R4 simracing

Simuladores => Mods => Tópico iniciado por: JoaoM em Setembro 06, 2008, 15:55:35



Título: FIA GT 2007
Enviado por: JoaoM em Setembro 06, 2008, 15:55:35
EOAA GT 1.00

(http://img166.imageshack.us/img166/7474/111kj6.th.jpg) (http://img166.imageshack.us/my.php?image=111kj6.jpg)

By: EOAA
Origin: Composite | Real World
Category: GT
Initial release: 05-Sep-08
Current release: 1.000, on 05-Sep-08

The installer for this mod will abort if the the original GTR2 DVD or CD is not in your CDROM drive. Please buy a copy! There is a regular installer and a North American installer. The 3 CD version of GTR2 works with the North American installer if CD2 is in your CDROM drive. There are only two DVD versions. The regular version has an orange cover with an MC12 leading at the crest of Eau Rougue and the North American version has a white cover with pictures of varying cars in several small boxes.

There are Dunlop, Michelin and Pirelli tyres for each car and also three compounds soft, medium and hard for each brand of tyre. The following cars are included.

Aston Martin DBR9
Chevrolet Corvette C5R
Chrysler Viper GTS - R
Ferrari 550 Maranello
Ferrari 575 GTC
Lamborghini Murcielago R-GT
Lister Storm
Maserati MC12
Saleen S7R

I give my permission for use of sounds from this mod but I'd (Rich_A) like credit in the read me, a mention of www.eoaa.org and please mention which sounds you have used exactly. If you want to contact me regarding this mod, send an email to ra@eoaa.org.

The installer for this mod installs only files and folders and creates one registry entry inside one registry folder. All of which are removed post uninstalling the mod. No start menu entries or Add or Remove entries are installed. To uninstall the mod please use Uninstall EOAA GT.exe located in your rFactor root folder. Please note that all EOAA installed folders are completely removed during the uninstall process regardless of their being new or edited files/folders present. Patches will no doubt be added to this mod. Patch versions progress as follows V1.01, V1.02, V1.03, V1.04. If you miss a version of a patch i.e. you have V1.01 patch installed but now V1.04 patch is available, well don't worry the latest patch always contains all files from all previous patches. So as long as you install the current main installer and the latest patch you'll be fully up to date.

Simbin made the mistake of "probably guessing" that the aero is calculated using the wing clicks and the guide at RSC actually says "setting" but really it ought to say degrees because that's what the maths uses. CarFactory and also some excel work by RMT team proves this. Simbin's S7R for example uses ..

[REARWING]
RWRange=(11.0, 1.0, 12) // rear wing range
RWSetting=9 // rear wing setting

All wing settings or click settings in the garage start from 1 no matter what. Simbin's settings start at 11°, go up in clicks of 1° and there are 12 available settings, so maximum is 22° and minimum is 11°. Simbin made the mistake of using the clicks, 1 to 12 in their maths. This is why all GTR2 cars have sometimes more than twice as much downforce as they ought to have. Which means twice as much drag (if correct lift/drag ratio is maintained). This causes a lot of confusion and is probably why the cars have more power than the real cars because they couldn't get real life top speeds due to excessive drag. It also explains why the tyres have too much grip, if they didn't the car would slide about too much. The GTR2 S7R has a maximum potential downforce of 12719N at 150mph, that's 2859lbs at 150mph. Compare that to the 1997 Panoz GTR which has 1654lbs at 150mph http://www.mulsannescorner.com...atabasepanozgtr97.html or the 1997 McLaren GTR Long-Tail which has 1234lbs at 150mph http://www.mulsannescorner.com...basemclarengtr97.html. Looking at the 2001 Bentley, it has 5500lbs at 200mph, Simbin's S7R has 5104lbs at 200mph, compared to the Panoz and Mclaren Simbin's S7R has almost twice as much downforce. The EOAA S7R has 2431lbs at 200mph. I used the txt files in the team folders which give reasonable downforce values in N at 150mph. Added 10% to those values because carFactory gives absolute maximum downforce but it's rarely achieved. Simbin's downforce changes hardly at all with ride height changes too, not nearly as much as it ought to which means the car is always boggy and bouncy. The EOAA cars cut through the air like a knife, they can get to 300kph easily given enough of a straight (340kph absolute top speed or thereabouts). At the same time they're much more squirmy and more difficult to slow down. Braking distances increased by at least 20 meters at a guess, and the brakes cannot be stomped on anymore. Braking requires much more skill, the tyres will lock up more easily and toe, chassis design, engine power have much more of a direct affect.

