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DChaps
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Post by DChaps »

Big, Big News today in the PC Racing Sim World:

The Pits is celebrating their 10 year anniversary as one of the longest running and best sites for racing sim mods, news, and updates by releasing two major projects:

1) Trois-Rivières Circuit for rFactor

2) Grand National 1970 Mod for N2003

These are both top quality as most things from The Pits are.

Check it out here:

http://www.thepits.us/
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Post by DChaps »

Big, Big News today in the PC Racing Sim World:

The Pits is celebrating their 10 year anniversary as one of the longest running and best sites for racing sim mods, news, and updates by releasing two major projects:

1) Trois-Rivières Circuit for rFactor

2) Grand National 1970 Mod for N2003

These are both top quality as most things from The Pits are.

Check it out here:

http://www.thepits.us/
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Post by DChaps »

It looks like The Pits has already exceeded their bandwidth. Here are some mirrors for the 1970 mod and new rFactor track:

http://www.bdrmotorsports.com/index.php ... ts_mirrors

PS - I am noticing the "No posts exist for this topic" message if you click on the 4th page of this thread. Not sure what is up with that.
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Post by DChaps »

It must be patch day over at Simbin. They have released patches for GT Legends 1.1 and GTR 1.5

GT Legends v1.1 Patch:
With the availability of the GTL 1.1 update, a number of small issues have now been addressed, as well as the addition of some exciting new gameplay features. Multiplayer racing in particular has been extended, and the stability improved, to further enhance the ultimate online racing experience.
http://www.gtlegends.com/news_en.php?news=20051128

GTR v1.5 Patch:
It increases the stability of the Multiplayer Mode and standardises all international versions of GTR
http://www.10tacle.com/gtr-game/en/index.php?Downloads

PS - Jared, PK, or Scoop, is there any way to fix the "No posts exist for this topic" bug on the 4th page of this thread?
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Post by sfz_T-car »

PS - Jared, PK, or Scoop, is there any way to fix the "No posts exist for this topic" bug on the 4th page of this thread?
That's my fault or more accurately, the fault of my original "sf_z" account. When that account died and went to heaven, it took all ~1,500 of my posts with it. Old threads that I had been active in still seem to figure those deleted posts in calculating page numbers.

The only way to get around it would be to add bumps to get to the next actual page. Except that would only bring you that much closer to the next round of "no posts exist..." errors.

Or you could start a new thread.
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Post by DChaps »

A big, big Christmas Present for all Grand Prix Legends fans. The GPL 1969 Mod has been released early.

Official GPL 1969 Mod Site:

http://1969gpl.speedgeezers.com/

Official 1969 Mod RSC Forum:

http://forum.rscnet.org/forumdisplay.php?f=1022

Excellent GPL 69 Preview/Review at SimHQ:

http://www.simhq.com/_motorsports2/moto ... _070a.html

1969 Mod Release RSC Thread:

http://forum.rscnet.org/forumdisplay.php?f=36

Lots of cool photoshop pictures and in game screenshots:

http://forum.rscnet.org/showthread.php?t=220715

http://1969gpl.speedgeezers.com/69gallery.htm

==============================
A couple of additional items to make sure you get the GPL 69 Mod working properly:

1969mod part 1

requires:-

-Gem+ 2.3.52 version installed,

http://1969gpl.speedgeezers.com/files/gem/GPLS_0326.exe

-GPL full installation updated to version 1.2.01

-Carsound patch applied.

-both "driver textures" boxes checked ( ticked ) in gpl graphics options or carset will CTD.

*** Important - Read This Before You Start ***

There's a small problem some people have been having.

After you activate the '69 carset, look on the GEM+ front page. The carset should be listed in the dropdown as "1969 Grand Prix (GPL69)". If it says "1969 Grand Prix (GPL67)" then you're using the standard '67 physics.

Go into the carset window, click on the '69 carset and select the 'GPL69' physics from the dropdown on the right. even if it's already set as GPL69, reset it anyway.

Open the Carset window, click on the GPL69 carset under 'Active Carsets' and select the GPL69 physics from the dropdown on the right hand side. Even if it's already set to GPL69 in the dropdown, make a point of reselecting it.

Click OK and it should be correct. You can also tell it's worked if the wing setting fields become available when you select the '69 carset.
Last edited by DChaps on Wed Dec 14, 2005 4:34 pm, edited 4 times in total.
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Post by sfz_T-car »

With all the churn in the videogame industry, it's amazing that an eight year old game has these kind of legs. GPL was released before the Dreamcast, the same year as Half-Life and Starcraft.

The other amazing thing for me are the high wings on the 68-69 F1 cars. The wing supports are comically skinny considering the forces they were under.
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Post by DChaps »

This GPL 1969 Mod is fantastic. If you still own Grand Prix Legends, you owe to yourself to check out this mod. It runs amazingly well on my system which is impressive considering the attention to detail in the car models. There is even a lite version for those with older systems. Here are a couple in game screen shots. Click on the picture to see the full size image.

