[Release] Red Bull Masters Series 1.3 (And bonus stuff) - Links on P1

Posted by AUS_Doug 
A note before I begin:
While the driver lineups, teams and general idea are very much novelty-driven, I'm hoping that the physics will
deliver a racing experience somewhat like that promised for F1 in 2017

Red Bull Masters Series


Quote

An all new elite racing series financed by Red Bull, aiming to bring together the best drivers from the world's premier motorsport series'
and pit them against each other on a level playing field, with big money teams, closer racing and drivers pushed to extremes.

The field of 22 cars will be composed of three different chassis that, in laboratory conditions, perform within minuscule
margins of each other in three key areas; Aerodynamic Efficiency, Mechanical Grip and Downforce.

Jointly designed by Adrian Newey, James Allison & Rory Byrne, these chassis are expected to achieve feats rivalling that of
Red Bull Racing's 2010 RB6 which, according to Newey, is “probably the car with the most downforce in the history of F1”.

These chassis have been engineered to have minimal reliance on Front-Wing generated downforce, which will allow
cars to follow each other through corners more closely, while at the same time not being wholly reliant on the cars
underbody for downforce.

The field of 22 cars is supplied with power plants from three different suppliers - Ferrari, Mercedes and Honda - who have each produced engines
that output a maximum of 1000 BHP at 18000 RPM.

In levelling the playing field in regards to chassis, and capping engine power, the goal is to have the series be defined by two factors:
1) Driver skill.
2) How teams set up their car and engine

The drivers and teams in this unique series are made up of the best from various world-class series; Formula 1, MotoGP, DTM, V8 Supercars, IndyCar, NASCAR, WRC and more.

In many cases, the teams have opted to choose not only from among currently active drivers, but to enlist those who bring a wealth of experience to the sport.

High downforce cars and big engines means that lap and speed records are expected to tumble at all circuits in the calendar;

This won't, however, be a stroll in the park; High levels of torque will separate the great from the good at corner exit,
and the high cornering speeds will require an unprecedented level of fitness.

With chassis design a non-issue, the traditional field of manufacturer teams has made way for big money corporations such as
Marlboro – who, with the repeal of tobacoo advertising bans, have once again sunk large sums of money into the sport – and off-shoots
of teams from various racing series from around the world, such as the Holden Racing Team and Repsol Honda.


REQUIRES GPxPATCH 4.44 or LATER!

IF ANY OF THE BELOW LINKS ARE BROKEN, SHOOT ME A PRIVATE MESSAGE

Download Links:
Delete old versions of the mod before installing!
Mod Version 1.3: Google Drive
LOD Fix for 1.3: Google Drive (Download and install after the mod)
Trackpack: Google Drive (You only need to download this if you don't already have it.)
Sample Car Setups: Google Drive
Red Bull Masters Series Resources: Part 1, Part 2, Part 3 (See this post for details)
Steering Wheel Display: Google Drive (See this post for details)

Changelog
20th October, 2016 - Version 1.3
------------------------------
* 'Final' release.
* Completed Magic Data tweaks for 855 BHP, 15000 RPM physics.
* Added sample setups for the above physics at all tracks in the dry.
  - The gear ratios for this physics are more common sense than with the 1000 BHP sets.
* Moved sample Car Setups to external file; download seperatly from the mod.
* Added new menu music.
* Added new custom internal steering wheel - 'Red Bull Masters Series' from the dropdown list.

24th May, 2016 - Version 1.2
------------------------------
Changes:
* Updated 1000 BHP, 15000 RPM Physics & Torque
  - Greatly reduced the possibility of 'Clutch Slippage' - See bugs
* Replaced 1200 BHP with 855 BHP
  - Created appropriate Torque, Physics (15k and 18k RPM) & Performance files.
  - Magic Data included for all circuits at both 15k and 18k RPM
  - Magic Data tweaked only for Barcelona, Speang, Interlagos, Imola, Istanbul at 15k RPM
  - No tweaks for 18k as yet
  - No included setups; Standard 2001 setups are a good starting point
* Updated CSM menu descriptions for sounds
  - Now suggests appropriate RPM selection for each sound
* Updated Performance files
  - 'Home race' bonus for some drivers.
  - 'Home race' hoodoo for some drivers.
  - 'Track specialist' status for some drivers.
  - General reliability stuff.
  - Montoya is a Colombian again.
  
Bugs:
* 'Clutch Slippage' is what I'm dubbing this problem, but you'll know it when it happens.
   When it happens, throttle off and/or brake to drop a couple of gears.
   Happens more often if traction control is used; Automatic transmission may also contribute.
   Seems to be related to the Torque file.

