V8FACTOR - RELEASED

ISI's new sim rFactor
Gav-Aus
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V8FACTOR - RELEASED

Post by Gav-Aus »

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It is with great pleasure we announce the release of the much awaited V8Factor mod (for rFactor), please be sure to read the following ReadMe and thank those responsible for bringing the most anticipated V8 Series to life for rFactor.

T E A M
Image
OZZIE RACING SIM MODDERS

© Team ORSM 2003-06
http://www.teamorsm.org
http://www.v8factor.org

Image


Features
  • • Accurately modelled Ford Falcon BA & Holden Commodore VZ
    • Includes realistically modelled Bathurst track (more tracks released in future)
    • Detailed vehicle interiors including drivers with detailed suits and helmets, roll cage etc.
    • Upgrades including cockpit customisations, wheels, etc.
    • Damage model including parts that fall off
    • 2006 season with accurate liveries, drivers etc.
    • Full grid multiplayer and single player racing
    • Online racing through built in lobby as well as 3rd party utils
    • Championship mode
    • Realistically modelled cockpits including switches and wires, working readouts, roll cage etc.
    • Realistically modelled steering wheels (including built-in readouts)
    • Menu graphics and load screens
    • Extremely accurate vehicle physics based on data and feedback from real V8 teams
    • Optimised AI including driver temperaments and skills
    • Future V8 Track releases include: Albert Park; Wanneroo (Barbagello); Adelaide; Queensland Raceway; Hidden Valley; Pukekohe; Surfers Paradise; Winton
Image Image Image Image
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V8Factor 2006 (V8F)
Australian V8 Supercars MOD for rFactor
by
ORSM : Ozzie Racing Sim Modders (ORSM)
http://www.teamorsm.com

Version 1.0 - September 2006


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Installation:
Follow the instructions in the V8Factor Installer. Please make sure you select the correct path to your rFactor installation. For those who prefer to extract MODs to a temporary folder and copy across manually simply set the install path to your temporary folder of choice. Please note that this will render the uninstaller non-functional.

Special Features:
UPGRADES: V8Factor includes a few goodies to help you enjoy the racing experience. We have utilised rFactor's upgrades system to allow for more customisation options. You can select different levels of cockpit detail for example, add or remove a supplementary mirror, change wheels, change exhaust position, and even change steering wheel types and readout displays. Make sure you take a look at the upgrades system and try some of the changes. NOTE: These upgrades are visual only and have no performance differences. Exhaust positions should be taken into account if painting new skins.

MOTEC MODE FOR VZ: By default the Ford Falcon BA cockpit has a motec display unit while the Holden VZ Commodore cockpit has a PI display. For those who would prefer a Motec display in the VZ there is a small utility to globally change the PI unit to a motec unit in all VZ's. You should find a new icon on your desktop labelled "V8F VZ Motec Display Toggle". While the game is not loaded, simply run it to change to motec and run it again if you wish to return to the PI unit. The icon links to a file in the Gamedata\Vehicles\V8Factor folder called "TOGGLE_VZ_MOTEC.bat" which you can run directly from there if you prefer. NOTE ON MOTEC MODE FOR VZ: in Upgrades for your vehicle under Dash Unit you MUST install the "Mounted on Steering Column" option or you will have no working display at all.

VZ VIRTUAL MIRROR: For those who find the VZ virtual mirror too high there is an alternative mirror file which is set lower. To use it simply go to Gamedata\Vehicles\V8Factor and rename the file "VZ_VMIRROR.low" to "VZ_VMIRROR.gmt". Rename it back again to turn it off.

Suggested Game Settings:
If you use a wheel as your controller you will get much better feel and response in driving the cars by setting "Speed Sensitive Steering" to zero (move the slider all the way to the left). We suggest you take a little time to 'tweak' all your controller settings to make sure you are getting the most responsive input for your particular controller.