Here I am in the McLaren crossing the Start/Finish line at Monza:

Image

And here I am in the Matra going under the banking at Monza:

Image
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Post by sfz_T-car »

Do you have a shot of you spinning out at the Parabolica? :)
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Post by sfz_T-car »

Dchaps: Can you recommend a site that hosts the GPL patches required to get from a 1998 CD install to a current gen XP machine?
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Post by DChaps »

sfz_T-car wrote:Do you have a shot of you spinning out at the Parabolica? :)
More like a dedicated screenshot gallery! :)

All the GPL patches were finally put together into an All-In-One Patch that can be found here:

http://trackdb.d2g.com/all-in-one.asp

You can also find all these patches at Blackhole Motorsports:

http://www.bhmotorsports.com/GPL/downloads/614

However, if you are starting completely from scratch, you can install the GPL 2004 Demo from Blackhole Motorsports. It gives you all the updated patches, GPLEA cars (current as of 2004), sound updates, etc. It also has a completely updated Watkins Glen. All you have to do then to have a completely functioning GPL is add the other 10 track folders from the GPL CD to your new install. Here is a link to that GPL 2004 Demo.

http://www.bhmotorsports.com/download/6447

And here is a link to a good site that explains how to install it properly:

http://gplseasons.euweb.cz/update.htm

Another Good GPL 2004 Guide with links from SimHQ:

http://www.simhq.com/_motorsports/motorsports_042a.html

Here is the Ulitmate GPL Links Guide:

http://www.zefix.tv/gpl_ultimate_links/
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Post by DChaps »

It appears that the latest update to rFactor (v1070) is being uploaded to their website as we speak. Once completed it should be available here later on tonight:

http://www.rfactor.net/index.php?page=downloads

There is a huge list of updates and fixes including the final version of a new fictional track (Essington), and possibly the newest version of the F3 mod as well, which is now seemingly an official rFactor add-on.

See the huge feature list here:

http://www.rfactor.net/index.php?page=n ... 70features

See the new F3 info here:

http://www.rfactor.net/
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Post by DChaps »

rFactor v1070 is now available here:

http://racecast.rfactor.net/downloads/r ... te1070.exe

Also available as a bit torrent here:

http://forum.rscnet.org/showthread.php?t=239400

It does include the new rF3 vehicle in the OW series which is the fictional version of Lo's F3 mod. I assume that the official F3 real world series update will still be coming from Lo.
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Post by DChaps »

Normally I only post to this thread if there is a significant release of a game, mod, patch, or update in the PC racing sim world. However, I thought this news might be of interest to some in these forums:
D3 Announces Daytona 24 Hour Simulation.

--------------------------------------------------------------------------------

Live from Daytona:

Grand American Video Game To Be Created

(Daytona Beach, Fla.) January 25, 2006 - Newly formed Fusion D3 and Grand American Racing have joined together in developing a racing video game for the Grand American Rolex Sports Car Series presented by Crown Royal Special Reserve.

Initially the game will feature the 2006 Rolex 24 At Daytona with plans to expand and offer additional tracks over the coming year.

The project, which has been brought together by Fusion Racing, will provide fans with an exciting racing game as well as provide Grand American with a marketing tool to promote that series on a global scale.

A PC version of the game is planned for release at the Daytona Prototype race at Long Beach, California on April 8, 2006. there are also plans to enter the game console market the following year.

MSN billtill.turnone@hotmail.com
Direct email: bill@3d-driven.com
Skype: search on bill_tillman

D3: Digitaly Driven Developers : www.3d-driven.com
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Post by Gurantsu »

Well you know I'll be all over this! Endurance racing and the Grand American series in particular have become my favorite form of motorsport. Heck, I'm watching the 24 Hours of Daytona while I type this!

I'm interested in it being on both PC and consoles, I just hope that doesn't mean they will dumb down the physics.

Certainly one I'll be keeping an eye on. Thanks for the heads up!
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Post by Gurantsu »

I just saw on their site that they will be using rFactor to build the game, which is a big plus in my book. It runs great and has a fantastic online component. It's also cool that their front page used one of the Michael Shank cars (as many of you know I have a friend who's brother is a crew chief for their #60 car).

Let the drooling begin!
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Post by DChaps »

Stock Car Racing Coming to rFactor - Beta v1081 out Now

From http://www.rfactor.net/
Introducing a preview of the all new National Stock Car Racing Series (NSCRS).

After downloading this file, place it in the root directory of any official rFactor version; 1020, 1040, 1070 and run it. You may want to make a backup of your existing rFactor folder first.

We are making available this beta release of rFactor for the purpose of testing the NSCRS rules. Many options are configurable through the Series Rules File (.rFm) or on a per-track basis. Some can be overridden through the player file. See the rFactor\rFm\NSCRS.rFm file for some details.

Send any feedback to stockcar@rFactor.net, and please limit comments to racing and multiplayer rules (graphics, sounds, AI, and user interface will be addressed later).

Special thanks to members of The US Pits for invaluable assistance on this effort.

