RFactor Mods/Updates/Fixes/Links/News

Posted by keiran 
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 28, 2006 01:21PM
Posted by: DaveEllis
Ignore EMG Spa. Its pretty but inaccurate. Get the GTL Spa if you can find it.

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Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 28, 2006 01:24PM
Posted by: Morbid
Yes it is a good link and has the advantage of given the right kind of information in spades for each mod and track addon. But it does not have everything.

The link that has everything is here... well almost ;)

[www.rtracker.org]

You can find an excellent version of Spa there - actually several versions :)



It's only after we've lost everything, that we are free to do anything.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 28, 2006 01:49PM
Posted by: zeppelin101
Did they do a Montreal as well? I'm approaching my bandwidth limit and I wanna know if it's actually worth the download :P
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 28, 2006 01:56PM
Posted by: Morbid
There are Montreal versions to be found. I have not tried any, nor know any that has. Your best bet would be to find it reviewed on rcentral (previous link), or to find a discussion about them on RaceSimCentral. rTracker probably has a torrent file, if there is no download link to be found on the 2 previous places.



It's only after we've lost everything, that we are free to do anything.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 28, 2006 03:19PM
Posted by: matt3454
For some reason the spaGTL convert is very buggy for me, 9 times out of 10 it cause a CTD, but it does work on the odd occasion

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Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 28, 2006 03:36PM
Posted by: Morbid
Weird... The SpaGTL conversion never crashes for me. Are you using patch v1070?



It's only after we've lost everything, that we are free to do anything.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 28, 2006 04:10PM
Posted by: matt3454
probably not, ill update my rfactor now.

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Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 29, 2006 08:33PM
Posted by: chet
Hello.

How do I create my own championship?

:) thankyou.






"Trulli was slowing down like he wanted to have a picnic" LOL
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 30, 2006 01:56AM
Posted by: Morbid
Depends on what series you want it to be in and what you want to edit. If you want to take an existing championship and change all the tracks and some of the rules, then take the rfm file ( in x:\rFactor\rFm\ )for that series and open it in notepad. You will find that it is really easy to change it.

Example from my AllCarChallenge.rfm

Season = All Car Challenge
{
FullSeasonName = All Car Open Series
Vehicle Filter = *
Min Championship Opponents = 5

SceneOrder
{
Birmingham_MP_CLUB
Birmingham_MP_LONG
Birmingham_MP_SHORT
Mills_Long
Mills_Long_Rev
S_Heights_short
Orchard_Lake_RC
Toban_Long
Toban_Long_Rev
Toban_Short
Toban_Short_Rev
Limerock_Normal
Limerock-Chicane
Orchard_Lake_Oval
JoesVille_Speedway
Essington_Long
}

the naming of the tracks ties into the folder the game should use to find the specific track. For instance all the toban folders are in X:\rFactor\GameData\Locations\Toban

If you need more help than this, I would advise you to report your requests on RaceSimCentral, rFactor forum, modding subforum.



It's only after we've lost everything, that we are free to do anything.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 30, 2006 09:09PM
Posted by: intweb
Ok, you got my pc spec in a previous post - should I get the game and start making cars, or will it
not run to your 'beautiful' screenshots!?

Can you give me your opinions pls?

Thanks.
Steve.

Ps. I'll go with the general consensus!

Let the debate begin!
:D
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 30, 2006 09:23PM
Posted by: MarcLister
intweb Wrote:
---------------------------------------------------------------------------
> Ok, you got my pc spec in a previous post - should I get the game and
> start making cars,
Yes, get it now. Can't believe you haven't got it yet.

