Endurance Series rF2

klo-che

EnduRacers Modding Team


Complete news : http://www.enduracers.com/newsletter_52.html

EnduRacers Modding Team & Gentlemen Racers are pleased to provide to you the Endurance Series rF2 build 3.00 ! The build includes an important update of the physic behavior of the car, including the last specification of the CPM tires, based on the S397 Endurance pack DLC. The FFB and the aerodynamics of the cars have been updated, as well as plenty other features.

We took the opportunity to update the side WEC/LM position leds, wich are now rendering realisticly the top 3 position in each classes, like in real. We made some other graphic improvements and cured some issues like the Corvette C7R cockpit. A new build will come when the new shaders system will be made available to modders. We made an update on the Ligier JSP3 sounds, wich can be considered as intermediate and is sheduled to be improved again in an upcoming build.

This modification has driven an update of all cars defaut setups, so please be carefull with your current setups before making some feedbacks. Don't forget to read carefully the instructions to install and setup correctly the mod.

CHANGELOG - GRAPHICS
* UI : New cars menu icons.
* GRAPHICS : C7R cockpit shaders update.
* GRAPHICS : F458 driver hands issue on low graphic setup.
* GRAPHICS : Rims & Tires lightning update on all cars.
* GRAPHICS : Added realistic LM/WEC position lights on all cars.
* GRAPHICS : Corrected Zytek Rim texture.
* GRAPHICS : JSP3 Rear grill transparency.
* GRAPHICS : C7R rear fan not turning.

CHANGELOG - SOUNDS
* SOUNDS : Onboard tire sounds increased.
* SOUNDS : Inside / Outside sounds balance adjusted.
* SOUNDS : JSP3 sounds changed.

CHANGELOG - PHYSICS
* PHYSICS : Inertia adjusted.
* PHYSICS : Tire updated (based on latest S397 reference used on official DLC).
* PHYSICS : Aero adjusted (to finetune after tires integration).
* PHYSICS : Tire wear adjusted.
* PHYSICS : Tire pressure adjusted.
* PHYSICS : Default setup adjusted (don't reuse old setups).
* PHYSICS : IA performances and stability fixed.
* PHYSICS : Crash at high speed fixed.
* PHYSICS : FFB power adjusted.
* PHYSICS : Brake pressure is now adjustable.
* PHYSICS : Method to check laptimes vs real laptimes changed to be closer than real time with rubbered tracks.
* PHYSICS GTC CLASS : Rear wing steps passed from 10 to 20 to allow more finetune in setup.
* PHYSICS GTC CLASS : Brake power and balance adjusted.
* PHYSICS GTC CLASS : Some aero finetunes.
* PHYSICS GTE CLASS : New Traction control system added with 12 positions: https://docs.studio-397.com/developers-guide/cars/car-physics/using-the-new-tc-and-abs-options
* PHYSICS GTE CLASS : Rear wing steps passed from 10 to 20 to allow more finetune in setup.
* PHYSICS GTE CLASS : Caster adjusted.
* PHYSICS P2 CLASS : New Traction control system added with 12 positions: https://docs.studio-397.com/developers-guide/cars/car-physics/using-the-new-tc-and-abs-options
* PHYSICS P2 CLASS : Front wing steps passed from 3 to 2 to simulate High & Low downforce packages.
* PHYSICS P2 CLASS : Rear wing steps passed from 21 to 28 to allow more finetune in setup.
* PHYSICS P2 CLASS : Undertray restored.
* PHYSICS P2 CLASS : Caster adjusted.
* PHYSICS P2 CLASS : Steering ratio increased.
* PHYSICS P2 CLASS : Seat range increased.
* PHYSICS P3 CLASS : Front wing steps passed from 3 to 2 to simulate High & Low downforce packages.
* PHYSICS P3 CLASS : Rear wing steps passed from 21 to 28 to allow more finetune in setup.
* PHYSICS P3 CLASS : Undertray restored.
* PHYSICS P3 CLASS : Caster adjusted.
* PHYSICS P3 CLASS : Steering ratio increased.
* PHYSICS P3 CLASS : Seat range increased.
* PHYSICS P3 CLASS : Brake power and balance adjusted.
* PHYSICS P3 CLASS : Gearbox frozen.

DOWNLOADS

* Endurance Series rF2 - STEAM WORKSHOP : https://steamcommunity.com/sharedfiles/filedetails/?id=788866138
* Endurance Series rF2 - MOD build 3.00 rfcmp : https://mega.nz/#!VhgWkazC!qW4u45l4tDpVUa-QnHMagtlldrRi5826p3Ia6JBqd1U
* Endurance Series rF2 - MOD build 3.00 rfcmp : https://www.mediafire.com/file/z9zfji6huibnd9t/ER_ESrF2-v300.rfcmp/file

