car World Series seasons were the last chapter in the troublesome history of the Champ Car World Series, successor to the CART championship that was formed after the split from the Indy Racing League in the mid 90s.
Following the 2008 Long Beach Grand Prix, the CCWS and Indycar merged to re-form the united Indycar Series, ending over a decade of competition for open wheel supremacy in the United States.
The mod lets you relieve these closing stages of the Champ Car World Series, the newest update introducing improvements to the car model and more!

Changelog
– Model updates – Thank you Bernd from S397 forums
– WCCARBODY texture updated with Suspension and Underbody textures added
– Mirror display redone. Blank Outside view. Remapped and high resolution for inside view
– Fixed a bug with the collision.gmt
– Renamed a few .dds files for the

DOWNLOAD CHAMP CAR WORLD SERIES 2007-2008 0.97 FOR RFACTOR2 HERE
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Re: rFactor 2 Mods

Post by Duke »

Sorry I posted this in the wrong thread the other day.
mantasisg has released a new version of his Goodwood Circuit for rFactor 2.
The track is based on publicly-available laser-scan data of the area, the new version comes with various graphical improvements to the track.
DOWNLOAD HERE
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Re: rFactor 2 Mods

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37¾ Mile Isle Of Man Mountain Course - Conversion from GPL
This full length "37¾ Mile Isle Of Man Mountain Course" was built by Jim Pearson entirely from scratch over a period of 14 years from 2005.
It is a totally different track to his much earlier "Abridged / Shortened" 20 km version.
It was released by him for the simulation Grand Prix Legends [ GPL ] in June 2019.

Jim's original PDF Readme , release files and three release videos are located here; http://jrpearson.homestead.com/37MileIOMMCRelease.html
The release thread for GPL is located here; http://srmz.net/index.php?showtopic=12928
Note: This track replicates the actual roads existing before Windy Corner and Brandish were opened up with much bigger radii in 2006.

Conversion Credits
Converted to rF2 by S.Victor(Xiang) with assistance from Corti(Andres).
I approached Jim in February 2020 and agreed to the conditions set out in his track Readme PDF [ See above ] He then gave me written permission to convert his track to rF2.
Amongst these conditions were assurances that the permission being granted would be limited to rF2 in this case and that no income would be derived or sought for the conversion.
Jim monitored development of this conversion throughout, providing some useful assistance as required. He has asked me to include his assessment of my work as follows;
" When approached by Xiang earlier this year, I was encouraged to grant him permission to convert my 37¾ Mile Isle Of Man Mountain Course GPL track to rF2, as he appeared to me to have the right combination of skills, dedication, high standards and respect for the original work that I was looking for.
My faith in him has been richly rewarded, as he has persevered to overcome many of the real technical difficulties inherent in translating a very complex and lengthy GPL track into a quite different rF2 rendering and surface model.
He has surpassed my expectations and I believe the results display and drive as well in rF2 as they do in GPL, the sim it was originally tailored to. I hope you enjoy the fruits of our collective labours and show due appreciation of Xiang's work on your behalf.
Credit is due!
Jim Pearson
October 2020. "


Track Info
Length: 60.72 KM / 37.75 Miles
Two configurations:
- Mountain Course,
- Mountain Mist, [ Which is the same track, but has patches of Ground Fog and Mountain Mist replicating two options available in the GPL track. ]
Max vehicle: 48
Real road (0.9-1.0m density) & 2.7%(10cm) crossfall
Hundreds street lights
Out lap timing support

Detailed conversion notes & recommended settings please visit: https://forum.studio-397.com/index.php? ... gpl.67535/

Thanks to Jim’s extensive assistance and support, as well as every friends’ help!
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Re: rFactor 2 Mods

Post by pixelboy »

Holy shit, thats amazing...
eek
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Re: rFactor 2 Mods

Post by Duke »

Not sure of the source or if it is original but thought with the Melb F1 GP on this weekend some of you might like to try it.

RF2 Steam Workshop - Albert Park 2019
1.5GB is big for a single track!!!

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Re: rFactor 2 Mods

Post by Duke »

Check this out & if you wondering what lengths this guy has gone to & wants to get to then watch his youtube vids (latest below).

What boggles me is the lack of safety features back in 1985, which doesn't seem that long ago to me (but it really is).

RF2 Steam Workshop - Bathurst 1985 Version 0.20

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Re: rFactor 2 Mods

Post by Duke »

FVR Supercars 2023

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This is FVRFactor's representation of the 2023 Australian Gen 3 Supercars. These cars are a whole new build, new models and physics, as these cars are a mile away from the old Gen 2 supercars. Our Camaro build was in February 2021 with some prelim work starting in Oct 2020. From this timeline you can see this has taken a huge amount of time and effort from Flash(Jeremy) and Feralarri(Gavin) to get this mod to fruition. Fresh Scratch built 3D car models from Flash, with some fantastic interior modelling has seen a whole brand new experience brought to you to enjoy racing in rFactor 2. As many of you know this has taken over 12 months to get it this far. (We anticipate over 1000hrs from both of us to get it this far).

The 2023 season has been painted faithfully as of approx Round 1 2023. It also contains the Zane Goddard Wild Card entry and the two Homologation cars from Pre Season Testing. These are seperated in the car listing so they can be chosen if you wish. AI class for main season is 'FVR_V8SC23'. To add Wild Card select also 'FVR_V8SC23WC' and if you wish to use the pre season cars tick also 'FVR_V8SC23H'. Templates will be available for you to paint your own body and window versions.

Interior wise the cars have paintable dash and advertising boards through templates for your use. Also driver suits and helmets are paintable to suit your own livery.

Tuning Menu now has limited options, with Position LEDS set permanently on and FFB set for the car. The brake bias is settable in 0.1 or 0.5 increments. There is a brand new incar dash which conatins most of the race info you would need. In addition there is three other alternate dashes to try as well. We also included two variations on camera eyepoint for driving eg. Triple Screens or Single screen(should be good for VR as well).
FFB can be adjusted in game now for individual cars from the Gear Icon in top right hand corner, under 'Calibrate controls'.

The diff ratios and tyres are locked for the Australian tracks to mimic the real race requirements. There is a Server Edition (LE) with open diffs and tyre combinations for online racing. Please be mindful these cars run a spool diff which means a fixed axle unlike your normal cars. Therefore you can get extra wear if you are too hard on them and they can tend to try and drive around in a circle at low speed corners. You have to be smooth. They do use an S397 tyre with small grip changes however the diff will make them unlike a GT3 car. We can assure you they have been driven for hours and hours.

The new physics have been renewed from top to bottom. Engine power is down to approx just over 600HP, still at 7500rpm. We have completely reworked suspension settings as the new car has a slightly higher C of G now with the new fuel system of 133 litres. We have used a slight variation of the 2020 FVR tyre( this is the one everyone seemed to like) although 2023 uses the soft tyre for most of the tracks this year compared to the hard tyre in the previous season. We have used the new sound profiles to achieve a better sound experience, so we hope you enjoy it. However it is still currently running last years engine sounds as we have not had enough time to perfect new ones but we do hope to in the future( we have done it this way to endeavour to get it to you to use without taking more time to deliver).

There has not been a lot of AI testing done so for those people who single player race, please give constructive feedback if there is any major issues bearing in mind that sometimes it is variations in the track that causes the issue rather than AI itself.
Any issue's painting or with the mod please drop us a comment in discord or FB and we will try to answer when we can.

Please enjoy as we have enjoyed bringing this to you
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