Enduracers have released a small fix for their recently-released Endurance Series mod for rFactor, addressing several small issues in terms of graphics, sounds and physics as listed below.
Changelog:
* Technical – Missing yellow flags fixed.
* Technical – Vehicles classification updated and Classoveride added / XML car result problems fixed.
* Technical – Drivers name fixed.
* Technical – Pit guys leaving after 5 seconds fixed.
* Graphics – Black track object with light on day fixed.
* Graphics – Skin ALMS 2008 Porsche #46 and Courage C65 ALMS 2006 #33 fixed.
* Graphics – Loading screen fixed.
* Sounds – Gravel sounds for Porsche GT2 and Zytek fixed.
* Sounds – Autoblip sound for Porsche RS Spyder updated.
* Sounds – Balanced volumes for Panoz.
* Physics – Update of the tire wear curve for medium and hard at the end of the tire run (smoother, less abrupt).
* Physics – Aston Martin engine curve adjusted.
* Physics – RS Spyder engine curve and boost adjusted.
* Physics – Low and medium position aero forces a bit increased on the GT1.
* Physics – Line “BumpStopRisingSpring” adjusted on the GT.
Important: This is just an update, make sure to have version 1.0 of Endurance Series installed before using it.








erazor
September 30th, 2009 at 16:24
links does not work
klo-che
September 30th, 2009 at 16:28
http://www.megaupload.com/?d=D318CLUY
http://www.filehosting.org/file/details/62647/EnduRacers_ES_v11FIX.rar
http://rapidshare.com/files/286827573/EnduRacers_ES_v11FIX.rar
http://kloche41.free.fr/EnduRacers/EnduRacers_ES_v11FIX.rar
erazor
September 30th, 2009 at 16:35
Ok i found it on the forum.
1.1 DL
http://rapidshare.com/files/286934611/EnduRacers_ES_v11FIX.rar
or
http://www.megaupload.com/?d=D318CLUY
RaYqUe
September 30th, 2009 at 16:36
Thanx Enduracers! Looking foward for 2nd package release! \o/
Shum94
September 30th, 2009 at 16:47
Once i read that the C6R max rpm is 7000 rpm and in the mod it is 6000 rpm
In this 1.1 its still 6000 rpm
Shum94
September 30th, 2009 at 16:50
Anyway thanks for the patch
felipe
September 30th, 2009 at 16:54
wow unexpected
and huge
ermax18
September 30th, 2009 at 16:58
I have never been able to find the redline on the C6R GT1. The LS7 in the Z06 road car is 7000RPM. It makes 505 at 6300RPM. But the race engine makes 590 at 5400RPM. I wouldn’t be surprised if the race engine has a 6000RPM redline.
ermax18
September 30th, 2009 at 17:01
I suspect the confusion about the 7000RPM redline came from this page:
http://www.corvetteracing.com/cars/c6r/engine.shtml
The specs found here are talking about the production version of the LS7 found in the Z06.
DeDios
September 30th, 2009 at 18:28
thanks for update!
Meclazine
September 30th, 2009 at 18:53
OK,
Was looking for a feedback thread on this mod. Got an upgrade instead. Raced it tonight at Misano in our league.
http://www.omr.com.au/championships/2009/ELMS/Misano/
Brilliant multi-class racing. The best in rFactor. The different car speeds make for some interesting results. Love the tyres in this mod. They have the slip-curves perfect.
Feedback:
(a) Cars are too hard to find. After you click year, you then need to click series, then you click class (P1, P2, GT1, GT2), and then team. But no car names anywhere. So when you ask someone to grab the P2 Mazda or the GT2 Spyker, they take 10 minutes. Maybe add the name of the car after the team name.
(b) The Spyker’s rear wheels do not rotate around the correct axis. Watch a replay from side-on of the GT2 Spyker, and you will notice the rear wheels are shaking violently. The front wheels are smooth.
(c) Externally, the Spyker has some of the best sounds. Thought they were too quiet in the mix of all sounds (external only).