This mod includes original sounds and physics. We started working on the physics back in February 2008. There are working glowing brakes (although they have to be really hot, 500 to 600 to glow fully) and also dirt build up on the windscreen (takes about 40 minutes for the animation to reach the final texture). The mod is designed for leagues, it couldn't be easier to add new cars and new teams. Within each Vehicle folder is a Test drive team, each Test drive team is an example and intended as a guide to refer to when adding new teams. Some Test drive folders have an instructions.txt file in them if there are specific instructions which need to be followed. The GenString notes in the veh files explain which GenStrings you can alter (altering GenStrings which are not mentioned is not recommended, the best models have been chosen and only those models have been updated). Much testing has gone into the pace car and full course yellow settings it basically works if the following is understood (see Formation start and Full course yellows sections) http://www.eoaa.org/main/rFactor/rules.htm. The head physics are completely new and have been created to try and improve the sense of G force. They were created using 50% head movement and +50% exaggerate yaw.

The physics have been made using carFactory http://www.kangaloosh.com/cms/Welcome/Download/tabid/57/Default.aspx (thanks to Kangaloosh for a truly amazing program, keep up the good work). The data we fed into it has undergone rigorous testing. Trigonometry was used to calculate and set push rod angles in the hdv. The tyres and engine files have been made using Trex (a beta program for advanced physics editing). Trex uses wheel specifications i.e. tyre width, tyre profile and diameter to calculate the majority of values. carFactory uses the exact same wheel specifications to build the suspension which means the tbc files are in sync with the suspension model files. Some of you might not like the limited steering lock but it is there for a good reason. Beyond 16' there is virtually no grip at all and it's actually at the verge of smoking so using even less lock might produce more grip depending upon the amount of steering degrees. The tyres have peak slip angles under load of about 6' which means the tyres are very responsive and sensitive to car setup changes. It might seem strange at first but sometimes less is more. In real life race cars use more than 16' of lock but only so that they can get out of the garage or to get around another car after making a pit stop. But when a race car is racing it's never using more than about 16' of lock. They don't change the lock on the fly, they use coloured tape stuck to the steering wheel. When the tape is at the top position the front wheels have reached their maximum steering angle. This is not possible to do in rFactor and so we limit the lock instead. To get out of the pits try using Steer Ratio Speed="8.00000". This line is in your Controller.ini at the top. 8m/s is about 29kph so it won't be enabled while you're racing.

Regarding the sounds, some might say they are too quiet. Well the problem is not that the samples are too quiet, the problem is that a typical sound card cannot amplify them enough. The samples are already at 100% volume, if I increase the volume any more they will start to clip and distort. Many people add distortion to boost the volume but then quality and detail is lost. I prefer to keep original quality and detail and then use my stereo amplifier to increase volume. Sound cards have great quality but they do not for some strange reason make very good amplifiers. However you can make adjustments to the volume by editing the sfx files. Increasing playerEngineVolumeMinimum=1.0 will increase off throttle sounds, 1.0 is maximum volume. Also there is a neat trick whereby adding a multiplier at the start of the search path allows control over volume for example ..

VS_OUTSIDE_POWER_ENGINE_4=1.1,E_GTSaleensaleenex_onhigh_23.wav

Increases the volume for this particular sample by 10%. Increasing the volume too much will introduce distortion, some samples can handle increased volume better than others. Also please note the comma , after the multiplier. Happy editing although the balance has been worked on a lot.

