• “Just being a mediocre driver has never been my ambition. That's not my style” ― Michael Schumacher
  1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Have a chance to win a copy of F1 2017 The Game (PC) by following RaceDepartment on Twitter, Facebook, Instagram, Twitch, Steam and / or YouTube.

NGP Physics and car downloads?

Discussion in 'WorkerBees RBR Plugin Support' started by Warren Dawes, Jan 29, 2017.

  1. Warren Dawes

    Warren Dawes

    Messages:
    12,828
    Ratings:
    +1,821
    Question for Uncle G or maybe Porridge?
    I've started renewing my interest in RBR thanks to the link provided by WorkerBee to the NGP physics at http://www.ly-racing.de/viewtopic.php?t=7878.
    I've been slowly downloading and testing a few of Uncle G's great plugins but I'm a little confused about the Cars and associated Physics files from the website.
    I already have NGP ver 4.4 installed. I've downloaded a few of the individual cars and their associated physics files from the website, but need some advice about the installations. I can add the cars ok, but I'm not sure about the individual physics files.
    Do I need to add these as well (or is it already covered by NGP 4.4) ? If so, how do I install the specific car physics? There are no instructions with the files, and I don't speak German so can't find the answer at GVRC.
    Or, can I just install the RBR Car Manager and it will take care of the car specific physics?
     
  2. WorkerBee

    WorkerBee

    Messages:
    250
    Ratings:
    +107
    Hi Warren,

    NGP has the same philosophy as all my other plugins:
    Integrate seemlessly into standard RBR.

    So, car installation in NGP is the same as with standard RBR.

    It boils down to:
    * extract the 3D model into the Cars folder
    * replace all the physics files of the car in the physics.rbz and/or physics folder, using the slot of the original car being replaced
    * optionally edit the audio\cars\cars.ini file to specify the engine sound to be used

    Details can be found for example here.

    But anyway I do recommend using Angelos' CarManager which takes care of almost all the hassle.
    You still have to unpack the 3D model.
    There is one caveat with the CarManager: don't forget do unpack your audio.dat as it is written in the Readme file.
    We are working on some improvements to make this nice tool even better, but I can't tell you when this will be finished.
    It definitely is worth a try.

    Kind regards,
    Uncle G.
     
    Last edited: Jan 29, 2017
    • Like Like x 1
  3. Warren Dawes

    Warren Dawes

    Messages:
    12,828
    Ratings:
    +1,821
    Thanks Uncle G, most helpful.

    Cheers,
    Warren