These are not big issues though in comparison to the positives of the mod.
stabiz
September 30th, 2009 at 19:23
Thanks for this patch! This is one of rFactors three best mods, IMO.
erazor
September 30th, 2009 at 19:25
i think for feedback thread you must look to the official Forum:
http://enduracers.easyforum.fr
Howie47
September 30th, 2009 at 20:31
One of the most looked for mods in rFactor. Then they have to go and ruin it with horrible tire physics. They should have just used the tires, the way they are in the original ISI Esperanti ALMS GT2. Instead of the lower vertical grip tires they invented. Of course the devs. can please themselves. So their you go. Back to looking for the pros. to gives us realistic physics. Other wise a top notch mod.
F1Racer
September 30th, 2009 at 21:39
Gotta agree with you on this one Howie47. The tyre grip on some of these cars is plain strange. Slip curves on some cars like the Porsche 911 can’t be right. Much too slippy on the rear to be a representation of a race car.
Maybe they`ll see this at some point and sort it in another patch.
But as you said, the rest of the mod is superb.
NightSt@lk3r
September 30th, 2009 at 21:52
No use complaining to us about the physics, Gentlemen Racers are the ones you should be complaining to about physics issues.
tigeraid
September 30th, 2009 at 21:58
Howie/F1Racer, we’ve been over this a dozen times on VR and over on RSC… In a variety of threads:
http://forum.racesimcentral.com/showthread.php?t=337277&page=18
http://forum.racesimcentral.com/showthread.php?t=338562
http://forum.racesimcentral.com/showthread.php?t=337991
It’s almost entirely driver or setup error. Regardless of what people think of the numbers in the tire files. I can do hundreds of laps non-stop without spinning out or having problems, and so can many other people. Just learn to adjust. Especially considering Enduracers used “the pros” to develop the mod.
Looking forward to trying this and the skinpack, when I get home!
stabiz
September 30th, 2009 at 22:15
Yup, the 997 GT2 can be pushed like crazy when you get the hang of it. Tons of grip available.
Raikku
September 30th, 2009 at 22:32
So they didn’t fixed mod’s physics? Great… one more mod down the drain. There is always iR to drive.
F1Racer
September 30th, 2009 at 22:47
Aah so it was driver error all along. And there was me worrying the the mod didn’t have perfect physics. What a fool I was.
‘Regardless of what people think’ eh ? Nice.
I’m please you can do hundreds of laps. That MUST mean its correct then. I can do hundreds of laps in flat-out and it doesn’t make the physics right.
Learning to adjust is all very well if I’m learning to adjust to something that is correct in the first place.
I’m just not convinced a race car reacts like some of these cars do.
The faster cars are fine. In fact the more powerful the car, the better they handle. But the lower class cars exiting from slow/medium speed corners..nah sorry.
Howie47
September 30th, 2009 at 22:54
As long as they’ve got hard headed fans like “tigeraid”, I doubt if they change it. The ISI developed Esperante GT2 feels a whole lot better, and the numbers in the files DO mean something. The cars in HistoryX drive more realistically. With feelable grip, that can be corrected and driven. Don’t give me that “set-up” BS. I’ve been driving ISI games for many years.
Howie47
September 30th, 2009 at 22:58
Yeah, but who wants to get the hang of a NEW type of physics that ain’t realistic. Stick with what has already been achieved.
ermax18
September 30th, 2009 at 22:59
I’ve said this time and time again. Sim will “NEVER” be realistic. Never. You will never simulate physical forces on your body. So you are always going to have cars that snap off with no warning. You can’t be warned without physical forces warning you. The more realistic the drop off is, the harder it is going to be to drive.
EmptyBox
September 30th, 2009 at 23:14
And in their readme it says the Rev limit is 7000, with peak power IIRC at about ~6300 RPM. So some number somewhere is wrong, and I believe it to be the ingame number. That rev limit comes up WAY to quickly – it’s like always driving with very short gears, even if their tall.
@Ermax18 – Some sim’s just provide better tactile feedback.
