VLN 2005 for rFactor: The Ultimate Sim Racing Endurance Mod?

VLN-2005-in-rFactor.jpg
Racing on the Nürburgring is a challenge at the best of times. But in the VLN 2005 mod for rFactor, immersion is off the scale and traffic is a thrill. Find it on RaceDepartment now!

In 2023, the FIA WEC and IMSA Sportscar Championship grew to near-unprecedented levels thanks to the onset of a new ‘golden era’ in sportscar racing. As a result, many fans will be discovering the discipline of longer races, with a multi-class aspect.

In sim racing, this is a major part of the community. Yet, fully replicating series from today is quite the challenge. In Assetto Corsa, one can track down the individual cars and liveries of certain championships. But for an easy-to-set-up, complete field of a world-renowned championship, one must look all the way back to the early 2000s.


GTR 2 was a fantastic title, excellent at replicating the 2003 and 2004 FIA GT Series. But that nifty game used another title’s engine as a base, rFactor. In this massively moddable racing game, one can easily set up any race from the 2005 VLN Series. Available to download on RaceDepartment, here is everything you need to know about this incredible rFactor VLN 2005 mod. It is sure to fill your post-Christmas downtime.

What is the VLN?​

Among racing fans, the VLN is a name synonymous with three things; the Nürburgring Nordschleife, large grids of race cars and intense competition. Today, the series bears the NLS name – Nürburgring Langstrecken-Serie. But prior to its renaming, VLN – Veranstaltergemeinschaft Langstreckenpokal Nürburgring – was its rather lengthy and typically German appellation.

It is a year-long motorsport championship with the particularity of every race taking place on iterations of the Nürburgring facilities. If you want to test your stuff on the mighty Nords, this is the championship to do so in.


Large grids often form in the championship. This is thanks to the organiser’s main philosophy that any car is welcome with new classes being formed on the regular. Whether you would like to run a fully professional GT3 team, or hit the track in a lightly modified hatchback, there will be space. As a by-product, this often leads to wacky and much-loved creations. The infamous Opel Manta Fox Tail and Dacia Logan from this year’s event are regulars in the series.

With large grids of over 100 cars in every race, one will almost always have another car to battle. Be it within the same class or between categories with wildly different speeds at different points of the circuit, the competition is high. This is something you may notice in recent videos by Super GT, Jimmy Broadbent and Misha Charoudin as they tackled the NLS in the latter half of the 2023 season. Learn more about this endeavour by reading our recent interview with Steve Alvarez Brown.

Full VLN 2005 Grid in rFactor​

If such an incredible series interests you, then it may be time to revisit the legendary game that is rFactor. No, not the current title with its new online platform. We are talking about the original release from ISI.

Despite being almost 20 years old, this game still features a committed community. On RaceDepartment, one can find a plethora of third party mods covering all walks of motorsport. But interesting us today is the 2005 VLN mod, a collection of over 100 cars and countless liveries. Pooling together every entry list from the 2005 season, you can fully immerse yourself in the iconic series.


Whilst the mod does not touch on the Nürburgring 24 Hours from that year, the RD rFactor livery depository features many of the liveries from the race. Spend enough time looking through available downloads and perform a bit of file trickery and you could soon see yourself racing the 224-strong grid of the day-long event.

As one would expect from a mod perfectly recreating the series, the creation features each class. The numerous SP categories, ranging from high-level GTs to lowly road cars are all present. Hidden amongst them are whacky prototypes like the Porsche 996 Alzen Biturbo, a crazy model that one could only ever expect to see racing at the Nordschleife.

The majority of models in the pack are obviously German. BMW and Porsche make up the bulk of the car list. However, foreign models such as the famous Chrysler Viper entrants, some exotic Lotus and Maserati cars as well as mundane Renault and Peugeot boxes are all available to race. In fact, one will struggle to choose a car to drive in this amazing collection. The good news is they all seem to drive well, so whatever you choose, you are sure to have fun.

Best Nürburgring Mod for rFactor​

Alongside the seemingly infinite choice when it comes to cars, the VLN 2005 mod for rFactor also features its own circuit. Including every layout raced in the 2005 season, it must be one of the best Nürburgring circuit mods in sim racing.

Mini-Coopr-VLN-2005-1024x576.jpg

Race cars to road cars all feature in this almighty mod.

Not only does this recreation feature the same layouts as the real series, it also presents the circuit in a number of seasonal contexts. If one is looking to recreate the opening round’s March chill, the mod includes a skin for that. It also features replications of a dry circuit at peak Summer. The possibilities for immersion in this mod are second to none.