MOD IN PARTS (for slow connections)
* Endurance Series rF2 - MOD build 3.00 rfcmp 1/10 : https://mega.nz/#!lg4S1aJa!8lEUo8yvSeS3pd-5fnSQfTIjIsaVW8Ke7LVTTMurRig
* Endurance Series rF2 - MOD build 3.00 rfcmp 2/10 : https://mega.nz/#!s8oClCJR!zPBsEAWT5Wo7sadt4r3iusBMMItEkjrFAymUyW9x3OI
* Endurance Series rF2 - MOD build 3.00 rfcmp 3/10 : https://mega.nz/#!og4mSAIa!HvLQk0W1652-hJc-vzAMDutGZvPJWtYAfb6wMVh0JFM
* Endurance Series rF2 - MOD build 3.00 rfcmp 4/10 : https://mega.nz/#!Ipx2lQKJ!tF64BeogYOE9vx3eJrygr1vYwWrq7lOBZSr7e4ZATUM
* Endurance Series rF2 - MOD build 3.00 rfcmp 5/10 : https://mega.nz/#!N4xEAaYK!ZldB-AFLuR9Ee2SG2wMLZyPcepciH_D6cYDzpQ3emTk
* Endurance Series rF2 - MOD build 3.00 rfcmp 6/10 : https://mega.nz/#!Yg50AQQC!hhhbl3-FeXWe5WNrXXDrBBPJ8kuo9MLXyknQTjWLMqg
* Endurance Series rF2 - MOD build 3.00 rfcmp 7/10 : https://mega.nz/#!R1gCACjD!iOFl6xaJze6BEPsBMjax_t6IZxgdzHvFDxZCgZ_9reU
* Endurance Series rF2 - MOD build 3.00 rfcmp 8/10 : https://mega.nz/#!5kpQhSZD!7R-3vgyiaGk67HXANoVCGVuI5RhVNjHJpSD1owIA4JE
* Endurance Series rF2 - MOD build 3.00 rfcmp 9/10 : https://mega.nz/#!1t5iQIzL!AzO9Ig4HI0WCbekO7JT9Y9tbf-yjd71apSi1602Q57Y
* Endurance Series rF2 - MOD build 3.00 rfcmp 10/10 : https://mega.nz/#!o5hmwKpK!AfoRdHE99TeQraqu6JG3cGiJrZuoMLHPAiXxrt9c-EA
 
Last edited:
Oh man! I downloaded this 2 days ago and I can't stop driving it. Incredible mod! I can't believe how many cars are in this thing and the different variants and so forth. I'll be making a donation to the ER guys here real soon. I imagine there was a ton of work involved in making this mod for us , so I'll gladly send them some coin!
 
Downloaded from the slow connection site for obvious reasons......all 15 files. Tried to extract using 7-Zip. None will extract. Says unable to open the file as an archive. I downloaded all 15 again. This time only the first file could be extracted. All other 14 files give the same error message. I installed Win Rar . It had the same negative result.....could only extract first file. I am now downloading the second file by itself and will try again. Any ideas.
 
@klo-che what do you say to the recent controversity around your mod? 3D etc. is top notch, but why fudged inertia values etc.?
Simply because they dont know the real inertia values, you basically have to know dimensions,weight and center of mass location of every single part if you want to calculate it and I assume it would be quite expensive for average joe to have the inertia measured so that is not an option.
 
Simply because they dont know the real inertia values, you basically have to know dimensions,weight and center of mass location of every single part if you want to calculate it and I assume it would be quite expensive for average joe to have the inertia measured so that is not an option.
You rarely know all those things precisely when making mods, you're right. But you can still make a much better estimate than this. You can usually estimate the dimensions of cars from the technical regs (which often are freely available) and photographs.

Remember also that in most sports cars, all the heavy stuff is very centralized. The crash structure, the engine, etc. is usually all in a short line down the middle of the car, and most of the extremes is just lightweight carbon fibre. So that means the inertia will generally always be less than the same shape with uniform mass distribution all throughout it.

As an exercise, lets try working out the yaw inretia for a box the same size and weight of an LMP2 car. A very rough guess to work from; 2m wide, 1.1m tall, 4.5m long and 900kg (minimum weight set in the regs for a long time now). What do you get? Less than 2130 for yaw, that's for sure. :p In pretty much any car, if any of your inertias are higher than this "what if the whole car was a solid box" estimate, they're wrong.

(The way to work out inertia for boxes is on this article)

I usually work it out by drawing up a system of multiple boxes. A hollow one around the outside to represent bodywork, other weights added to the corners to represent wheels & suspension parts, and then other boxes of varying weights inside the car to represent the engine, monocoque, etc. It's a very simple process with very simple mathematics, but I've tried it and gotten very close to the inertia figures in other ISI cars by doing this (which I consider to be the gold standard of accuracy, made from more data than I have).
 
You rarely know all those things precisely when making mods, you're right. But you can still make a much better estimate than this. You can usually estimate the dimensions of cars from the technical regs (which often are freely available) and photographs.

Remember also that in most sports cars, all the heavy stuff is very centralized. The crash structure, the engine, etc. is usually all in a short line down the middle of the car, and most of the extremes is just lightweight carbon fibre. So that means the inertia will generally always be less than the same shape with uniform mass distribution all throughout it.

As an exercise, lets try working out the yaw inretia for a box the same size and weight of an LMP2 car. A very rough guess to work from; 2m wide, 1.1m tall, 4.5m long and 900kg (minimum weight set in the regs for a long time now). What do you get? Less than 2130 for yaw, that's for sure. :p In pretty much any car, if any of your inertias are higher than this "what if the whole car was a solid box" estimate, they're wrong.

(The way to work out inertia for boxes is on this article)

I usually work it out by drawing up a system of multiple boxes. A hollow one around the outside to represent bodywork, other weights added to the corners to represent wheels & suspension parts, and then other boxes of varying weights inside the car to represent the engine, monocoque, etc. It's a very simple process with very simple mathematics, but I've tried it and gotten very close to the inertia figures in other ISI cars by doing this (which I consider to be the gold standard of accuracy, made from more data than I have).
My head hurts...:(
 
Thank you for this top mod :)
I only have one issue: cold tyres temp.
Tyres heaters are allowed in most of championships. Temp out of the box is normally around 70°C.
But here starting temp is 30°C.
Is it be possible to trick something in order to have more realistic "cold" tires temp?
 

Latest News

Are you buying car setups?

  • Yes

  • No


Results are only viewable after voting.
Back
Top