Unfortunantly, rF isn’t one of em!
stabiz
September 30th, 2009 at 23:25
Well, this coming from the guy who claims Shift has the best physics ever …
Love it or leave it, life is short.
Howie47
September 30th, 2009 at 23:27
OK, I should have said: “Stick with physics that have already achieved (a higher level of realism). So don’t have a hissy fit.
Howie47
September 30th, 2009 at 23:30
“There you go again”, to quote Ronald Reagan. Making up words and putting them in my mouth. I actually said it “might have the most realistic physics, and I still believe the game engine has the potential to deliver those physics. It just needs fine tuning from the devs.
F1Racer
October 1st, 2009 at 00:07
We are all well aware of not having physical forces on our body but that doesn’t mean you “always” have to have cars that snap off with no warning. One has nothing to do with the other. Plenty of mods and racing games seem to manage it.
The idea, logically, is to compensate for the lack of bodily forces by using the physics. Even if that means reducing that so-called realism. This is something RBR failed to do.
Whatever it is, or whatever the reason, I’ve driven many Porsches in many mods in many forms and none snap out like this one in the middle and exit of slow/medium corners. So is that because all the other Porsches are wrong and Endurance is the only one that is right because real drivers provided feedback ? Is that the comeback line we will be hearing all the time ?
Tell me then, why I don’t have this issue with the P1 and P2 cars ? They handle just fine.
But the Porsche (sorry, its the only car I can remember that annoys me but there is another), its like the front tyres are ok and the rears are dry tyres on a wet track.
I’ve played with setup like crazy. To get it anywhere near some kind of normality the setup has to be something so unrealistic.
But hey its one guys opinion, how important is that if someone else is happy with it ?
NightSt@lk3r
October 1st, 2009 at 00:13
If you disagree with out rev limit for the C6.R then take it up with PK Carsport.
BSR-WiX
October 1st, 2009 at 01:14
its great to see a very good mod get even better.
gundwane
October 1st, 2009 at 01:17
where can I find Endurance Series v1.0??
dknine
October 1st, 2009 at 02:51
thanks for the patch, the mod is very good, i like the porsche 997 alot
MiniMaestro
October 1st, 2009 at 07:25
Are they saving different tyre compounds and differing tyre compounds per class till SP1 or something? Nevertheless thanks, despite its well documented flaws this mod is one of my faves especially when combined with ILMS and the BMW. Multi Class Fun Racing.
DeDios
October 1st, 2009 at 14:08
Imho physic is just great. Really, i love it: this mod is one of few mods who i feel exactly what car is doing in any instant. The key for go fast on track is absolutely the setup phase. You need to work A LOT (imho) on setup. My preferite car is the 997RSR: in each track i need to spend hours and lots of laps for to do a setup who give me possibility to go fast (
i’m not so fast, i mean “to go IN track). If you work on setup, you can find your best way to go fast. Without any problem on braking or turns. I have a DFP, not a great wheel but this mod feels great.
Remember blip during braking (and changing gear), is important ;)
So, if you feel some strange reactions, you need to modify your setup. imho of course!
CrippleHorse
October 1st, 2009 at 14:55
Ok, is anyone allowed to have any question whatsoever or make any kind of constructive criticism at all without being subjected to the old “you know nothing” routine?
I know some unfair things have been said in the past but when so many people feel that grip and loss of grip are different to what is universally known as a tyre and some give a more scientific explanation about it, replying that some racers said it was “ok” doesn’t negate much. And if feeling the forces on your seat is the single thing that could make up for something that feels unnatural to drive, why don’t people say the same thing about CBFR’s GT cars, the Caterhams or Niels’ Supra, to name a few? Of course it’s your mod, you do whatever you want with it and it’s your choice to accept or disregard feedback, let alone have people expect you to actually fix something, but when just a look on a tyre curve is enough for somebody to say that there’s something wrong there, people may have trouble taking your “if you think you know more than race drivers who tested it” response seriously.