Notes:
* Started work on the GPAEDIA, added more documentation to CSM files.

23rd April, 2016 - Version 1.1
------------------------------
Changes:
* Fixed bug with selecting Torque.ini
  - Modified the AI setups that were affected
  - Current car setups may need a longer final gear now.
* Option for 1200 BHP is now hidden, as it is only workable with a severely neutered torque curve.
  - Unless I can fix it, this will be replaced with a high-torque 850 BHP set.
* Updated some Magic Data for other reasons.
* Magic Data is now contained in the mod
  - Updating the mod is easier than updating the trackpack.
  - Automatically chooses the right Magic Data for the Physics set.
* Updated Cockpit shape/textures
  - More realistic perspective, can see legs.
* Misc. edits
  - Removed some redundant files
  - Started adding more comments to files
  - Added documentation re: New Magic Data setup

Bugs:
* When speeds start getting over 400 km/h, the AI has trouble stopping.
  I've increased AI wing levels at Monza and Imola to fix this.  

Notes:
* Physics will need updating at some stage, probably the next release.

2nd April, 2016 - Version 1.0
------------------------------
* Initial Release


Features:
* 11 fictional teams
* 22 real-life drivers; all either champions or fan-favourites of their respective disciplines
* 17 tracks with specially tweaked Magic Data
* 36 different performance files
* 2 BHP levels
* 2 RPM limits
* 4 different physics configurations
* 4 different torque configurations
* 3 helmet styles
* 4 custom soundsets + original
* 3 custom steering wheel styles + original
* Full-range of Pirelli tyre compounds
* Sample car setups for all circuits.

Credits:
In no particular order:
* Non original tracks:                 F1 Virtual, drt01 & Atticus
* Car and Helmet shapes and templates: MDBSnake
* USGP Car Eagle Graphic:              kedy89
* Speedo and Rev Counter:              Lo2K
* Defpanel:                            Tony and Ruboy
* Pirelli tyres and rims:              Excalibur
* Generic steering wheels:             hega, stifflers mum, pankykapus & fast_alonso
* Custom Steering Wheel:               Unknown (main wheel shape) & AUS_Doug (Displays, textures)
* Cockpit shape:                       stifflers mum & Tony
* Sounds:                              Briere
* Car, cockpit & helmet textures, 
  magic data, physics, performance, 
  visors, RBM loading screens, 
  driver art and more:                 AUS_Doug.

Special thanks to all those above, and the following people:

* SDI for GPxPatch.
* Lo2k for GP4 Builder.
* Aubery Wendle for the Physics Editor.
* Marc Arts for CMagic.
* ZaZ for his ubiqutuos toolset.
* Madman for GP4 Tweaker.
* All those who helped along the way, with tips, advice and testing.
* Geoff Crammond, without whom we'd be lost.
* The friendly community who welcomed a modding n00b just a few short years ago and,
  by putting up with his incessant questions, are as much a part of this mod as anyone.

Notes:
* If you wish to edit the Magic Data, please read the Magic Data.txt for details on how the system works.
* GPaedia not yet created
* Gridcars not yet created
* Not all non-Vanilla tracks have Loading Screens or GPI trackmaps.
* Magic Data for 1000 BHP = 100% completed
* (Dry) Car Setups for 1000 BHP = 100% completed
* Fuel consumption isn't yet perfect.
* Helmet visors aren't great



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator



Edited 27 time(s). Last edit at 05/11/2022 09:51AM by AUS_Doug.
Re: Red Bull X Series [WIP Novelty Mod]
Date: September 25, 2015 10:54AM
Posted by: davegp4
super stuff bro keep on it(Y)

Latest Themes / Mods > [www.mediafire.com]
You Tube Video's [www.youtube.com]
________________________________________±
Re: Red Bull X Series [WIP Novelty Mod]
Date: September 25, 2015 12:09PM
Posted by: littleone90
Re: Red Bull X Series [WIP Novelty Mod]
Date: September 25, 2015 04:24PM
Posted by: Atticus.
Wow, what a vision.



