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Fredric Aasbo Toyota Supra MKIV Drift 1.10

By: FSR and Niels Heusinkveld
Origin: Scratch | Real World
Category: Street
Initial release: 19-Dec-11
Current release: 1.100, on 19-Dec-11

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Screenie by: FSR
Screenie by: FSR

Description (Click to toggle Visibility)

"Chucky" is back!

This mod is based on the original Supra model by Siim Annuk (Some1). The mesh has been modified and reworked by yours truly to accurately represent the battered and beaten Toyota Supra, driven hard by Fredric "The Hammer" Aasbø in the 2010 Formula Drift season.

This famous Supra, nicknamed "Chucky" due to it's many battlescars, has been described by Formula Drift announcer Jarod DeAnda as being "held together with zip-ties, bubble gum and the hopes and dreams of Norway".

My goal for this project was to create a drifting experience as close to the real thing as possible. A car that drives like a regular car, and doesn't float all over the place. And I think we are close. Thanks to Niels and hours of testing, I now feel that I have a car that can go fast around the Nordschleife as well as pull backwards entries. It's still not 100% perfect, but then again, neither is the real "Chucky".

A big thanks goes out to everyone who has been involved in creating this mod. A special thanks to Fredric Aasbø himself for valuable feedback and information regarding setup and physics.

===================================

Credits:
- Siim Annuk (original mesh, shaders and lightflares)
- Fredrik Sørlie aka FSR (reworked model, textures, physics testing and setup/tire work)
- Niels Heusinkveld (physics and tires)
- Mianiak (rFactor model conversion, textures and cockpit work/gauges)
- ADUBZ (project management)
- Racing Line Developments (2JZ sounds)

Features:
- Physics based on real data from the 2010 Team Japan Auto Supra
- 2JZ sounds
- FFB upgrades
- Fresnel shaders and lightflares
- Working gauges (including boost)

===================================

Notes by Niels about the wheel setup and physics:

Hello! Thanks for trying the Supra Drift Car! I did this project because it is fun, and to show that rFactor is pretty capable of doing extreme sliding despite people often claiming you can't drift with it. I have simply tried to make a very powerfull, front engined rear drive car, with plenty of steering lock. Nothing was done to make it drift, unlike most drift mods which feature unrealistic tires and inertias (etc).

Getting a big slide going and keeping it going balancing with throttle and opposite lock is one of the best feelings you can have, so give it a go! You do have to look at a few things first though:

Steering setup:
- Steering lock 720 degrees (yes, Fredric has a very short rack)
- Select the 'Realfeel' upgrade in the car upgrades menu
- Realfeel settings:
MaxForceAtSteeringRack=1750.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=100.000000
smoothingLevel=0

rFactor setup:
- all axis sensitivities at 50%
- zero speed sensitivity (controller / rates menu)
- FFB effects set to "LOW", strength -100% for Logitech, +100% for some other brands
- Higher framerate is better, you can't have enough!
- Start rFconfig.exe, turn Vsync OFF!

Windows setup:
- ATI: Google Ati Tray Tools, set 'Flip Queue Size' to zero
- NVIDIA: in driver options set Frames Rendered Ahead to zero
- This reduces latency, though if you have the wrong type of screen / tv, you might still be in trouble..
- Make sure graphics driver settings don't force Vsync to be ALWAYS ON (it must be OFF!)

===================================

I really hope you enjoy the mod, and don't hesitate to leave feedback or ask us questions. This will always be a work in progress, and there's still a lot of stuff to improve!

Best regards,
Fredrik Sørlie

Community Rating

Overall rating since initial release  
452/500 (330 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
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Latest Fredric Aasbo Toyota Supra MKIV Drift Comments

Post a Fredric Aasbo Toyota Supra MKIV Drift Comment

i have rfactor 1.255 the mod does work ... atleast a part of it... it just doesn't load the textures.. i have no picture of the car it's just a box with wheels but it does drive perfectly ... any sudgestions what 8i should do ?
PZidi on Dec-30-2012

Maybe an update to 1.255?
Aakakak on Aug-14-2012

I just downloaded this mod but there's no car sound just background/ tyre noises. Any idea what ive done? I put everything in the correct folders
tomacton on May-29-2012