CrippleHorse
October 1st, 2009 at 14:56
bedelix
October 1st, 2009 at 15:44
again me ,the wild little duck
before say something , i know how the things finish with this team after my feedback “bedelix is a troll ”
where is the fix for the c6 sounds ? vancop don’t have/take the time to do him?
the real max rpm of this car is 7000 , why ,in this mod it s 6000??
the grip tyres of some cars is just “fantasy thing” , make a spin to low and middle curv when you touch nothing , gaz pedal or brake pedal is just unreal ….
the grip of the tyres in this mod is like “wet soap” ,
my street bmw have more grip than a race car with slicks tyres ??? are you just serious ??
Howie47
October 1st, 2009 at 16:04
Unless your a NOOB at a particular course and in a particular car; an experienced driver should be able to jump into a default setup-ed car an drive fairly decent laps. Without being surprised by unaccustomed spins. Especially when the spins can result in the car doing several revolutions while setting in one spot! Here is a hint. The line that causes tires to recover from slides and maintain forward motion.
ISI=PneumaticTrail=1.100e-6
End.=PneumaticTrail=0.000004
Both from the same car, same racing series.
NightSt@lk3r
October 1st, 2009 at 16:58
I don’t remember saying you don’t know nothing? all im saying is you all keep saying the real car has a max RPM of 7000 yet the engine data provided to us by PK Carsport for the C6.R engine says otherwise.
klo-che
October 1st, 2009 at 17:23
Can you forward me these “scientific explanations”, i’m interested in seeing them.
For the guys critics our comments, i just advice them to look at the tone used in your own posts (bedelix, Howie47), they are totally agressive too toward the people you answer. If you think we’re not respectfull enough, just imagine how it feels when you are on the other side. It’s exactly the same. And aggressive comments will never help things moving. So let’s just put some water in your wine please, and the discussion will maybe more efficient then.
Thanks.
DeDios
October 1st, 2009 at 17:32
First of all i’m not a noob; i’m not fast but i don’t thinks i’m a noob in racing sims. So stay calm, we’re discussing about opinions. Second: i’m not agree with you about this: you’re driving in a sim, so, you need to work on a setup for search your best on a car, as reality. Setup is subjective: mine is the best for me, but probably if i give you that you don’t like it.
JGoenR
October 1st, 2009 at 18:35
Thanks for the update.
Now waiting for those Peugeot’s!
MaD_King
October 1st, 2009 at 19:00
Just an answer about the rev limit of the C6R.
Put the RMP to max in your setup, put the boost at max in the setup or ingame, and after check the max RPM when you drive, and you will have your answer.
And the values we have and use for the C6R are about 6300/6400 RPM max for the cars runing at the 24h of LeMans.
So it’s ok for us in the mod.
In the readme there is curves and none of them is @7000 RPM.
http://www.enduracers.com/readme/README_ENDURANCE_SERIES_MOD.html
EmptyBox
October 1st, 2009 at 20:10
Got a phone number?
I have asked someone who has talked to the factory drivers in the ALMS, and they both (drivers) said 7000 was the limit, this would be at the Elkhart race, so by no means a long race (2.45 Hrs) Perhaps regular ALMS engines vs. 24H Engines is the difference, and perhaps teams also.
And I’ll say it again.
The AMOUNT of grip available is just fine, but it is WHERE the grip is available. We’ve been down this road to many times to bother wasting our breath, both with this mod, GTR1, and F1C.
Howie47
October 1st, 2009 at 20:35
Yeah, F1C had a snap spin problem which was carried over to the first release of rFactor. Which was finally fixed in a latter update. When ISI added the “PneumaticTrail” to the tire files. An entry the many moders have continued to ignore. Real tires resist and recover from side ways slip. All by them selves, without any driver input. Unless side ways momentum is greater then the available grip and carries the car past a certain angle.
Maybe I’m wrong about the PneumaticTrail, entry, that was a couple years ago. But I think my memory serves me well.
bedelix
October 1st, 2009 at 21:18
i’m aggressive?
you really don’t care about the communauty, we think we are god of modding ..very funny
you make a patch who don’t care about the feedbacks everybody say , and i’ m aggresive and need to kill a good wine with some water ? i have seen some pieces of shit/aggressivity on Gentleman racer forum against some rfc HOF mods
so don’t go here for say i m’ agressive !!!