My workthread - [www.grandprixgames.org]
Full of classic F1/non-F1 track layouts

My blog about F1 performance analysis - [thef1formbook.wordpress.com]
Re: Red Bull X Series [WIP Novelty Mod]
Date: September 25, 2015 05:25PM
Posted by: fandericciardo3
What's the chassis on the picture based on?
Re: Red Bull X Series [WIP Novelty Mod]
Date: September 25, 2015 09:15PM
Posted by: jvinu2000
i'm confused, the post title is Red Bull X series

_______________________________________________________________________________________
jvinu2000.tumblr.com
Re: Red Bull X Series [WIP Novelty Mod]
Date: September 26, 2015 03:18AM
Posted by: AUS_Doug
fandericciardo3 Wrote:
-------------------------------------------------------
> What's the chassis on the picture based on?

You'd have to ask MDBSnake to be sure, but I think that some parts of it resemble the F2007


jvinu2000 Wrote:
-------------------------------------------------------
> i'm confused, the post title is Red Bull X series

Originally, it was going to be a series with all cars using a Red Bull chassis (specifically, the RB6 from 2010) but when I saw these carshapes I decided that I'd rather do it like this.
I just never got around to coming up with a different title; I know that I should at some stage, because it might be confused with the Red Bull X Fighters freestyle motocross tour.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
Re: Red Bull X Series [WIP Novelty Mod]
Date: September 26, 2015 11:54AM
Posted by: EricMoinet
... and the Red Bull X1. :)

Nice idea though, keep going.



Re: Red Bull X Series [WIP Novelty Mod]
Date: September 26, 2015 12:16PM
Posted by: AUS_Doug
EricMoinet Wrote:
-------------------------------------------------------
> ... and the Red Bull X1. :)
>
> Nice idea though, keep going.

Ha, I'd completely forgotten about that!
I feel silly now :)
(Though I'd love to see someone do that for GP4!)

Cheers!



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
The carshape is called SMD-01. There is a version that doesn't have all the aero parts on the car, which is called SMD-09. It's up to AUS_Doug if he wants to use the 01 version, or if he wants the cars to look much cleaner aero wise, then he could use the 09 version. Regarding the mod itself, I'll be looking forward to seeing how each car will end up looking.




I did think about using the 09 version, but I really like all the bits of aero stuff on the 01; I might end up using the 09 in some way though, possibly as a Monza and Hockenheim shape.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
Added WIP shots of both the Holden Racing Team and Coca Cola cars.

I'm hoping to have a video of a Monaco qualifying lap up soon (probably after the weekend) that will hopefully show off just how much fun these are to drive.
I still haven't got my throttle finger dialed-in properly, so there are some......interesting moments when the torque kicks in.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
WIP Virgin livery added to first post.
Though the Marlboro will always be favourite livery in this mod, this Virgin livery has been the most fun to work on so far.

Following the theme of the Virgin Formula-E car, getting the 'chrome' effect looking nice has been a good deal of fun; I'll be the first to admit to having all the aesthetic sense of a rock!
I eventually decided on applying GIMP's 'Brushed Aluminum' gradient to the relevant parts and, with a bit of tweaking to the alpha channel, this has given me the desired effect.

(And a round of applause for my poor little computer who has surpassed herself for these in-game shots; I don't think she's ever seen reflections and shadows on screen at the same time before!)



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
Proper progress report time:

Very happy with how things are progressing at the moment, though I think I'll slowly be losing some free time as the holiday season draws closer.

* Holden Racing Team Ferrari and Marlboro Ferrari liveries are now complete, with screenshots in the first post.

* Currently finalizing the Virign Honda livery, and am starting work on the Repsol Honda team.

* I've also set about touching up the Magic Data for the original tracks, with Gear Ratios and Fuel consumption being the focus at the moment.
On average, these cars require about 8% more fuel per lap than the 2001 cars, which makes working out the necessary changes quite easy.

* Also been making some changes to the configurables system; Previously, you could select Performance file BHP level and then select from one of four physics files.
(1000 BHP at 18000 RPM, 1000 BHP at 16600 RPM, 1200 BHP at 18000 RPM and 1200 BHP at 16600 RPM)
Now, to simplify things, you select your BHP level and Rev limit (18000 or 16600), and the appropriate physics file gets chosen.

* Also added in MDBSnake's Arai GP5-RC helmets (Opaque & Transparent visor), and added option to use them or the original helmet shapes.

* Also been doing the Tweaker settings; mainly T-Cam positions, but also Cockpit dash positions. Surprisingly, none of wheel positions needed doing.
Plus, only having three different chassis for the whole field means I only have to work out positions for one of each shape and then just copy & paste.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
British American Tobacco livery added to 1st post.

Not keen on letting their rivals get a foothold in the newly re-opened market, BAT have thrown their considerable finances into the series, 
opting for a Ferrari-powered version of the SMD-ZG01 chassis.

