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   Home / Cars / EOAA GT 1.05 Modder Admin

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EOAA GT 1.05

By: EOAA
Origin: Composite | Real World
Category: GT
Initial release: 05-Sep-08
Current release: 1.050, on 24-Nov-08

Description (Click to toggle Visibility)

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 even though you have inserted you DVD or CD please send an email to admin@eoaa.org. (Some sites are still hosting the old 349mb installer which works for only three versions of GTR2. If your installer aborts, try downloading the 317mb installer from any of the links here at rFC, it works for all known versions of GTR2).

The CDROM verification is for legal reasons. It will not ever be removed unless someone can make these cars to the same standard from scratch. GTR2 is affectively a rFactor mod, buying GTR2 means you would be supporting a mod team (Simbin). Also if Simbin continue to pay for a license to use rFactor you would be supporting ISI too, looking at the GTR Evolution physics files, it's clear they are still using rFactor code. If Simbin want true realism, well they ought to stick to their roots, work with and support ISI. ISI have the experience, skill and talent to take it in the right direction, I'm not saying Simbin don't only that two minds are better than one.

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 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.

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.

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.

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.

SemiAutomatic=0 for all cars which means auto clutch must be enabled so that auto lift and auto blip can be used. Auto lift and and auto blip use the hdv for transmission physics. Auto lift and auto blip can be enabled or disabled in the plr file i.e. X:Program Files
FactorUserDataYourNameYourName.plr under DRIVING AIDS. Auto lift automatically cuts power on upshifts, auto blip automatically blips or revs the engine on downshifts for smoother transmission. In real life some of these cars have full semi automatic transmissions, some have quarter automatic transmissions i.e. auto lift enabled but no auto blip.

=1 is enabled
=0 is disabled

Auto Clutch="1"
Auto Lift="1"
Auto Blip="0"

With auto blip disabled you must blip the throttle on downshifts so that the engine revs match wheel speed, if the engine revs don't match wheel speed the rear wheels will spin and cause the rear to step out quite severely. Likewise if auto lift is disabled and you don't manually lift the rear wheels will snap and loose traction on upshifts because the engine revs are too high. Nearly all modern GT cars use an electronic cut for upshifts i.e. auto lift=1. I use the above settings and this is what's used by most teams in the FIA GT.

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.

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.

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 to make a skin pack for this mod. I am interested in collaborating with other mod teams.

Credits

Richard Allanby (aka CBFR)
Sounds, physics, compilation and installer.

Kangaloosh
carFactory author (physics) and advice.

Niels Heusinkveld (aka Niels_at_home)
Trex author (physics), 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

1.05 Released 24 11 08
S7R +20kg. All soft tyres have increased wear. Wear graph updated, please refer to reply #3 here http://forum.eoaa.org/index.php?topic=347. Clutch physics updated for all cars (less likely to loose traction shifting from 1st to 2nd).

V1.04 Released 28 10 08
DBR9 template updated (has updated rear wing shading nothing more). F550 and F575 templates updated and test drive skins updated (perfected shading for rear lights) specular maps updated too. S7R style 5 template updated (black parts section overlapping right mirror causing black line, Michelin test drive skin updated). Lister template updated and test drive skins updated (rear shading cleaned up and texture for flick switch thing at rear positioned properly) specular map updated too. Viper wheels issue fixed. R-GT lights issue fixed. DBR9 had 10% drive train loss, now has 9%. C5R had 9% drive train loss, now has 8.25%, limiter increased by 100 Rpm, much improved fuel consumption (now has the best fuel consumption because it uses Lemans engine specifications), engine heating increased, can use radiator setting 2 and maintain optimum oil temperature. Viper drive train loss was 9% is now 8.5% and limiter increased by 100 Rpm. MC12 drive train loss was 11% is now 10.5%, wcextra2 is now used for front radiator grille. Fuel estimates disabled for all cars, they were completely inaccurate previously and they cannot be set accurately for all types of tracks. To find out exact fuel consumption use MoTeC http://forum.eoaa.org/index.php?topic=320.0. Michelin and Pirelli wheels updated for S7R.