Cancel that
Sulfur on Mar-17-2012

Good mod, plenty of fun to be had with it.
Thankyou!
trezza on Mar-02-2012

Just dropping by to say that this is the easiest out of the box drift mod that I have tried. Thanks for your hard work that has gone into this. Only thing I changed in the setup was to reduce tyre pressures and spring loads to reduce the understeer, but that's only because I'm not used to the car yet! I've noticed that you have to force the car into a slide with the hand brake (just like the real thing) rather than steering into a corner and then power on. Overall really good mod because I could never ever drift in rFactor no matter which drift mod, could be just me not knowing how to set the car up. This mod is great, you can easliy get into it with the standard setup.
F10vv3R on Feb-26-2012

No worries, it's just that I don't want people to get the feeling that we've just thrown random numbers in there, when in fact most of the "unreal" values are very real indeed. There might be some minor miscalculations in non important areas, but overall I'd say this is one of the most detailed and accurate cars out there. It's not like a stock Supra, nor a generic drift car. It's a purpose built, real life drift machine. The stuff that feels wrong in rFactor is actually "wrong" in real life too, but it's all like that for a reason.

Our goal was to recreate the beast that this car really is, not create the ultimate drift car for rFactor. Every single setting is exactly like the real car, even the ones that doesn't make sense. When you biuld a car to compete, you have to focus on the stuff that makes you competitive. On a car like this that was built with limited funding, you sometimes have to live with a shortcut or compromise. So rather than "fix" all the handling issues on the real Chucky, we wanted to bring them into the rFactor version. And we've succeeded to the point were Fredric actually practice new tracks and try out new settings in rFactor...
fsr on Feb-11-2012

well... I was mostly refering to the hdv values but many of the values seem unreal when looking at them but apparently it is a very out of this world car... And I certainly do not intend an argument.

I certainly did not mean any disrespect i tend to be very enthusiastic and overly expressive at times and I appologise if it made me come off as a cocky arrogant bastard... :/ in re reading what I said I could see how it could easily be misinterpreted that way. And I would certainly NEVER release a rework of someone elses work to the public i did this for myself and my few friends I drift with online and that's it. Even bringing it up was just a "btw you might be interested in this since its your mod" kind of deal.

And I keep the technical physics discussions to emails and not on the comments. Thats a little too in depth a discussion for this platform lol.
RSmithdrift on Feb-11-2012

Could you please give an example of an unreal value?

And rather than saying that the tires are "OMG WTFM8 kinda out of whack", could you please be more specific?

As I said in the PM, this is a custom buildt drift machine, and we got tons of data from the real car. What makes you think we got it wrong? I'm not an engineer, so it may very well be that I've messed something up while chasing a specific feeling, but I'm more confident in the works of Niels than in yours. If you want me to trust your calculations, you better back it up with more than "OMG WTFM8"...

Finally, what makes you think you could just alter out work and release it to the public without permission?

Your work may be good, but your approach and language is not...
fsr on Feb-10-2012

I personally know it has been improved... You guys had some CRAZY unreal values goin on with this thing haha.

In the tires and the hdv.. Like OMG WTFM8 kinda out of whack. I admitt the car did feel alright from the start but in a wrong way. Now it feels right for all the right reasons and you can tell.

I can send you what I've done (I'll upload it tonight or tomorrow i guess) and send it to you in a pm. I'm sure you'll like what you feel and see.

And I'm in no way saying that you didn't do a good job, I totally respect the amount of work you guys put into this mod. Otherwise I wouldn't be bringing this to you personally I would just release it to the public and say here these are better lol. I'm sure you were changing things to change the feel to make it feel right and their are many ways to go about doin that but the way you did it was making things go into unreal variables and the way i do it uses ONLY real values and uses enough real values to make it feel right just by nature. And in so makes the car feel very natural to drive like a real car.

I calculated motion ratios' of the suspension and looked up shock dyno's and spring rates and sway bars and the positions of the shock mount to the suspension and the chasis and calculated mass and inertia and have about 6 months of continuous work and testing into my tires which are now real enough to be universal to any mod (Only the Azenis is used for this car though) The only way my changes would be unrealistic ones is if this "Chucky" car in real life has been completely redesigned to the point of reinventing the wheel lol. But for some reason I don't think it has.

I'll just send to you tomorrow let you see for yourself what all I've done and any questions feel free to ask me. I have done tons of research on this and there is a well founded reason for every change I made.
RSmithdrift on Feb-08-2012

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