1 grip of the tyres is fantasy ( datas is not good in the tbc ), but it s the fault of the driver/user of the mod .
2 the ffb is blurry ( .pms need to be remade), and it s because the user steering wheel is bad .
3 the sounds is bad (especialy the c6 ), but it s a user hardware problem right? the rpm is not right on c6r , it s because bla bla bla
your mod is “rfactor compatible” or it s for gtr2, FIC 99-02 ?? every progress in rfactor about physics , graphicals render is not used in this mod
vancop say here he release one update of his c6 sound ? where is it?
so man, before say i ‘m aggressive ,use your brain in your BIIIIIIG head and take care about the think we say !!
so for you ,like i say before :
bedelix is a troll !!!
but every thing he say is reality , do you take care of the things he say : SURELY NOT !! you are god of modding !!
klo-che
October 1st, 2009 at 21:34
Physics, now sounds and graphics. You don’t like the mod, fine, play something else but we’ve not annoyed you, so stop polluting thread with posts like that.
And yes you are agressive, again in this post.
stabiz
October 1st, 2009 at 21:35
Yup, cancel all leisure activities, Enduracers. Bedelix wants a patch, and he wants it now.
Howie47
October 1st, 2009 at 21:42
The main reason people get “aggresive” is the responce they get to (constructive criticism). Put your hands over your ears and yell back, your an idiot that doesn’t know 1+1=2. If you like the mod the way that it is and don’t want to change it fine. But just say that!
Howie47
October 1st, 2009 at 21:46
According to post at RSC http://forum.racesimcentral.com/showthread.php?p=4004816#post4004816 Post #442 the use of this mod is already dying.
klo-che
October 1st, 2009 at 21:50
I never said to anyone publicaly that he was an idiot. If someone in the team did it in the past apologies, but it’s not a reason for answering like that. ATM what can we say you will jump on us to blame us, so it seems useless to argue more.
I will remind you just 1 thing. What is your aim in this aggressive behave ? Making us correct our mod to please you ? If it is that, it will NEVER work. Having a good and friendship behave with us is the way to go, forwarding these “scientific explanations” for exemple. But disrespecting us will not make us change our work, at all. I’m sorry to say it again, but it’s again a question of respect. That you don’t show.
But as we are the bad guy we will just leave the place. Have fun.
ermax18
October 1st, 2009 at 21:53
People complain that they want realism, then they get it and then complain about it. I am not talking about you specifically. Just in general. So your suggesting they make it less realistic to compensate for the lack of seat of the pants feel. I hate on rails mods that never go around. I prefer mods that have a challenge. Realistic or not. I really haven’t had much of a problem with this mod. Perhaps people aren’t using RealFeel or have RealFeel setup with the values suggested in the readme which are very flawed.
ermax18
October 1st, 2009 at 21:56
Those are the specs for the road going production Z06. They clearly made a mistake in the readme. The race engine makes peak power at 5400RPM and probably has a lower redline too.
ermax18
October 1st, 2009 at 21:59
I am not talking about any mod in particular. I am talking about all sims. None of them are even remotely realistic. I didn’t realize I was having a hissy fit. :)
ermax18
October 1st, 2009 at 22:02
It’s funny we always have the same few people complaining about this mod. Judging by the popularity of this mod and the number of leagues that are picking it up, I would have to say these few are the minority.
NightSt@lk3r
October 1st, 2009 at 22:29
0.000004 is the same as 4.0E-6.
bedelix
October 1st, 2009 at 22:50
like i say ; enduracer don’t care about feedback that don’t complain with the way they want …. and refuse to change nothing
God of Modding
don’t except nothing if you have some problems with enduracer mod , one enduracer mod is always amazing , the stupid idiot is behind the steering wheel
for agressivity : it s very strange , i use the same way like some enduracers boys use in Gentleman racer forum or here when i post my sounds problems : me i’m aggressive and totaly trool ….and you have always the good reaction ..and the good feeling
i try to be constructive the first time , you treat me like shit . now you clearly say ” we don’t care about public feedback , ”
you don’t make mods for the public , just for you .
if you don’t want be cutted in piece by public , don’t release nothing publicly
astalavista baby !!