Suggested Player file settings:
Your Player file is called "[yourplayername].PLR" located in rFactor/UserData/[yourplayername] and can be opened in Notepad. NOTE: Editing the PLR file is done at your own risk. We suggest you backup the file by renaming it to [yourplayername].bak before editing.

- Low Detail UI="0" -> Default is "1". Increase the visual quality of the User Interface (UI) by making this value "0".


Known Issues:
- AI tend to be over cautious braking for corners when in close packs.

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CREDITS

OZZIE RACING SIM MODDERS

V8Factor 2006
(Australian V8 Supercars)


PRODUCTION
Still_Bacon
Richard Davie - 'Mojoman'
Stu Griffiths
Neil Faichney - 'Krunch'
Gavin Chatt - 'Gav-Aus'
Cubits

PHYSICS MODELLING
Cubits

VEHICLE MODELLING
Richard Davie - 'Mojoman'
Stu Griffiths
Neil Faichney - 'Krunch'

VEHICLE TEXTURING & LIGHTING
Neil Faichney - 'Krunch'
Richard Davie - 'Mojoman'

VEHICLE SKINS & ANCILLARIES
Nigel Eiffe - 'T-Man'
AJ
Still_Bacon
Hazelb
Toads
Portstevo

V8FACTOR LOGOS & GRAPHICS
Neil Faichney - 'Krunch'

PRE RELEASE MOVIE
Gavin Chatt - 'Gav-Aus'

MOVIE INTRO
Roger Heymans
Gavin Chatt - 'Gav-Aus'
Neil Faichney - 'Krunch'

MUSIC
BCingU

TRACKS

BATHURST:
Modelling
- Stu Griffiths

Textures & Lighting
- Neil Faichney - 'Krunch'
- Stu Griffiths
- Tom Capell - 'Twig'

Skybox
- Neil Faichney - 'Krunch'

Cameras
- Tom Capell - 'Twig'
- carlos_b

AIW file
- Kiwi

INSTALLER
Still_Bacon
Neil Faichney - 'Krunch'

VEHICLE SOUNDS
Sergio Meira - 'klaatu'

WEB & FTP MASTER
Portstevo

MISC CONTRIBUTIONS
carlos_b
Psyk0s!s
Toads
Pops
Simon351

BETA TESTING TEAM
Scooter
Dexter
Marty
BentYetti
Mombassa
Slothman
johno
Bauer
Ian McMah
Murph51
Shaun
Thunder_AusORC
Exar Kun

SPECIAL THANKS
ISI - For the best race sim
Austeam Racing
Rockdog

All our wives and partners for putting up with
the countless late nights and tardiness around
the house. Thanks!

Anyone else we forgot to mention!

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DISCLAIMER:

ORSM has no association with AVESCO nor holds any rights to the registered trademarks and likenesses contained within. Those copyrights remain with their original owner. No revenue was raised in the production of V8Factor 2006.

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CONDITIONS

Copyright & exclusive use of the original material contained within remains with ORSM, and cannot be used for any purpose without consent from the original creator.

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Thank you for playing the V8Factor 2006 MOD for rFactor

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In memory of the Legendary Peter Brock 1945 - 2006
He will remain always the "King of the Mountain"


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DOWNLOAD MIRRORS – V8Factor

NOTE: More mirrors will be added as they come to hand. Please be patient as periods of increased demand can cause some download delays.

HiRes skins will be made available soon.

RFACTOR CENTRAL
TMcATHUR.NET
BOOMTOWN
ERL–ETHEREAL RACING LAN
The US PITS – Dedicated to Peter Brock

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TEAM ORSM = http://www.v8gaming.com

For news, online racing & help
| visit the official V8Factor RSC forum |
Looking for our acclaimed F1C V8 MOD?
| visit our old V8SC 2004 MOD page |
Last edited by Gav-Aus on Sat Sep 23, 2006 8:15 pm, edited 4 times in total.
GAVIN CHATT
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Enforcer-J
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Post by Enforcer-J »

:excited:
nutty
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Post by nutty »

