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Next Generation Physics (NGP) Plugin

Discussion in 'WorkerBees RBR Plugin Support' started by WorkerBee, Sep 8, 2014.

  1. Direct download links to all the Next Generation Physics (NGP) stuff can be found here:

    NGP Downloads

    Next Generation Physics (NGP) Plugin (PhysicsNG, Version 3.0) for RBR 1.02 SSE

    This plugin for Richard Burns Rally enhances RBR's builtin physics.
    Tyres and surface materials are optimized to improve the behaviour of the
    The vehicle physics are enhanced with mechanical differentials and new
    New drive types like rear wheel drive and torque splitting all wheel drive are
    Suspension has been improved by progressive bumpstops.
    Setup parameters are being validated, fixed and logged if invalid.

    Version History
    3.0 2015-03-14
    * decreased performance of "wrong" tyres (dry on wet etc.)
    * more decrease of performance with tyre wear
    * reduce/remove downforce if front bumper/wing are damaged/broken
    * allow negative downforce
    * maximum clutch torque depending on maximum engine torque
    * fixed weird engine behaviour after collision if damage is non-realistic
    * set helper spring minimum length to 40% of helper spring length
    * input controller filter for handbrake and clutch
    * multi-color gear shift indicator
    * adjustable threshold for playing the skid sound

    2.4 2014-11-25
    * new tyre performance parameter
    * fixed loading of physics in quick rally mode

    2.3 2014-11-15
    * tarmac/snow improved

    2.2 2014-10-12
    * aero kit

    2.1 2014-09-21
    * improved support for online plugins
    * set idle rpm of standard engine

    * Initial public NGP 2.0 release.
    Last edited: Mar 16, 2015
    • Like Like x 6
  2. Hello! Thank You for Your work on the plugin, I am so happy to get Group B cars for RSRBR with NGP. I have one question- on German forums You wrote "Cause it does not make sense to bother with the steering lock, which specifies how much you can turn the car's front wheels.
    It is up to the user to configure his/her steering wheel to have the "real" feeling he wants to have.
    Some people use game pads or the keyboard." If I understand it right, I should be able to change steering lock by ingame car setup, however I am limited to 544 degrees. This is a huge problem, because if I set up my old DFP to 540 degrees in Logitech profiler, I cannot countersteer fast enough. It basically makes it impossible to drive, I would have to change my wheel seetings in Logitech profiler to much less than 540 (which as You know is realistic setting). Would You consider making it possible to increase that setting in "steering lock" menu? All other RSRBR cars can be set up to max default (i think 794 degrees). One other idea- I don't know about all Group B cars, but I am fairly sure Audi Quattro did not have handbrake avaliable (because of primitive differentials construction). Hope You can help, thanks!
  3. Your're welcome !
    Of course NGP is for any plugin or mod ...

    Absolutely right, but I think you have not understood what this really means.

    You can change it, according to the limits imposed by the physic's restrictions.
    And this is ~540°.
    So you are limited to reduce the steering lock, basically.

    And don't forget, it is 540° in either direction, so from lock to lock, it is 1080°, which is 3 steering wheel turns from lock to lock !

    I do not know the DFP settings en detail, but I do use Logi G25, which in the controller setup uses the lock to lock value.
    G25 can do 900° lock to lock, this is my personal setting as well.
    This is roundabout two and a half turns lock to lock, or one and a quarter from center to lock.

    Most of the time I drive RWD cars, which require much more steering and especially counter steering than any other car.
    I don't have any problems with these settings.

    No, as this would mean a turning circle of less than, say, 10 meters, which is ridiculous.

    Yes, and some RSRBR WRC cars accelerate from 0-100 in 2 seconds.
    Just try those 794° on the rally yard, using a camera with which you can watch the car turning from out side.
    Then tell me if THIS looks realistic.

    I do not think that the differentials back in the 80's were primitive, as this stuff indeed does exist a hundred years or so.
    Actually there was no means to unlock the drive train from the rear wheels, that's correct.

    The handbrake feature in the NGP group B cars is a tribute to the modern times, if you put it that way, and to have some more fun driving them.
    Actually I was thinking about disabling the HB, but decided not to.
    And, before you try to argument "that's not realistic!!", if I make these cars realistic like they were in the 80's, you would not reach the finish in every second stage, simply because them cars were quite fragile.
    • Like Like x 3
  4. Truly Mr B you are a legend. Have a great holiday and a happy new year!