V1.03 Released 16 10 08
Fixed Lister rear wing emap issue, fixed Viper test drive backfires, fixed F575 dirt screen issue, updated F575, R-GT, MC12 and S7R specular maps (full detail 2048x1024, were half size previously). Changed genstring to 5 for F550 chassis (5 is also for hood, use 1 for 2003 hood and 4 for 2004 hood, template updated with 2003 hood options and updated parts for rear lights (edges more rounded), test drive genstring notes updated in veh files, test drive skins updated. F575 has emap removed from meshes (behind front wheels and front radiator mesh) template updated with new parts for rear lights (edges more rounded), test drive skins updated. Updated Lister template and test drive skins, rear lighting and bumper tidied up, specular map updated too. Viper genstring 2 used for body and backfire, 3 is exhaust near rear wheels, 5 is exhaust at center of car, test drive genstring notes updated in veh files. R-GT Dunlop tyres updated (style 2), two chassis styles now available (first genstring is for body, 1 has different rear section to 2) template updated with shading for each style, new lights style added (seventh is for rear brake lights style, use 1 for round 2008 style and 2 for factory style), test drive genstring notes updated in veh files. S7R templates updated, tidied up rear brake lights section, fixed bug where cockpit splitter loads when not in cockpit. Updated many wheel rims and new emaps for cars, they look much less flat now.

V1.02
Fixed S7R LOD C style 6 headlights, fixed DBR9 genstrings for correct tyre graphics, fixed DBR9 backfire causing rFactor to crash, updated DBR9 lights front and rear, fixed C5R lights style 2 and now using for all teams, C5R specular map updated to include front lights cover with Corvette text, Viper body style 3 added which has the backfire hole further towards the rear wheels (style 3 template now available please download Viper templates again), Viper tow hooks fixed and looking correct. DBR9 has more engine power and power curve more rounded, C5R more engine power, Viper updated power curve, F575 updated power curve, Lister more power post peak power, MC12 -20kg. All tyres have very minor tweaking for improved balance. SemiAutomatic=0 for all cars now (please refer to paragraph starting SemiAutomatic=0 in read me for help with this).

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.
_______________________________________________________________

Skin pack (currently 54 liveries)

The skin pack consists of some real and some fantasy liveries. Install the skin pack to your root rFactor folder. An uninstaller is created in your rFactor root folder called Uninstall EOAA GT skin pack.exe. Uninstalling the skin pack removes all Skin pack teams folders, it does not remove any of the core EOAA GT files. Updates will be made to this skin pack but you do not have to uninstall the previous skin pack before installing a new version, simply install over the top of the previous version. If you intend to uninstall EOAA GT completely, please uninstall the skin pack first and then uninstall EOAA GT.

Consider this skin pack as part of EOAA GT when making your votes.

Credits

alexkoda
alpha24
Archeo
CBFR
Gamus96
Mammut22
Mario82
-Max-
PaySun
Peto
peugeot206GTI
PrinzTT
Radius
snfll
spike

Community Rating

 
Overall rating since initial release  
403/500 (3444 votes) 1 2 3 4 5
Community Ratings since October 01, 2009   My Ratings
Sense of Immersion
Physics
Modelling
Cockpit
Sounds
Skins
Realistic Damage
Default setup Race-ability
Addictive-ness
FPS Performance
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Car Setups

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Car Skins

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Latest EOAA GT Comments

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Has anyone else noticed something odd about the Maserati's headlights? there's a black line over it, you can see the problem in andreiya's screenshot. The weird thing is it sometimes shows up and sometimes doesn't.
by dmx on 25-Feb-09

Congrats on a really great mod. Like it a lot. One question - are there any AI setups available for tracks with long straights (mainly Le Mans 79)? As someone else said, the AI tops out very early, making it a doddle to pass them...
by nelson dog on 01-Feb-09