For detailed car specifications, guides (including realfeel FFB settings) and templates please refer to http://forum.eoaa.org/index.php?board=42.0. If you're a guest you will not be able to see the "Forum members only" child board in EOAA Information / Miscellaneous / EOAA GT. As soon as you register and activate an account the board will become available to you. Hopefully by increasing the number of members the forum becomes more lively, it's not used as much as I'd like it to be. New templates have been made for every car and must be used because the specular maps have been updated for all models and the specular maps tie in with the new templates. Links to the templates can be found in the "Forum members only" board.

The only reason I have been able to complete this mod is because I am currently unemployed. It's a bit crazy how much time I've put into it but it gathered momentum of it's own accord and I had to finish it. The mod will no doubt need some updates and there is still a lot which could be added to it like new cars, new tyres/rims and updated cockpits. If you have any problems with the mod please make a post here http://forum.eoaa.org/index.php?topic=343.0. And of course praise is always welcome too. Although the mod is free (except for having to own a copy of GTR2) I hope for donations no matter how small, it all adds up. You can donate using the PayPal link at rFactor Central http://www.rfactorcentral.com/detail.cfm?ID=EOAA%20GT or by making a PayPal donation to admin@eoaa.org. My next task is creating an EOAA GTE skin pack for this mod and after that updating several tracks. I am interested in collaborating with other mod teams.

Credits

Richard Allanby (aka CBFR)
Sounds, physics, compilation and installer.

Kangaloosh
carFactory author and advice.

Niels Heusinkveld (aka Niels_at_home)
Trex author, advice and support.

EdOg
DBR9 model author

Ari Antero (aka SpaceFox)
Advice and support.

Alex Laidlaw (aka ajp)
Advice and support.

RMT Team
Advice and support.

Pain-less
rFactor Blue GUI author.

Simbin and Blimey
For creating GTR2 and such beautiful models.

Jimi Hendrix
Come on (let the good times roll).

Regards, European Online Autosports Association.

http://files.filefront.com/EOAA+GT+main+installer+V1arar/;11702741;/fileinfo.html

http://www.rfactorcentral.com/detail.cfm?ID=EOAA%20GT


Título: Re: GT1 Series 2007
Enviado por: JoaoM em Setembro 06, 2008, 17:03:08
Os sons tão algo do outro mundo... Especialmente os do MC12... BRUTAL  :P :-* ;D


Título: Re: GT1 Series 2007
Enviado por: Luis Nabais em Setembro 06, 2008, 18:50:34
Se isto fosse para GTR2 é que era brutal, pena que seja para o rFactor... Tenho os 2, mas sendo para o rFactor, começo a pensar se instalo isto ou não...


Título: Re: GT1 Series 2007
Enviado por: Tiago Guerreiro em Setembro 08, 2008, 09:31:17
Se isto fosse para GTR2 é que era brutal, pena que seja para o rFactor... Tenho os 2, mas sendo para o rFactor, começo a pensar se instalo isto ou não...

Nao entendi essa.... entao estes carros veem de onde Luis??? meter conteudo do gtr2 no gtr2 e isso???

Neste momento e o melhor mod de GTs que o rFactor tem com hipotese de fazerem-se corridas com as regras da FIA GT, com troca de pilotos em tempo real......

Tenho estado com o Richard Allanby num servidor onde ele esta todos os dias e tenho falado com ele, ate fui eu que sugeri que alterasse o FOV e que intruduzisse o scrub and skid sounds dos pneus, pareceu-me uma pessoa bastante accessivel. So falta mesmo agora que altere as luzes de forma a que fiquem mais potentes para se ver bem a noite, de resto tem umas fisicas muito bem conseguidas distanciando-se daquilo que o rFactor nos habituou.

Temos a escolha as 3 marcas de borracha para cada carro, Pirelli, Michelin e Dunlop todas diferente entre elas e com compostos que vao desde os macios passando pelos medios ate aos duros. Os modelos 3D sao os do GTR2 isto somando ao facto de estarmos a correr o jogo no motor da ISI que e uma evolucao do que se utiliza no GTR2 e podendo fazer corridas de endurance com troca de pilotos em tempo real, nao me parece que nao haja argumentos mais que suficientes para a malta organizar umas funs......