  5. Thank You for Your answers, I understand Your reasoning. I am going to practice more then;)
  6. Some questions:
    "The vehicle physics are enhanced with mechanical differentials and new engines... and sou on"
    For example WV Polo, the engine is like Lada VFTS not like WRC car, no power no torque. Then differentials locks are unreal, the car makes sometimes sou unexpected move, compared with original.
    And such gravel tires grip was last time used when Marco Allen drive early 80´s..
    Where the data come from?
    We tested one well-known RBR stage with the old (original) physic with N-group Mitsu car. The time was about same as real rally times with real rally cars. Know new Polo with NGP time was 15-20 second slower.. not real..
    Huge work, but Sorry big disappointment.. :(
    • Agree Agree x 1
  8. I have RSRBR 2016 and the NGP Car pack, but I want to download separate cars from your website. I have done that, and extracted them in the Cars folder in RSRBR, but I don't see them in the game menu. Is this possible? I'm no expert at this, and thankful for any help.
  9. You shouldn't use RSRBR installation for this. Everything's possible, of course, but unless you know exactly what you're doing, you'll just run into problems because of the way RSRBR is designed to work. And obviously it's not an ideal situation if you currently have only one installation folder with no "clean" backup.

    (When one installs RBR and the official 1.01 + 1.02 patches, the fanboy trick is to go to the game and do all the desired changes in settings and after that you just duplicate the RBR installation folder. So in case you'd like to use multiple online plugins, all of them would be in their own separate installations.)

    About "not seeing them in the game menu", you're perhaps referring to the car names and preview pics in the quick rally menu but since this is RBR we're talking about, things aren't that easily done, I'm afraid. The car names can be changed by editing RichardBurnsRallySSE.exe with a hex editor (that's quite easy in fairness) and the car preview pics are located in \textures\splash.dat (or so I recall, but a pointless endeavour anyway, if you ask me).
  10. I think I have a clean install left, but in anycase it's just a 2 min download away.

    Yes, I don't mean it's important but I have to be able to choose the cars, otherwise it's a bit pointless...

    Not quite sure how to do this anyway, I'm learning by doing. :)
  11. Well, since I can't remember ever bumping into an English tutorial on how to edit the car name strings, I'll just write one on the spot. I use a software called HxD for this purpose but they're all the same to me so it really shouldn't matter what you end up using. Make backups of RichardBurnsRally_SSE.exe.

    Editing the car names in quick rally menu

    1) First make sure that RichardBurnsRally_SSE.exe isn't read-only. Then open the file with HxD.

    2) Use search (Ctrl+F) to find "subaru". The first instance of "subaru" refers to the full car name string "Subaru Impreza 2000" that in-game is located among the technical specs. Compared to cars.ini the order is reversed, so it's Car07, Car06, Car05... ...Car00.

    And when you scroll down a bit, you'll see the shorter strings like "Subaru '00", "Toyota", "Subaru '03" and so forth. And again, the order is reversed.

    3) Goes without saying that when you edit the strings you can't exceed/go under the original character amount. Just use spacebar to fill the space you don't need, and more importantly, NEVER USE BACKSPACE to correct typos etc.

    4) Save the file when you're done.

    Before: https://dl.dropboxusercontent.com/u/38969486/quickrally1.png
    After: https://dl.dropboxusercontent.com/u/38969486/quickrally2.png


    Editing the car names in Tournament plugin (aka the czech plugin) and TrainingDay plugin:

    Just add the extra line in cars.ini.

    FileName = "Cars\xsara\xsara.sgc"
    IniFile = "Cars\xsara\xsara.ini"
    ShaderFile = "Cars\xsara\xsara_shaders.ini"
    ShaderSettings = "Cars\xsara\xsara_shader_settings"
    TexturePath = "Cars\xsara\Textures\"
    CarName = "Citroen Xsara"

    Editing the technical specs:

    The specs are found in carinfo.ini but instead of editing and repacking anything in rbz file itself, you should do the following:

    1) In RBR's root directory, create a new folder called "Misc" if you haven't already done so.
    2) Open misc.rbz, drag and drop carinfo.ini into that newly created Misc folder.
    3) Done. The file in Misc folder will now override the original one in rbz pack. The same trick applies to every file in misc.rbz. Remember to turn off "read-only" before editing.
  12. NGP Center of Gravity Too High...Why?

    Original RBR physics
    CenterOfGravity 0.21 ~ 0.22

    Add on Car Ford Focus 2006 physics (Users are to assess Very Best physics)
    CenterOfGravity 0.19

    NGP 2000~2016 WRC Cars physics
    0.26 ~ 0.35

    NGP is too high...car is easily overturn..
    I played the RBR for 12 years..
    NGP tests that i have for one year...
    I think 2015~2016 WRC Cars
    Center Of Gravity 0.16 ~ 0.18 be suitable

    Sorry.. i don't english
    • Agree Agree x 1

  13. Well, there is a flaw in your analysis.
    Obviously you took the CG (center of gravity) value from the LSP files.
    But without knowing the suspension geometry, this information is useless.
    Therefore you can't compare original and NGP CG values at all, as you can't deduce the real CG location from just looking at these values.

    To get the actual CG location it would require the telemetry of the car, which you don't have (but we have it).

    "Very Best physics" ?
    Are you serious ?
    Accelerating from 0-100 in about 2 seconds ... well.
    CG height ridiculously low ...

    I don't agree, as you can only roll the car by hitting an obstacle or a ditch.
    And that is a driving error, not a CG issue.