Grinding Tranny Mod for rFactor – Released

About a month ago, hardjack79 released his Grinding Tranny Mod for rFactor, aiming make the title’s H-pattern shifting simulation more realistic.

As it is, rFactor racers using an H-pattern shifter can shift into any gear at any time, regardless of the state of clutch and throttle, meaning that gearshifts can’t be missed.

The Grinding Tranny Mod for rFactor fixes this issue, requiring players to use the clutch or match revs when shifting in order to avoid missing shifts. The mod uses rFactor’s horn-sound feature to provide a grinding noise and forces the gearbox into neutral should a shift be missed, making H-pattern shifting much more realistic.

Even though the mod was released a month ago, it did not get the attention it deserves yet as it fixes a major flaw in rFactor’s shifting simulation. If you frequently drive road cars or historic racing cars with H-pattern shifters, you should definitely not miss out on this mod!

The mod is highly customizable, coming with editable ini-files and different grinding sounds to choose from. You can download the mod below, make sure to also read the very detailed intructions and tips here.

Download Grinding Tranny Mod for rFactor Here

GTOmegaRacing.com

  • ral42

    Wow…  I can’t believe it’s already been 9 years since I implemented this (in a way that supported any game).  I used to make it play random scream sound effects because it was more amusing than the grinding sounds.

  • Jux

    Good stuff. I hape RF2 will have H-pattern simulation already in game.

  • Der_KHAN

    i think he recorded the sound effects with a blender  :-D

    for anyone who wants to try this mod i recommend setting “TimeInNeutral=” and “SoundDuration=” to identical values. i’m using 0.8 seconds. this way you know when you can get back on the gas pedal again.

  • gtrNL

    Amazing add-on. Thanks.

  • IJerichoI

    Any chance to see this for GTR Evo???

  • Carbonfibre

    I haven’t tried this yet but I will soon, I hope it works the way I think it should.

    I’ll still go ahead and say this system should be in rF2 by default but only if it’s done in a way that doesn’t incorrectly penalise competitive racing.

    Something like: If I shift into 2nd without putting the clutch in the system selects neutral but should engage 2nd if I hit the clutch without having to unsocket my h-shifter manually because rightfully it should have done that anyway in a real car.

    Additionally the sequential shifting in rF2 should be implemented in a way that is competitive with h-shifting now that grinding is a risk so that auto clutch has a set shifting delay if activated as so that it’s possible to shift faster with a h-shifter in the cars that actually have it irl.

    Lastly while I’m on the topic. rFactor badly needs a clutch that goes past 100% so my biting point isn’t smack against wall in every car. – Or has this been modded already and I simply haven’t found it?

  • Carbonfibre

    Okay, I found the program DXTweak2. – I stick with my point though, rFactor 2 needs to have increased clutch range past 100% so that we can set the biting point about half way in and not 98% as it is now.

  • Richard

    Thanks for the write-up, Rob, it really made my day when this came up on my RSS reader this morning. :-)  Quite an honour.

    Yeah Der_KHAN, the supplied grinding sounds are pretty lame (but easily replaced).  Setting the netural and sound durations to be the same is an interesting idea… although personally I think anything less than 1 second in neutral is for wimps :-P

  • Der_KHAN

    yeah we need a deadzone setting not only at the beginning but also at the end of the clutch-axis. dxtweak2 solves this but it should be in the game as well. now that i think about it it should also be in iracing because dxtweak2 doesnt work there

  • Der_KHAN

    yeah, i guess 0.8s is not enough. the manual shifter is a great advantage with some cars and a misshift should be more painful to compensate for that.

    but speaking of the sounds. is there any chance to keep the horn in future versions? it would be great if we could just set a path for a custom sound file in the ini.

    anyway, great mod!

  • Richard

    I think there is the possibility of separating sound playback from rFactor for simultaneous use of horn and the plugin, but I have to say its not a high priority!  It seems that not too many people miss the horn, and using an external player is quite a big risk in terms of reliability/compatibility.

    In terms of defining the path to the sound in the ini, that is what I wanted to do from the start, but I haven’t found a way to do so because the horn sound is mapped separately for each car.

    Have a look at section 4.2 of the stupidly long documentation, particularly solution 4, for more info about how/where the sound is mapped.

    Glad you like it, and the constructive feedback is much appreciated :)

Back to top