Good stuff, will grab this when I get home
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Post by Sterling »

:tilt: I Appreciate all your hard work guys........ :yes:
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Acerlyte
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Post by Acerlyte »

Thanks for the heads up Gav. Should be a ripper i'm sure :)
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Enforcer-J
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Post by Enforcer-J »

Wow, the best rfactor mod by a long shot. Absolute quality. The Bathurst track is miles ahead of any other also. Check out the servers at the moment it's dominated by v8factor :aussie:
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r8response
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Post by r8response »

Best version of bathurst since the GP2 version oh' so long ago. for those of you who never raced on it, even today it'd beat the Codies version handsdown.

and the sounds. near on perfect representation of the real thing!
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w00dsy
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Post by w00dsy »

shit that looks awesome Gav, it might be just the thing to make me buy rfactor :yes:
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Bauer
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Post by Bauer »

its a ripper :yes:
--------------
Stu
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Post by Barge »

:yes: :D Downloading now ... Great stuff, can't wait. Bloody sister in-law 21st birthday tonight so no racing till tomorrow :melt:
Well done to everyone involved :yes:
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Post by Sterling »

This I have to say is brilliant!!!!! Felt a little weird at first but after a while its just great :nod:

The roar of the V8's at the race start is just amazing, and driving them on world tracks like Monza and Silverstone is very cool.
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Post by Cutter »

As some of you may have guessed from my previous posts,
I'm not the worlds biggest fan of Rfactor.

But this mod alone is worth it.
Get it, get it now.....

Big congrats to Gav and all the team, fricking brilliant.

Best version of Bathurst ever, scary real going over skyline.
Cutter ~ Carl Rickard

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Post by Bacchulum »

Awesome stuff ORSM!! :yes: :D
Something worthy to get me back into tin tops. :aussie: :nod: :D
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Coopz
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Post by Coopz »

Downloading at 890k a sec...to fucking slow dammit!!!!$#@#!$
norbs wrote:
Stop bullying him. You have more birthdays each year than he gets roots!
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Post by Crankcase »

So $39.99 US is the normal price for Rfactor :?
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Beer is very good for you
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Coopz
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Post by Coopz »

It has a Aussie price from memory, best value for money sim you will ever buy, even beats GTL.
norbs wrote:
Stop bullying him. You have more birthdays each year than he gets roots!
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Bauer
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Post by Bauer »

and if you arent fussy where you get it from

http://www.rfactorcentral.com/get_rfactor.cfm

and support an aussie who runs the site
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Stu
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Post by nutty »

I need to fix up my FF, fuck rfactor is hopless out of the box
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Post by Coopz »

This mod is brillient! (understatement)
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Bring on Adelaide!!
norbs wrote:
Stop bullying him. You have more birthdays each year than he gets roots!
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Post by ysu »

nutty wrote:I need to fix up my FF, fuck rfactor is hopless out of the box
I think that's my problem as well. FF feels terrible. There's a huge dead zone in the middle, and the whole feel is so detached from the car I cannot describe. I just disconnected it's so bad. The mod is nice tho I just can't enjoy it.
Surprise, no sig. Now there is. Or is there?
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Post by Hazelb »

Stop complaining..send me your email address and i will send you my FF config...

No dead zone, feels great...

:)

hbevis@internode.on.net
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Post by Sterling »

Yep FFB out of the box is very squishy and lacking decent front grip feel, cant quite remember what I adjusted but here is my FFB settings in my controller.ini file........I have distinct oversteer/understeer feeling with these settings .....something I've never been able to achieve in rF before version 1150 was released. I also noticed I had to reduce the speed sensitivity adjustment quite a bit in the controller options for the V8 mod, something I haven't needed to do for any other mod.

