rFactor

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Just installed F1 2006 but there were so many controls I couldn't really get it to work. Did a keyboard setup to throttle brake (full on or off...) and stear and managed to drive around a little with a Toyota using that. I have to study this game when I get time to be able to drive it. It will probably be great once I get the hang of it.
 
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This WIP looks pretty promising: http://www.rfactorcentral.com/detail.cfm?ID=World Super GT 2

This is World Super GT 2. At first, I thought it was a brand-new Super GT (formerly the JGTC) mod after that other JGTC mod stalled long time ago. But, this is apparentely a mod showcasing some of the best GT race cars of the past decade. I surely consider the McLaren F1 GTR to be king of '90s GT racing. There are a lot of confirmed models being used. Should be very fun when released.



I've downloaded something for rFactor for the first time in a long time. I downloaded that UK Rally track as seen in ToCA Race Driver 3. Haven't got it to work yet, and I'd like to go get that Impreza rally car mod ( http://www.rfactorcentral.com/detail.cfm?ID=WRC Subaru ). I'm willing to enhance my off-road racing skills in rFactor. Fact about me... I consider myself an aggressive driver, but doing drifting and such is not one of my absolute strengths. So I'm aggressive... to a point. Still not as talented as I'd like to be in rFactor.
 
I read about how they did that, and it's amazing. Only other game I have in which courses were created through laser techniques is "Tokyo Xtreme Racer Drift 2." Someone on rfactorcentral.com said this:

"Yea ! This is how. New standard. Do it some more. Fix all the others to look this good." -from: "Moe Faster"

Unfortunately, I don't think this technique will work for fictional courses like Sardian Heights or Orchard Park. The only thing I fear with laser technology would be tracks with much more polygons, thus perhaps requiring computers with better specifications to run smoothly. Otherwise, that's a lovely job constructing this level. I kind of wonder if Google Earth or something could be good in making courses as well. Think of even fictional street courses in real-life cities (like with Gran Turismo or the Project Gotham Racing series). Just something to think about...
 
http://f1rft.110mb.com/download.html I think this is the 2008 mod you're talking about, but I'm not sure.

I'm no physics programmer or analyst, but what i can sayfor sure is that the 2006 and 2005 carmodels look great. i wish the rfactor engine had better lighting effects. :( there's an interview in the latest Autosimsport Magazine about rfactor 2, but I havent read it yet. I still havent found forcefeedback settings for the F1 2006 cars that I'm happy with. the historix mod is still the best, imho.
 
I downloaded the Subaru Impreza mod from a previous post as well as that UK Rally course. I am still a very poor rFactor rally racer. The good thing for me is that I finally have a proper rally car mod besides having the Historic Rally Cars mod. The cars handle quite well. It's like I have ambition to do rally racing in rFactor, but I'm very poor. Something you should always know about me as a racing gamer- I think of myself as an aggressive and even an opportunistic racer. But because my racing skill is nowhere near boastful, I only race with TCS and/or Active Stability while racing at lower levels of difficulty because I'm not as good a racer as I COULD be in gaming. So I always race at not so much an easy level, but one I'm most comfortable with and feel I have a great chance of winning. So I really need to improve. It's my fallacy with much more in-depth racing games like rFactor.

Some of the GTR and GTR2 mods on rfactorcentral.com have some mods right from GTR, and you have to have the GTR2 CD to get them. Then something caught my interest... Simbin paying for a license to use rFactor? Was the GTR games made with the rFactor engine or something? Not sure I get this too much.
 
A new mod has shown up on rfactorcentral.com. Check this out:
* http://www.rfactorcentral.com/detail.cfm?ID=CART Factor: Prologue

It's called "CART Factor: Prologue." Read the description for more info. This is a mod featuring six cars from the 1998 season. I haven't downloaded it yet. It looks pretty cool. My best 1998 memory of CART was that I've seen my first CART race on TV with the miserably rainy and wet Texaco Havoline Grand Prix of Houston in 1998 around downtown Houston. Maybe this brings some memories for me.
 
john - the disk check is there so the people who convert game content from one game to another can feel better about themselves and make it "legal". But, on the other hand it also makes sure that whoever is using the content has "paid" for the original game.
 
I had a look around rFactor Central website after viewing the link John gave us earlier and came across this rather interesting item. :)

This is a race utilizing a British F1 Stock car mod and is the concluding event of the season on a website called Sim-Stox. It's done in a style similar to the BriSCA F1 Stockcar World Final race that takes place at the Ipswitch Stadium in Northampton.

Now correct me on this, but would a reasonable description of BriSCA Stockcars for American members be along the manner of cars made in a similar style to the World of Outlaws winged sprint cars, but they race on asphalt as well as dirt?
 