> or will it not run to your 'beautiful' screenshots!?
It should be OK. I'm sure I can find the time to take screenshots for you, if needed. I'm sure you'd have a load of volunteers for that. ;-)

> Can you give me your opinions pls?
Go geddit now.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 30, 2006 09:34PM
Posted by: six degrees
only thing is you'll have to learn 3ds max. your call :P
Re: RFactor Mods/Updates/Fixes/Links/News
Date: June 30, 2006 11:03PM
Posted by: zeppelin101
3ds max is easy to learn imo, really simple, it's just the fact there's so much stuff you can do that seems scary...
Re: RFactor Mods/Updates/Fixes/Links/News
Date: July 01, 2006 12:28AM
Posted by: six degrees
modelling wise it is bloody easy, yup. normal editing is much more intuitive than zmodeler too.

it's just working with the ISI tools, getting materials set up (correctly and looking good ingame!) which is the main hassle.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: July 01, 2006 02:24AM
Posted by: chet
Thanks Morbid, but a little CTDP tool did my job fine, kinda :)!

Ermm does anyone know how I can increase FPS in the nite..

During the day I get 100odd.. But in the nite it goes to 20-40 ='/






"Trulli was slowing down like he wanted to have a picnic" LOL
Re: RFactor Mods/Updates/Fixes/Links/News
Date: July 01, 2006 05:52PM
Posted by: zeppelin101
six degrees Wrote:
---------------------------------------------------------------------------
> modelling wise it is bloody easy, yup. normal editing is much more
> intuitive than zmodeler too.
>
> it's just working with the ISI tools, getting materials set up
> (correctly and looking good ingame!) which is the main hassle.
>

Well materials are almost always a bitch tbh, look at some of the default Mental Ray shaders, no one's got any idea what half of them are meant to do ;)
Re: RFactor Mods/Updates/Fixes/Links/News
Date: July 02, 2006 12:25AM
Posted by: six degrees
zeppelin101 Wrote:
---------------------------------------------------------------------------
> Well materials are almost always a bitch tbh, look at some of the
> default Mental Ray shaders, no one's got any idea what half of them
> are meant to do
>
>



nah you're ok :P renders are next to useless to me anyway, someone else can do that for me. got enough stuff on my plate as it is!
Re: RFactor Mods/Updates/Fixes/Links/News
Date: July 23, 2006 02:35AM
Posted by: DaveEllis
I've beta tested this since the dawn of time-

"And now.......for something completely different"

Delete any previous version (if you have one)
Rar file:
[www.teamtundra.net]
Zip file:
[www.teamtundra.net]

Track soon to follow. Possibly yet tonight.

From the readme:
The TTLMRA mod by TeamTundra.net copyright 2004/2006
A Hackers and Thieves production
This mod is not a representation of any real world mower series.
Please post your questions/comments in www.teamtundra.net's forum

Unzip this to your C drive or desktop, and move the apropriate files to thier correct
locations in your rFactor folder.
This mod was tested using 1087, and should work properly with most builds and DX settings.

No Porsches or wombats were harmed in the making of this mod.

The 2 mower classes:
Imow: The better sliding of the two. Lower speed, good handling.
ProMOW: The insanity class. These roll quite easily, but can be raced with a light foot.

Upgrades:
1) 2 types of tires
2) Upgradable class type within each sep class.
This was done to be able to mix up fields within each class.

Damage:
They can catch fire, and do suffer mech failures.
Real mower damage might be down the road.

Known Issues:
Will not run on certain add-on tracks. Most work fine though.
In Imow class, mower shows class as configured promow. Ignore this.
Will be corrected if there is a future update.
AI may act like Michael Waltrip in build 1070. In 1087, they were
pretty quick learners.

Community Upgrades:
Tracks are welcome. I know you go-kart guys have been following this.
Anything done to the actual mod, I would like to see myself first

Enjoy

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theRacingLine.net
SportsCarArchives.com
Re: RFactor Mods/Updates/Fixes/Links/News
Date: July 23, 2006 03:10AM
Posted by: matt3454
Cheers dave, il lcheck it out in a few minutes.

Has anyone tried the addon to the MonzaGTL conversion? It basically adds the old oval to the existing track, i think its great and nearly puts monza back to how it first was. (Most the track is at full throttle aswell, only 5 times do you need to brake.

its called monza10k or something, i cant remember exactly ill need to find where i downloaded it from

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Re: RFactor Mods/Updates/Fixes/Links/News
Date: July 23, 2006 12:51PM
Posted by: mortal
No Porsches or wombats were harmed in the making of this mod.

thank goodness for that ;-)


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