Howie47
October 1st, 2009 at 23:16
The ISI GT2 tbc is: Front= 1.00e-6 Rear=1.04e-6
The End. tbc is: Front= .00004 Rear=.00004 or what ever the equivalent. The wider rear should be more?
Changing one entry won’t fix the tires. The mod team should contact “Niels at Home” to use his tire creation app. discussed in the last issue of “AutoSimSport” mag. It’s almost impossible to create the tbc. file, One step at a time. Using notepad. His program auto generates the correct information. As used in the HistoryX mod.
NightSt@lk3r
October 1st, 2009 at 23:22
well if you look at niels tires for his supra he has
Front
PneumaticTrail=6.02704865304943E-06
Rear
PneumaticTrail=5.71320424953852E-06
NightSt@lk3r
October 1st, 2009 at 23:26
I have spoken to niels about this programme, the problem is it is so complicated it seems no one but niels can work it lol
EmptyBox
October 1st, 2009 at 23:31
Chopped to relevancy.
Or just get Niels to do the tires……. Ruh Roh!
Not impossible, but for anyone who hasn’t driven a P1, pretty much. I must say, I do get the feeling that I’m driving on tiny little slicks in this mod, to which I must say I’m not shocked. Sorta similar to what I’d think a F3 type car would be. No shock there, but goofy none the less.
Regarding the 7000 Rev limit my post earlier was regarding the C6R GT1, which was asked this year after the GT2 car was introduced. Perhaps some confusion on both the posts and the question asked for the drivers.
And one closing thought….
The brown particulate matter is about to hit the rotating air displacement device.
stabiz
October 1st, 2009 at 23:32
I really couldnt care less what is the flavor of the week on public servers, the racing is usually very bad: 10 lap races where 70% of the field either disconnect or crash on lap 1. If you go by the numbers on those servers most mods are dead, except the latest F1 mods or Megane cup. I have already had 3 league races – or warmup\test events – for a full season at psx-racing, and the racing is top notch. 2 hour races, medium TC and auto clutch allowed, and 100% damage. The GT2 class (where I drive) have had some epic battles, and the four classes makes those battles even more interesting.
Howie47
October 1st, 2009 at 23:53
I agree if TC is allowed the driving is tolerable. I’m glad some are having a good time with this mod in leagues. Considering how difficult ISI left modders
physics creation in. I think they already did a miracle. A human one any way.
How much mods are used on the public servers is just an indication of their popularity. Ones like Megane Trophy have remained popular. Probably because they are easier to drive and provide good racing. On most public servers they insist on running Endurance Mod with NO TC.
F1Racer
October 2nd, 2009 at 00:11
Hi klo-che,
I don’t think that people don’t like the mod. It’s quite the opposite. The mod is amazing. One of the best to come out for a while.
If the mod was no good or had no potential to be great, I don’t think people would be wasting their time trying to iron out what many see as a small flaw in some of the cars.
Clearly a good few of us are experiencing this self-same issue with the rears on some of these cars. I personally don’t buy the “it’s your setup” line.
That would either indicate that your default setup is waaaay off or we have to set the car up in such a wierd way to compensate for this issue.
Now if this was a Formula 1 car, I could see how crucial setup can be on those machines. But on a Porsche GT car ? Really ? The default setup is so bad that the rear just slides from underneath you in slow and medium corners ?
The issue exists, that is clear. People here are describing the exact same feelings as each other. We can’t all be noobs with crappy setups.
The thing is its not all the mod either. Most cars are fine. The Corvette C6R for example seems fine. But the Porsche.. well something is fundamentally wrong with its ass end.
People complain because they want this mod to be better and to be right. At least I do. I want to grab that Porsche and push it to its limits on the track but this rear end issue which I can’t seem to cure is stopping me doing that.