Hey guys,
I recently got a hold of rfactor lite.

i noticed i could only download two cars through rfactor central...
apart from that, could anyone recommend any mods? (the amount seems overwhelming...)

I've got my eyes on the F1 2007 MMG mod, but are there any that lets me drive performance stock cars (porsches, astons, etc.)

Thanks in advanced.
 
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thanks Gabkicks
i've been reading about rfactor mods and the Real Feel plugin keeps popping up
should i get it?
 
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yeah, definitely if you have a force feedback wheel. you can just turn it off if the mod is not compatible with it. RealFeel doesn't work well with cars that have poorly constructed suspension, which quite a few rfactor mods do.
 
thanks again,

now, last question, i promise :P
i installed the F1 2007 MMG mod, however, when i go to select one of the F1 cars in game i get a "MAS reading error"
I am running v 1.255 and i've downloaded the mod from rfactorcentral
does anyone know of a solution to this problem?
 
I have an issue with the GTR and GTR2 disc check deal. My computer can't handle GTR2 (it can barely handle the first GTR). So it wouldn't make too much sense to have the CD of a game your computer can't handle. It will be a deterrent to getting some of the better mods. But then again, this is all legal.
 
I downloaded two courses recently- both local. I got myself Motor Sport Ranch Houston (MSR Houston) and the Reliant Park race track.

I always thought MSR Houston was in Rosharon after checking on a map. Really, it's in Angleton according to the loading screen. If I didn't have so many problems trying to calibrate the joystick, I'd have a pretty good run around the course. I can't figure out for some reason why the background looks all messed up when I try to play some tracks. I can't describe it in real detail, but I just have some sort of issue in regards to background views sometimes on some tracks.

Now Reliant Park is a different issue. First off, the course was as intense as I thought it would be. An impressive lap time around that course is 72 seconds (1:12) when I raced with sone of the Ferrari 360 Modenas from the controversial FIA GT Mod. A problem I keep having is that the front of my cars in rFactor must be a tire barrier magnet because I always seem to hit tire barriers hard, leaving my car basically kissing the tires. My car been stuck in some of those barriers that I thought my car just got married to the tire barriers. But the track is pretty fast and quick. The whole course seems to be quite accurate with the Reliant buildings in the distance. I saw Reliant Center in nice detail. The classic Astrodome is in pretty nice detail even if it hasn't been used much since the Houston Oilers left for Nashville to become the Tennessee Titans. Reliant Stadium looks pretty nice in this mod, even since this Reliant Stadium is post-Hurricane Ike. I have yet to have a consistant line or rhythm around Reliant Park to say I'm the king of my hometown track.



Here are links to these two tracks:
* http://www.rfactorcentral.com/detail.cfm?ID=Motorsports Ranch Houston
* http://www.rfactorcentral.com/detail.cfm?ID=Houston Reliant Park 2007

I've downloaded the Série Internationale Du Mans car mod ( http://www.rfactorcentral.com/detail.cfm?ID=Série Internationale Du Mans ) some time ago. I've loved the Sports Car Challenge mod when it was finally released. I always wanted to see a proper sportscar racing mod for rFactor. Now with this Série Internationale Du Mans package, I haven't yet extracted everything. If any of you have the SIDU mod, is it better than the Sports Car Challenge mod (granted to have the SCC mod for rFactor)?
 
I trashed the Série International Du Mans car mod. The mod ran very slow on my computer, though I raced Surfer's Paradise (a track that loads almost effortlessly). All you can really race is a Corvette because you need more experience points to race the two prototype classes. I was actually disappointed as I tried to run a 16-car field. While these are newer cars, I simply went back to the Sports Car Challenge mod because I could load the cars quickly and be able to have myself a good race. So I'm probably not going to recommend the mod I mentioned at the conclusion of my previous post.

I had a real fascination. I set up two 24-hour events at Grand Valley Speedway (rFactor edition). One was essentially a 24-hour test as I raced the Bentley EXP GT from the SCC 2003 package. Then with an AI driver, I set up a proper 24-hour race to last for about 24 minutes. I set it up so that there were 16 cars to a track with all four classes racing at once. I did this because I wanted to imagine something for Gran Turismo 5's eventual release. Another reason why I did this with the AI driver- night racing. The game slows down considerably with darkness. I'm not sure if it's the graphics card package I have or the game engine itself, but I rarely run night races in rFactor because everything runs so slowly in the dark.



Finally, I'm going to look around on rFactor Central to look for (another) good touring car mod. As much as I love sportscar racing, I do have a soft spot for touring car action. I think I last had the ETCC(?) mod for rFactor once. Now I want to try something else out that has a variety of touring cars racing at once. I have the TC2000 mod, but never installed any of the files yet. You all keep having fun racing in rFactor, alright?
 