Some of the features already incorporated are:

-Private Qualifying (simultaneous but independent qualifying)

-Various yellow flag rules, including how many laps, whether the pits close, when the pits open and to whom, whether the track order is frozen when the full-course yellow is thrown, lucky dog rule, double file restarts, whether caution laps count toward the total, and whether races can finish under caution.

-Covered car rules, where setup changes are limited between qualifying and race.

-Drive-thru and longest line penalties have been added to stop/go's. Some penalty rules are configurable.

-Pit menu configurable on a per-vehicle basis (left/right tire changes, tire pressures, wedge, track bar, spring rubbers, and more).

Partial to do list:

-Make it configurable whether you can pass before the s/f line on the green (currently you're not allowed to at all, not even on the outside at ovals).

-Hold cars at pit exit while the train is going by.

-Better choices for whether full-course yellows are called (ranging from very sensitive if somebody gets sideways, to never). The current player file option really only calls a full-course yellow if somebody is stopped on track.

-Collision bumping penalty rules. These rules can be used to develop a program for reducing dangerous bump drafting behavior.

-Spotter/commentary.

-Better info display (whether pits are open, whether a longest line penalty is being applied by the server, etc.).

-Forced upgrades on a per-track basis, based on the vehicle.

-More complex drafting.

-Other types of rules (driver swapping, more damage fixing options, etc.).
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Post by pigpen81 »

Well I finally found GT Legends at the 5th and final store. Funny thing is, I've hardly touched it as I found GPL thanks to Don's incredibly detailed posts.

I have the 2004 Demo, the 65 Mods and many tracks downlaoded. What a game!!!!

I ordered the game from Sold-out software through Ebay.

BTW...GT Legends was running very choppy. Any suggestions to smooth the framerate.

I can't tell you how impressed I am with GPL....it is amazing.
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Post by DChaps »

Glad you are enjoying Grand Prix Legends piggy! Still pretty good fun for a game that is almost 8 years old! Another good site that gives links and update info for the 11 original GPL tracks and the cars is Fred Faster's GPL Nick Site:

http://fredfaster.m4driving.it/gpladdons/index_eng.htm

As for GT Legends, it is a resoure hog. The main things I did to get better frame rates was first change the shader level in the 3dconfig to DX8 instead of DX9 or Auto. Depending on your graphics card, you should not notice a huge difference in quality. Now in game, make sure you have
Swaying Trees: Off, High Detail Wheels: Off, High Res Cockpit: Off, High Res Car Livery: Off, Shadow Quality: Medium, and Trackside Characters: Off. These are all frame rate killers. I think I did a few other tweaks as well and I will post them when I have access to my home PC.
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Post by GB_Simo »

Piggy - on a 3GHz P4, 512 mb RAM and a 128 mb FX5200 I'm getting acceptable framerates with these settings:

Player vehicle detail - Medium
Other vehicle detail - Medium
Circuit detail - Full
Special Effects - Medium
Shadows - Medium
Track draw distance - Normal
Headlight effects - Low
Shadow quality - Medium

I've got the pitboard and low res track textures switched on, and I think every other checkbox has been unticked. Before you check any of that, set the shader level to DX8 as Don says - it gave me a bigger fps boost than any other single setting.

Cheers,
Adam
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Post by pigpen81 »

I have a 2.08 GH...and I put everything at low.

I don't have directx 8...just direct x7 but I put it on that.

Modello is better...but still choppy.

Playing GPL after GT Legends is so much better on the eyes.

I read Modello is a track that does get choppy, but if I can't get thinsg to improve I will shelve it for the time being and when I get a better PC down the road I will have it ready.
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Post by packmanuk04 »

I've just downloaded the demo of gpl. Its the 2004 demo with all the updates added. i also have the original to add all the tracks when i'm ready. However I have a problem getting it to run. The game loads up ok and everything is in full screen. When I go to race I get the small screen with lap times as i wait in the pits. However when I go to actually drive the car i get only part of the screen with everything else black. I get the right part of the screen cut off so i can't really see the side of my car. If I change the resolution down to 800-600 the window is bigger but still doesn't fill the screen and I still lose the right side, 640-480 is even better but still not filling the screen. i have a widescreen monitor and run xp with all the updates. Ay idea what the problem is ?
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Post by Gurantsu »

Have you tried switching from Direct X to OpenGL in the graphis options? Maybe that will help.
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Post by Gurantsu »

I tested GT Legends for a while last night, and the big frame rate killers for me are the shader quality (I set it at DX8 and it looks fine); the trackside characters (I have them off), the shadow quality (medium), and the car detail (both to medium). I get a very good playable frame rate this way. I also turned off seeing your driver and wheel in the car, and also driver animaitons (with this off the drivers in the other cars will still lean their heads, but their hands won't turn the wheel and stuff, no big deal as during a race I never see that anyway).

Best way to test is to run a quick race, then go back to the replay as you adjust settings, that way you have the same point of reference while you tweak.
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Post by packmanuk04 »

I tried opengl and the same problem.
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