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EOAA GT 1.05
 
 

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EOAA GT 1.05
Version: 1.04
Region: Europa
Datum: 24.11.2008
Freigeschaltet von:
Autor/Ersteller: EOAA
Konstruktion: gt
Bereich: real
Konstruktion: scratch
Dateigröße: 310,1 MB
Downloads: 179
Geschätze Dauer: Modem: 12:54:09
ISDN: 11:17:23
DSL 1000: 00:42:20
DSL 2000: 00:21:10
DSL 6000: 00:07:03
DSL 10000: 00:04:14
Beschreibung:

The installer for this mod will abort if the original GTR2 DVD or CD is not in your CDROM drive. Please buy a copy! There is a single installer which works for five different versions of GTR2. If you have the 3 CD version of GTR2 please insert CD2 before installing this mod. If the installer doesn't work for you please send an email to admin@eoaa.org.

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

We'd like to add more cars, namely an updated DBR9 model and a C6R model. If anyone with modeling skills is interested in making these cars, please contact admin@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). 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.

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=41.0. 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.
_______________________________________________________________

Patch change log

V1.01
Fixed Viper LOD issue, fixed DBR9 backfire, fixed MC12 headlights, fixed S7R LOD issue, high detail specular map added for Lister, improved R-GT wheels, default rear damper settings for Lister updated. Slip curves updated for all tyre brands (longitudinal fall off much more gradual, prevents tyres locking up too easily. Michelin now has the most amount of lateral fall off followed by Pirelli and then Dunlop). Please note that all curves use Pacejka formula using http://www.rfactorcentral.com/detail.cfm?ID=Tyre%20SlipTable%20Maker. Headlights beam updated, it's brighter and more detailed. S7R Pirelli livery changed to blue. All cockpitinfo.ini files updated to include new cockpit Eyepoint positions (further back to allow for a better view of mirrors). EOAA.cam updated (exactly the same as the cam fix which was available earlier). Skid sound updated (exactly the same as the skid sound update which was available earlier).

Maximum steering lock set to 23' for all cars, please note that the tyres start to smoke and loose excessive grip when steered beyond about 15' and above 55kph. To avoid smoking tyres here are some recommended wheel settings.

23' lock in garage = 575' of rotation
20' lock in garage = 500' of rotation
18' lock in garage = 450' of rotation
16' lock in garage = 400' of rotation

Thanks goes to LesiU from the SimRacingPL community for helping create the new cockpit positions.
 

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Mirrors/Updates
» EOAA GT V1.01.rar Patch
» EOAA GT V1.01.rar Patch
» EOAA GT V1.00.rar
» EOAA GT V1.00.rar
» EOAA GT templates
» EOAA GT decals V1.00.rar
» EOAA GT DBR9 genstring tyre fix.rar
» EOAA GT V1.02.rar Patch
» EOAA GT V1.03.rar Patch
» EOAA GT V1.04.rar Patch
» EOAA GT V1.05 patch

 
 
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