There's a landmark for me with rFactor. I've finally been able to make night racing more manageable. You have to check the *.PLR file in your Userdata/(your name) folder. Look for the "Max Headlights" and "Headlights on Cars" sections. The one I had said 8 for the first one and 0 for the other. I changed it to render two headlights for my car and just one render for the other cars. The thing I wonder is... how come so many headlights are rendered in the first place? I once read that the "default" was 256 rendered headlights! Next, I'm going to make it one headlight for me and one headlight for the AI cars. I tried this out by using 16 cars to race around a track. I first did SP Testing around the Houston Reliant Park course using GT cars (Sports Car Challenge All Season - SCC 2003). Then I tried using the same car mod, only this time, putting in all cars from SCC 2003. There was such a better frames-per-second performance in night racing than I've ever experienced in rFactor. All to suit my computer. I'll race more courses deep into the night if I'm able to let night racing run as fluid as daytime racing if my continued efforts work.

Also, I've found a setup for my Logitech gamepad to work with rFactor better. I found that enabling Speed Sensitive Steering and putting in some positive yaw. The steering felt heavier at speed, but it's more manageable in the corners. Also, I don't spin out by simply trying to straightening out my car. All works out well.
 
I'm writing up this post under the pretense that I may not have seen it posted in this thread before.

I was talking with Muzzafar_Musa earlier today about the Grand Valley track that someone did for use in rFactor.
[01-29-2009 12:30:50 PM] CAMikaze: Checked out the Grand Valley track for rFactor yet?
[01-29-2009 12:31:32 PM] Muzzafar: well
[01-29-2009 12:31:47 PM] Muzzafar: i did try it a long time ago
[01-29-2009 12:31:53 PM] CAMikaze: Lemme guess...
[01-29-2009 12:31:58 PM] CAMikaze: "Needs work."?
[01-29-2009 12:32:28 PM] Muzzafar: yup
[01-29-2009 12:32:35 PM] Muzzafar: seriously :S

Even RACECAR told me he has a few issues on it as well such as the first hairpin turn being narrower than it should be. And we both agree on the signs on the inside of the turn being kind of on the large side. Also, what the heck are those team haulers doing on Pit Lane?:confused:

For those who have that track, what improvements do you think needs to be done for it? Maybe it should try to look more like what it is in GT4, or should it have a little from all of it's previous GT incarnations?

Also, there is a work-in-progress for a rFactor version of Trial Mountain as well.

EDIT: Treed a couple of times by JohnBM01.:embarrassed:
First Grand Valley post that he wrote up

So John, let me start off with you. If there was anything that you thought needed to be done to improve the rFactor Grand Valley Track, what would it be?
 
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Simple answer, CAMikaze... ABSOLUTELY! In fact, in a GT4 thread I did, I asked what changes would you make to current GT tracks for GT4. One of those that I posted was to make the chicane out of the final tunnel to be smoother. I love the GT4 configuration. It's the best rendition of Gran Turismo's signature race track of any version. The replay angles are beautiful when crossing the bridge as a lot of flowers are on the water. I even love that PD brought back the tall buildings heading into Turn 1. I would love to see as best of a re-creation of the GT4 version as possible.

As far as improving this course, this is basically perfect as is. I'd just stay to the original layout and look without sacrificing too much. You know... the buildings in the distance past Turn 1, the many watery areas from GT4's layout, the grandstands of GT4's version (only with much more people in the stands than in GT4), the beautiful view provided out of the final tunnel like in GT4, and I'd add some more flood lights (for the prospect of night/rain/fog/(maybe) snow racing). I may even widen out the track a bit all around.

I just figured something out. The fewer headlights rendered in rFactor... the darker the track gets when trying to see around the course. Setting MAX HEADLIGHTS and HEADLIGHTS ON CARS to 1, I was able to confidently race at night. Trouble is, it comes at the expense of being in darker conditions. There HAS to be some kind of fix to make this better. I tried doing two races, losing both miserably. I tried out the Lienz 24 Hour race using only GT cars from the 2003 Sports Car Challenge mod. Doing 24 hours there is worse than at the Nürburgring (all 13+ miles of it)! I gave up the race because I fell off the mountain at one point. And in so, gave up rather than trying to cheat (I was behind by at least 15 seconds at that point). Then I tried the 24 Hours of Toban racing a Doran Lista from the SCC 2003 mod. My driving was absolutely pathetic. In fact, I was so done with the race that I needed the AI driver to race in my place. I stunk in both events, but the real test was in doing 24-hour racing. Of course, I set it to a 24-minute race with the time cycle of 60x. After all, that's one of the coolest things about rFactor- you can do a 24-hour race in 24 minutes.