Since this mod released back in the late 2000s, racing game technology has jumped a step. In fact, modern recreations of the infamous Green Hell are based on laser scan data. As a result, they are about as faithful as one can get. The version of the circuit available to use in rFactor is somewhat less accurate.

The mod creator based their circuit on onboard footage, photos and maps. Therefore, one must not expect to go from iRacing to rFactor and complete a lap blindfolded. As aforementioned, what sets this track apart is its immersion. Get into the groove, get amongst the pack and, despite the game’s near-20-year-old graphics, you will believe you are racing in the VLN.

What do you make of the VLN 2005 mod for rFactor? Tell us on Twitter at @OverTake_gg or in the comments down below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

Premium
Oh my god. The memories. With this mod I learned the Nordschleife. The menumusic from the Scorpions l. So many hours have been spent there. This was glorious. And all the 24h races. Ah good old days before everyone started to complain how this and that Had to feel and Drive.
 
This is what current simracing is missing almost completely - actual full grids, resembling real-life racing series. I have grown tired with random car selection spread across multiple games.
I agree wholeheartly. Devs just keep giving people "the greatest hits", but don't seem to understand that they are only greatest hits if pitted against the oposition they had. And this is because of the "online competitive mentality" that infested simracing.

The greatest then cannot be apreciated if the whole grid is just that car. And if you are playing offline against the AI, you dont mind driving one of the slowest cars in the field. It can even be a good challenge, and make you apreciate the context of the time.

Plus having a full grid always gives the feeling of a "complete job", something most sims today totally fail to do.
 
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rFactor got me introduced to the RING, I've driven countless miles on it and I know the track like the back of my pocket.
But after experiencing rF2's iteration of the Green Hell, I just can't go back to anything else.

I understand many people are after the complete package, but I started the whole simracing thing because of the immersion.
rF1's physics are too slippery, you can't feel the exact moment the tires are starting to lose traction. And when you do feel it, it's too late, just like the slide in the video above at the 1:58 mark.

In rF2, on a budget belt driven wheel I can correct a slide with one hand while shifting my sequential stick and doing heel n' toe.

That is very hard to accomplish in rF1.

On top of the above, the track mesh is nonexistent.
The driving is boring unless you've got a full motion rig with quadruple Buttkicker setup.

rFactor 1 is one of the all time greats, that's for sure.
It just doesn't cut it for me anymore.
 
This is what current simracing is missing almost completely - actual full grids, resembling real-life racing series. I have grown tired with random car selection spread across multiple games.

You are so right that I'm struggling to find the right words to convey how much I agree.

Nowadays I need to download various mods made by different people with varying levels of skill, technical data gathering and taste.

Only to end up with a grid full of cars that can't be raced together because every mod is cooked with a different approach to the physics as they have to assume some values that aren't publicly available.

Mods from different creators handle and perform in a way that make them incompatible if I want have a somehow realistic race experience.

Mods used to be really comprehensive and trying very hard to be accurate in the car performances, I remember Ralph Hummerich carsets for grand prix 3 being so on it that he updated the car performances at race by race basis, he even made the non tobacco liveries.

CTDP had made every single aero upgrade of every single car for all season long with livery changes included. The aero upgrades changed both the 3d shape of the car and the physics performance variation. They even changed the engine performances based on engine upgrades and altitude of the track as in Interlagos in their 2006 F1 mod, and every single car had it's own % of mechanical failure.

And guess what?, none of the old school modders ever asked for a single cent for their mods. Now we have lots of people asking for money for ripped cars from other games or for unlicensed content that they have no legal right to sell to anybody.
 
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Any mod which contains that BMW GTR is a must for me.
That is absolutely the best looking car in simracing.
The design is timeless.
The exhaust note is like something from an opera...to me anyway.
As soon as I get home from work today, I know what I'll be doing.
Thanks.
 
It was a gr8 mod, but my pc at the time struggled to run the number of cars I tried to throw at it!! I still have the DVD case and the cover art I printed off amongst my old PC games!! :)
 
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You are so right that I'm struggling to find the right words to convey how much I agree.

Nowadays I need to download various mods made by different people with varying levels of skill, technical data gathering and taste.

Only to end up with a grid full of cars that can't be raced together because every mod is cooked with a different approach to the physics as they have to assume some values that aren't publicly available.

Mods from different creators handle and perform in a way that make them incompatible if I want have a somehow realistic race experience.

Mods used to be really comprehensive and trying very hard to be accurate in the car performances, I remember Ralph Hummerich carsets for grand prix 3 being so on it that he updated the car performances at race by race basis, he even made the non tobacco liveries.