The fake vibrations are in plr under Graphics. I switched them all off because they have nothing to do with the physics whereas the custom EOAA head physics are directly connected the physics. Cockpit Vibration Mult1="0.00000" // Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file) Cockpit Vibration Freq1="0.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates) Cockpit Vibration Mult2="0.00000" // Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file) Cockpit Vibration Freq2="0.00000" // Secondary rate of vibration affects eyepoint orientation
by CBFR on 24-Jan-09

Thanks, Ill check out those settings.
by FooAtari on 21-Jan-09

I like head vibrations, it is a bit too much in any mod, though. Foo, there are a few parameters affecting vibrations, inside the UserData folder you will find a folder with your rfactor username, containing your .plr file, also named by your username. You can open the file with notepad. Those are the first parameters in there that affect primary and secondary vibrations. The multiplier applies to each vecicles' individual vibration value, freq is the rate depending on your framerate Cockpit Vibration Mult1 Cockpit Vibration Freq1 Cockpit Vibration Mult2 Cockpit Vibration Freq2 Reduce the multipliers value to half or even half of that or even less depending on your preference, or go to the following parameter: Head Physics= and reduce it to something like 0.25 I agree, the mod is underrated, if people didn't make such a fuss about the cd check and CBFR wasn't so capable of pissing people off, it sure would have had a better rating ;-)
by CrippleHorse on 19-Jan-09

Yea 50 head movement 50 exagerate yaw is a bit much, I use 25 25. It definitely helps give a sense of G with the custom head physics we've made. These options are in the menus, in first controller menu I think not sure.
by CBFR on 19-Jan-09

Pretty goog mod. I have no idea why it scores 388. There are far worse mods that score better, and even worse some pretty shoddy mods in HOF that are not as good as this. Someties I think people rate based on what the mod simulates and worse, who the modder group is. Not on the quality of the mod itself. I have one complaint however, which might not be down to the mod, but I find the amount of head movement pretty excesive to the point on giving me slight motion sickness. How can I tone this down a bit? Dont want to turn it off all together just turn it down.
by FooAtari on 18-Jan-09

this is an awesome mod.one question though; the only way u could mix this mod with another is the indivdual templates cuz this mod is locked(unmixable) or is there another way?thx.....
by General_RIMT on 16-Jan-09

Added this to end of first paragraph in description .. (Some sites are still hosting the old 349mb installer which works for only three versions of GTR2. If your installer aborts, try downloading the 317mb installer from any of the links here at rFC, it works for all known versions of GTR2).
by CBFR on 29-Dec-08

TonicEnergy, those are for a different mod, made by EOAA but have learned a lot since then. These are the settings to use http://forum.eoaa.org/index.php?topic=338.0. Bobwilliams, they cannot ever be 100% real because manufacturers or teams don't hand out real data unless there's serious money involved. I will explain how the physics were made. Top speed first, I knew that at Monza these cars go 310 to 320kph before T1, I had a version of Monza which uses GPS and is about 2 meters shorter than the real modern version. So I set the drag and engine to reach these top speeds, in actual fact I used the GTR2 text files for aero which states downforce at 150mph and lift/drag ratio, after using these values the top speeds were about 310 to 320kph with about 10% drivetrain loss. I was pleasantly surprised to find that nothing needed altered, so it was done. Then I fine tuned grip to make sure the lap time were reasonably accurate, in fact the lap times are possibly a fraction slower than the real cars but only by 0.5 to 1 second. So you see I had some real data (top speed) and aero lift at 150mph and lift drag ratio, this is enough to create very realistic representations of the cars. The handling is in the chassis and suspension design which I worked out myself after much testing and driving. The cars will feel complex and will take a long time to understand. They certainly will not confuse you like some other mods and they are a very reasonable representation of these cars.
by CBFR on 29-Dec-08

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