The last sentence is one of the things I mentioned as to why you should check out rFactor if you haven't already. That's mentioned here:



Latest rFactor thing I've done was download the Singapore Grand Prix course. I haven't yet set everything up. At least I can now do some night racing around Singapore. I even thought of a "24 Hours of Singapore" event using the Sports Car Challenge mod! Tell you how it goes when I get to play this deeper.
 
Gran Turismo has Opera Paris and George V Paris. Enthusia has Route de la Siene. rFactor has:

* http://www.rfactorcentral.com/detail.cfm?ID=Grand Prix De PARIS 2004

Three of my favorite cities in the world are New York City, Paris, and Tokyo. Paris is a city I'd still love to visit. This course layout looks like it could be a good track for sportscar racing or some formula racing machines (not exactly F1). I haven't downloaded it yet, but it's something I will be open to download this in the future.


Look at this course:

* http://www.rfactorcentral.com/detail.cfm?ID=Gibson Isle

It looks like a "roval," but this is a proper road course all the way around. It's the kind of mod that would really suit the Daytona Prototypes for this fantasy Australian road course. Fun stuff. Again, haven't downloaded this.



Those are just two recent courses I wanted to get across to all of you.

[UPDATE] I downloaded the Paris track and played it. I had to CTRL + ALT + DELETE because it was taking so long to load everything. The "NASCAR" version of this track has the lowest overall image quality, but even that took too much time to load. I eventually deleted this track from my hard drive. The configuration is still a great one, though.
 
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Indeed, I don't think anyone expects you to edit a post when your counting in days between posts.

Anyway I'm personally glad because he's the most regular poster in here at the moment and I always come in to read his posts which I'd miss a lot of if he was editing posts he made days ago.
 
I updated (my terminology for editing) Post #533 about what I thought of the Paris track. I had to delete it because it was just loading so slow. Only the "NASCAR" version" has the best version I can run. I even attempted to run 16 cars around Paris using the Sports Car Challenge mod in a test session. I used the entire SCC-2003 mod, and my car was the 2003 Doran Lista LMP race car.

I'm turning my attention now to a good touring mod... but also considering downloading the Formula BMW mod. I'm not usually an open-wheel racing guy. However, I do think Formula BMW looks very cool. And as they say, real race cars don't have fenders. I'm going to go check out Formula BMW for rFactor. I was thinking of downloading the Volkswagen Lupo Cup 2003 ( http://www.rfactorcentral.com/detail.cfm?ID=VW Lupo Cup 2003 ).

rFactor has yet to ever feel old for me. That's the mark of a good game- constant improvement and constant curiousity towards making an already good game better.
 
Here are a few rFactor tidbits courtesy of ( http://www.virtualr.net ):

* http://www.virtualr.net/dtm-2008-by-team-lmt-le-mans-previews
DTM 2008 is in the works by Team LMT. All the usual suspects are in the house for this mod. Even the handsome LED running lights on the newer Audis are present. Looks like this could be a lovely mod if you're a DTM fan.

* http://www.virtualr.net/grand-slam-beta-02-released
Grand Slam was released as a Beta two weeks ago. If you're a real fan of the Rolex Sportscar Series, you'll have the opportunity to race various other Daytona Prototypes rather than just the Porsche Fabcar mod.

* http://www.virtualr.net/oran-park-laser-scanned-previews
Oran Park is all laser scanned up for you to race. Or at least... the possibility to race the late Oran Park with the wonderful laser scan job. The link just provides a preview.



Speaking of which, I played the Eastern Creek Laser course, and the detail looks FANTASTIC! Like someone actually put great and careful effort to recreate Eastern Creek to near perfection. Look it up on rfactorcentral.com and download it yourself to enjoy the experience. Not trying to hint at anything, but can you imagine Le Mans or (especially) the Nürburgring (the 24 hour course) all laser scanned? It would be overkill, but seeing some of the much longer courses laser scanned would be absolutely crazy. This doesn't favor fantasy courses, so all you can really do is judge real courses with laser scanning. All I wonder now is how track creators will try to make fantasy courses based on real-life locations (like any fantasy street course in real cities) using laser scanning or maybe GPS-accurate tracks.

Now a "Gran Turismo in rFactor" update. A Gran Turismo staple, Deep Forest, is now available for rFactor ( http://www.rfactorcentral.com/detail.cfm?ID=DeepForest ). Don't get your hopes up, though. I read this track was too bumpy and not real accurate. I haven't downloaded this myself, but it is nice to see another GT track made for rFactor. Apricot Hill ( http://www.rfactorcentral.com/detail.cfm?ID=Apricot Hill Raceway ) in the works. rFC's "cammywhammy" is considering making a Gran Turismo track pack to give Gran Turismo fans a chance to enjoy Gran Turismo tracks in the rFactor environment. So this is something to be excited about if you're an rFactor fan that loves the GT series.



That's all from me. Take care!
 
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