Signing two DTM champions in Bruno Spengler and Pascal Wehrlein, BAT have joined Marlboro owners Altria in signalling that tobacco companies 
have dearly missed the opportunities brought by elite-level motorsport sponsorship.

I've enjoyed working on this one so far, despite early concerns about the BAT colour scheme possibly limiting me to a livery resembling that of the 2015 Sauber.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
Re: Red Bull Masters Series [Diageo Honda WIP added]
Date: December 02, 2015 10:34AM
Posted by: AUS_Doug
WIP Diageo livery in 1st post

Where there are big money sponsorship deals, you will find alcohol companies.

And, as always, big motorsport attracts the big names.

Diageo, the parent company of some of the biggest alcohol brands in the world, has unveiled the early design of its Red Bull Masters series car today,
hoping, like Altria and British American Tobacco, to reap the rewards of this big money series.

Driving for the corporate giant will be the Finnish pairing of Kimi Räikkönen and Valterri Bottas, who are both hoping for a successful season with the
Honda power unit.

This also marks the first instance of a team using the SMD-300 chassis, with teams so far having opted for either the SMD-ZG01 or SMD-01.

This has been another livery I've enjoyed working on, particularly in regards to settling on which of Diageo's brand logos to use.
It was an intensive selection process, but I can confidently say that each brand featured has earned its spot.1

Further, deciding on a reflection level has been fun; I wanted a big difference between the black and white components, but I didn't want either to be overly dull.

Two cool pieces of trivia:
1) This marks a sort of halfway point as far as cars go; I have now started or finished 6 of the 11 teams!
2) It was very easy to find deadpan faces of both drivers for their helmets.

1. Except Baileys which is there only because I was ordered to use it.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
Re: Red Bull Masters Series [WIP]
Date: December 26, 2015 11:21AM
Posted by: AUS_Doug
Merry Christmas all!

Good a time as any for a progress report I reckon.

I have now, officially, either finished or started working on all but one of the liveries.

Hooray.

So, here is the obligatory Imgur album.
Just contains a bit of a collection of 'stuff'; some WIP liveries, some updated ones, some shots that I think just look cool.

In the course of my various experimentations, I've come up with a couple of 'different' Carbon Fibre textures that I quite like the look of.
The mod's configurables menu now will contain an option to select from either one of the two new ones, or to use the one MDBSnake provided with his cars.

I've also done/started on about half of the helmets as well; I've had a tremendous amount of fun doing the visors for these, and am in the process of putting together a Photoshop/GIMP template that contains many that I've come up with.

As far as a potential release date goes, I'm not quite sure....but I'm tentatively going to say mid to late January; I'll at least have all the graphical things done by then, but track magic data might not be complete for all tracks.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
Re: Red Bull Masters Series [WIP USGP Mercedes shots]
Date: January 04, 2016 02:21AM
Posted by: AUS_Doug
WIP USGP Mercedes added to first post.

Built from the tattered remnants of the USF1 outfit, the Mercedes powered US Grand Prix team has managed to obtain the financial backing of many of the corporations who were set to sponsor USF1.
Driving for the team will be perennial NASCAR favourites Jeff Gordon and Dale Earnhardt Jr.

Big thanks to Kedy89 for the Eagle design on the nose, he absolutely nailed what I was after.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
Re: Red Bull Masters Series [WIP USGP Mercedes shots]
Date: January 04, 2016 05:25AM
Posted by: Mullet345
The cars are coming along nicely. Looking forward to seeing the rest.




Re: Red Bull Masters Series [WIP USGP Mercedes shots]
Date: February 24, 2016 06:36AM
Posted by: AUS_Doug
Progress report:

* All cars 'finished'; The Repsol Honda looks a bit crap at the moment, but I'm working on it.
* 9 Teams worth of helmets are finished, complete with driver faces.
* Various miscellaneous tasks are complete; All configurables that I wanted to add are there, got a couple of alternative generic steering wheels as well.
* Magic Data for the original tracks is about half-way done; Pit-stop strategies are complete, as is fuel consumption (for the 1000 BHP, 18000 RPM mode)

I'm nowhere close to finishing the default gear ratios and wing settings though.
The methodology I was following proved to be inadequate, and so I've reverted to the vanilla settings for now.
Work on this part of things will start again shortly, thanks to some help from SDI who has made a change for the next version of GPxPatch that will solve a lot of problems I'm having with making the mod 'fair'.

So, shortly, I hope to be able to present some pretty pictures of a fully complete grid.
I know I've promised a video before, and I'm hoping to get one out quite soon.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
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