Code: Select all

[ Force Feedback ]
FFB Device Type="1" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
FFB Effects Level="4" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
FFB Gain="0.80690" // Strength of Force Feedback effects.  Range 0.0 to 1.0.
FFB Ignore Controllers="0" // Do not use FFB on: 1=controller1, 2=controller2, 4=controller3 (or add values to ignore multiple controllers)
FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
FFB steer vibe freq mult="0.20000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.03500" // Magnitude of steering vibration at 0mph (reference point).
FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB steer force prediction="0.00100" // Time into the future that force is predicted, to help counteract wheel latency (0.0 to disable)
FFB steer force max change="100.00000" // Maximum change per second based on current difference between calculated and applied force, to help avoid jerky behavior (values under 15 or so should reduce jerkiness, 100 disables)
FFB steer force neutral range="0.00000" // Max distance from center "neutral force" location where forces are reduced to help avoid oscillation (0.0 to disable)
FFB steer force exponent="0.80000" // Steering force output "sensitivity".  Range 0.0 to infinity.  0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity.
FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
FFB steer force output max="1.80000" // Maximum force output of steering force, recommendation 0.8 to 2.0
FFB steer force grip function="1.00000" // Range 0.0 to 1.0 (previous hardcoded value was 1.0) - lower values will make steering force decrease LATER as front tire grip is lost - try 0.3
FFB steer force grip weight="1.00000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9.  How much weight is given to tire grip when calculating steering force.
FFB steer force grip factor="1.00000" // Range 0.0 to 1.0, recommended: 0.2 to 0.6 (previously hardcoded to 0.4).  How much of a factor the front wheel grip is on the steering weight.
FFB steer front grip fract="1.00000" // Range 0.0 to 1.0 (previous hardcoded value was 0.0), additional effect of front grip loss on steering force
FFB steer update threshold="0.00000" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more frequently = lower frame rate.
FFB steer friction coefficient="0.17500" // Coefficient to use for steering friction.  Range: -1.0 to 1.0
FFB steer friction saturation="1.00000" // Saturation value to use for steering friction.  Range: 0 - 1.0
FFB steer damper coefficient="0.17500" // Coefficient to use for steering damper.  Range: -1.0 to 1.0
FFB steer damper saturation="1.00000" // Saturation value to use for steering damper.  Range: 0 - 1.0
FFB throttle vibe freq mult="0.17000" // Scales actual engine frequency to force FFB vibration frequency.  Suggested range: 0.10 to 0.50
FFB throttle vibe zero magnitude="0.09000" // Magnitude of engine vibration at 0rpm (reference point).
FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude).
FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB throttle vibe update thresh="0.08000" // Amount of change required to update throttle vibe (0.0 - 1.0)
FFB brake vibe freq mult="0.90000" // Scales actual brake rotational frequency to force feedback vibration frequency.
FFB brake vibe zero magnitude="0.10000" // Magnitude of brake vibration at 0mph (reference point).
FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero magnitude).
FFB brake vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB brake vibe update thresh="0.05000" // Amount of change required to update brake vibe (0.0 to 1.0)
FFB rumble strip magnitude="0.35000" // How strong the rumble strip rumble is.  Range 0.0 to 1.0, 0.0 disables effect.
FFB rumble strip freq mult="0.60000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev.
FFB rumble strip wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB rumble strip pull factor="-1.50000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.
FFB rumble strip update thresh="0.07500" // Amount of change required to update rumble strip effect (0.0 - 1.0)
FFB jolt magnitude="1.00000" // How strong jolts from other cars (or walls) are.  Suggested Range: -2.0 to 2.0.
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DarrenM
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Post by DarrenM »

FFB steer force neutral range="0.00000" // Max distance from center "neutral force" location where forces are reduced to help avoid oscillation (0.0 to disable)

That's the main one to get rid of that deadzone
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Post by Enforcer-J »

Set your Speed Sensitivity settings to 0 !!!!!!!!! I was having the same problem unti I realised I hadn't changed it from 60.
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petey
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Post by petey »

god that looks fanbloodytastic :D
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If you can leave two black stripes from the exit of one corner to the braking zone of the next, you finally have enough horsepower.
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