I am not enjoying this mod to it’s fullest and I want to.
I have no sounds issues with this mod (well maybe the C6R because its harder to ‘hear’ when you need to upshift as it engine is a low rumble). The cars and paintjobs are brilliant.
When I saw a 1.1 patch I was praying that the physics had been looked at but then I read the fix list and was kinda disappointed as it seemed a pretty obvious flaw to me.
So hey, maybe I and the others here are all wrong and Porsches that are using their standard setup really do spin out in all low/medium corners unless the setup is altered drastically.
What is a default setup anyway ? Is that a representation of how the car would be with stock values or is it just something that somebody in the team thought was ok ?
Please at least take another look at this issue and consider that it just might really exist. I can tell you the cars that I think it effects if it helps. Maybe you see something in their files that looks out of place compared to the cars that don’t have this problem.
I’m just asking that you don’t dismiss it completely as if we’re all not getting the car setup right somehow or that we don’t know how to drive. These are cop-out excuses imo.
F1Racer
October 2nd, 2009 at 00:12
oh and Cripplehorse…. nice post btw.
fpol
October 2nd, 2009 at 02:51
This is something that should be made clear in all mods/sims. So often the default setup appears to be arbitrary.
…as for the mod. I’ve yet to install it. All the arguments about tires have me worried. I especially want to drive the P-cars, so naturally it worries me. I guess in 2 weeks I’ll install and see for myself. It really sounds like a masterpiece, so i hope all these criticisms are not accurate, or only partially so. I’m dieing for a decent GT sim again.
EmptyBox
October 2nd, 2009 at 06:45
F1Racer – Great post.
The default setup shouldn’t be quick, but meerly should be drivable by 99 percent of the people without to much hassle. Sorta like how I’d imagine you’d buy a RSR and have it delivered.
It just seems odd to me that some from the Enduracers team seems to acknowledge that there is a physics bug (I’ve seen a few posts on RSC and raced with another guy from the team and they both do seem to indicate that Sean Edwards said their was no low speed grip also, which shows how LITTLE input real drivers get when involved), but yet the team that does the Physics just generally flings as much poo as certain people do.
EmptyBox
October 2nd, 2009 at 06:54
Having raced with the guy I can assure you that Nightstalker in particular wasn’t saying anything such as what you inferred. Hence my rather tongue in cheek response.
BUT, I will say, I still stand by my comments about the C6R in the ALMS and it’s limit in normal ALMS races. Then again, most of the races are ~3 hours, which is far from a typical endurance. But, afterall, why WOULDNT the factory team have the best gear? But without concrete proof in form of a dyno graph (Good luck with that!) from the factory team, not much can be done.
F1Racer
October 2nd, 2009 at 11:23
If you’re wanting to drive the P1 and P2 cars, then don’t worry because those cars don’t seem affected by this rear end grip issue. They are a total blast to drive right now so go for it !.
lightspeed
October 11th, 2009 at 01:01
At first I must say that I thought the gt1s were a litte spin happy but once I put my proper driving hat on and took my arcade diver hat off things were very different. First off you have to give time to heat the tires up and then if you drive a good racing line, have good throttle contron then you won’t have spin problems.
This mods physics simply rocks and are iRacing-like physics. Also, go look at some GT1 GT2 videos and look closely on how easy the cars get loose, it’s simply a testament to all the real race drivers skill,technic and throttle controle. Remember these cars have some serious horse power with limited downforce so when you get into those low speed corners be light on the throttle.
Now I think there is something to be said about TC (Traction Control), since in the real-life series TC is not allowed on the Gt1 and GT2s unless the production car also has it but TC is allowed on the P1s and P2s. So then maybe that’s what explains the handling differences in the mod as well… So for those of you who don’t have the patience then put TC on and let that be the end of the issue and I think most leagues allow TC anyways…
I think the Enduracers put a lot into the physics and feeling of these cars and I think with my G25+ realfeel that these cars feel amazing and are a very rewarding when you drive them right… Merci and Thanks Enduracers!