Título: Re: GT1 Series 2007
Enviado por: Luis Nabais em Setembro 08, 2008, 09:48:11
Se isto fosse para GTR2 é que era brutal, pena que seja para o rFactor... Tenho os 2, mas sendo para o rFactor, começo a pensar se instalo isto ou não...

Nao entendi essa.... entao estes carros veem de onde Luis??? meter conteudo do gtr2 no gtr2 e isso???

Neste momento e o melhor mod de GTs que o rFactor tem com hipotese de fazerem-se corridas com as regras da FIA GT, com troca de pilotos em tempo real......

Tenho estado com o Richard Allanby num servidor onde ele esta todos os dias e tenho falado com ele, ate fui eu que sugeri que alterasse o FOV e que intruduzisse o scrub and skid sounds dos pneus, pareceu-me uma pessoa bastante accessivel. So falta mesmo agora que altere as luzes de forma a que fiquem mais potentes para se ver bem a noite, de resto tem umas fisicas muito bem conseguidas distanciando-se daquilo que o rFactor nos habituou.

Temos a escolha as 3 marcas de borracha para cada carro, Pirelli, Michelin e Dunlop todas diferente entre elas e com compostos que vao desde os macios passando pelos medios ate aos duros. Os modelos 3D sao os do GTR2 isto somando ao facto de estarmos a correr o jogo no motor da ISI que e uma evolucao do que se utiliza no GTR2 e podendo fazer corridas de endurance com troca de pilotos em tempo real, nao me parece que nao haja argumentos mais que suficientes para a malta organizar umas funs......
O GTR2 de origem tem conteúdo de 2007? Então como estás a meter conteúdo do GTR2 onde quer que seja?
Era em relação a isso que me referia. Meter os carros de 2007 no GTR2, que não tem Aston Martins e carros desses, muito menos de 2007... A única coisa que o rFactor tem que me agrade, comparativamente a carros iguais no GTR2, é a troca de pilotos, de resto não acho que tenha vantagens a nível de jogabilidade, físicas, etc...


Título: Re: FIA GT 2007
Enviado por: Tiago Guerreiro em Setembro 08, 2008, 13:09:31
De origem nao tem especificacoes de 2007 mas ja existem mods com essas caracteristicas..... e nao muito longe daqui....e so procurar....

Quanto a jogabilidade, fisicas etc, nao sou nenhum perito mas estao acima da media daquilo que se ve no rFactor, o melhorzito em termos de GTs que ha disponivel para este titulo.


Título: Re: FIA GT 2007
Enviado por: Luis Nabais em Setembro 08, 2008, 15:43:18
Só achei um mod FIA GT 2007 para GTR2 e foi num site tão escondido e em francês, que nem me dei ao trabalho de testar, não confiei, mas o FIA GT 2006 está fantástico.

Em relação a este mod, os carros são todos Roadcars, como aparentam pelas imagens, ou têm o visual dos GT's mesmo, com autocolantes e patrocínios e tudo isso? É que se isto é acima da média, posso pelo menos testar...


Título: Re: FIA GT 2007
Enviado por: JoaoM em Setembro 08, 2008, 16:06:18
Ora bem, nada como experimentar antes de sentenciar.  ;D

Vale sempre a pena quando a alma não é pequena e estes modders bem merecem! Afinal, se não fossem eles não andávamos de FIA GT nem outros mods.

Só pelo esforço e pelo factor grátis merecem atenção, sem dúvida.  ;)


Título: Re: FIA GT 2007
Enviado por: Gil em Setembro 08, 2008, 20:36:40
Só achei um mod FIA GT 2007 para GTR2 e foi num site tão escondido e em francês, que nem me dei ao trabalho de testar, não confiei, mas o FIA GT 2006 está fantástico.

Só gastava de saber as diferenças de 2006 para 2007 no FIA GT (algumas até sei, mas enfim...)

Para além do C6R, que carro novo apareceu no campeonato? (não estou a falar dos GT2s).