CTDP had made every single aero upgrade of every single car for all season long with livery changes included. The aero upgrades changed both the 3d shape of the car and the physics performance variation. They even changed the engine performances based on engine upgrades and altitude of the track as in Interlagos in their 2006 F1 mod, and every single car had it's own % of mechanical failure.

And guess what?, none of the old school modders ever asked for a single cent for their mods. Now we have lots of people asking for money for ripped cars from other games or for unlicensed content that they have no legal right to sell to anybody.
Great to mention F1 CTDP 2006 mod. I was absolutely stunned with how expanded and highly-developed it was, when I played it for the first time.
 
Surely remember cozy times with this mod, hereamong some real stimulation quality online events.

Speaking full grid mods, theres a heavy deep ocean speaking rF1 of which a good portion unfortunately seems to have sunken to the buttom with no updated links as of today....
 
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I converted the AC laserscanned Nords for rF1 many years ago (for private use).
Would need to convert rF1 to 64bit and be patient on loading
Had to throw away some stuff you would not miss.
But was such a next level vivid driving experience for rF1 standards.
But before that, i knew every pixel on the publicly available one.
Wich was great to see evolving year after year.
 
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Staff
Premium
Mods used to be really comprehensive and trying very hard to be accurate in the car performances, I remember Ralph Hummerich carsets for grand prix 3 being so on it that he updated the car performances at race by race basis, he even made the non tobacco liveries.

CTDP had made every single aero upgrade of every single car for all season long with livery changes included. The aero upgrades changed both the 3d shape of the car and the physics performance variation. They even changed the engine performances based on engine upgrades and altitude of the track as in Interlagos in their 2006 F1 mod, and every single car had it's own % of mechanical failure.

And guess what?, none of the old school modders ever asked for a single cent for their mods. Now we have lots of people asking for money for ripped cars from other games or for unlicensed content that they have no legal right to sell to anybody.

Indeed. The last mod that I found to that detailed was the rF2 version of the Mak-Corp Gr.C mod. An example lf the information is here: https://www.racedepartment.com/thre...-incl-irl-race-watchalong.266704/post-3732208

That's far from all the documentation they provided with the mod.
With mods now you just get cars and... well. That's it. They might be very good, but no deep info.
 
It's amazing how well the original rFactor holds up in terms of physics...

It's definitely the title that has spoiled me the most, given me the best online racing I've had and still has many physics features that I want to see whenever a new title is announced... As many of the so called new kings just don't have them...

Unfortunately nothing has quite managed to surpass it without being started from it... And smashing it into another engine has led to some maddening results... That hasn't stopped me from giving new developers that try this a go though...

As someone will have to get that process right eventually and give me the goodness of top class physics and upgraded eye candy...


Absolutely love the article BTW... Great to be reminded of the golden era of sim racing...
 
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Premium
And guess what?, none of the old school modders ever asked for a single cent for their mods. Now we have lots of people asking for money for ripped cars from other games or for unlicensed content that they have no legal right to sell to anybody.
I agree with you in every respect.
This whole give me money for work no one asked for is absolute b****hit.
A little search on the internet and after half an hour at the latest someone somewhere posted a Googledrive where this work was available without an order.
Even if there are patches, they will also be uploaded and made accessible to everyone.
That shouldn't be the problem. Anyone can type.
Also the biggest joke on the planet.
When the actual publisher releases patches for his game, the cow flies off the meadow, but when that happens with mods, the modder is also celebrated for fixing his own mistakes. Even if there are ten or more patches.
Where I come from, something like that is called bungling or simply incompetence.
The modder is allowed to do this, even though he is only building on a finished framework while the actual programmer of the game has to create it from scratch.
Personally, I'm more likely to admit mistakes to a programmer than a modder who has absolutely no deadline pressure and can put his product through its paces before releasing it.
Oh yes, the actual article.
Yes, great old days.
Great old game that I invested a lot of time in. But that was it for the incense.
The times were different, the games were different, even I was different.
Fortunately, we continue to evolve.
Why don't they dig out the article where Crammond's Grand Prix or better the old C-64 game Pitstop or the Formula 1 game on the Atarie 2600 is presented. Is this the famous winter hole? Can the editorial team not think of anything sensible about GTR Revival, LeMans, WRC, Gran Tourismo, AC, ACC, AMS2, Viper Racing, GTL, GPL?
I also know the Sports Car GT mentioned above.
I played it on a 13" monitor with a steering wheel that you clamped between your legs.
My favorite car was the BMW 3 Series.

Nevertheless, I wish everyone a peaceful and contemplative Christmas
with your loved ones from rainy Hamburg

J.J.McClure
 

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