RBRCIT

I have no luck modding RBR. Ages ago tired one of the RSRBR mods, didn't like it, tried to uninstall ...it left me with a game that wouldn't start, had to remove and reinstall. Later tried a couple of custom stages, one wouldn't exit at the end, the other caused CTD; tried resetting everything to default, game wouldn't start, had to reinstall.

Tonight I tried RBRCIT, just wanted to install the Lancia Stratos. Download the graphics, download the physics, download the sounds, create this, extract that, blah blah blah. Finally in the game there was the Stratos, buried to its wheel hubs in the gravel; once "in" the car it looked like I was sitting on the windshield, sound was an odd buzz, and after the countdown I had no control, car just sat there til popup about "press esc for assistance". Back to main menu, select a default car ...same thing - buried to the hubs in the gravel and no control. Go to controls screen, everything is fine. Exit, use RBRCIT to restore everything to default (allegedly); game now doesn't start, throwing SSE errors. Tweak ini files, remove couple of new items from plugins folder, game starts ...no longer wide screen, main menu is different, once on track car is stuck in first gear. I give up; delete and reinstall again; install patches, go through notes for FFB tweaks and widescreen; everything works again, though menu still isn't right.

Three strikes and mods are out; I'll just enjoy the default RBR.
 
Hi. I say don't despair.

My first recommendation would be ¿Have you tried rallysimfans? It makes RSRBR, RBRCIT, etc obsolete, but I see their website says they are overloaded and download is disabled. (here some workaround instructions I found in their discord) Anyway, you can use latest NGP cars with RBRCIT over vanilla RBR, CZ plugin tracks or BTB tracks.

The problem you saw in game is because somehow the physics and 3D model of different cars are being used at the same time.

Recently RBRCIT was updated for NGP 7.1. Fixup plugin has been merged with NGP.

I would try:
  1. install RBR and 1.02 patch
  2. install latest RBRCIT (1.3 now) https://github.com/zissakos/RBRCIT
  3. Launch RBRCIT
  4. Click download> update carList.ini
  5. click update NGP (it will show 7.1.something now)
  6. click enable FMOD if not enabled.
  7. Start clicking "download" for physics/model/soundBank in the left panel for cars you are interested in.
  8. click The -> arrow to move cars to installed state on the right panel. I suggest you move the Stratos to slot 5 so the Stratos is shown in home screen in game.
  9. For each car you downloaded a soundBank, click on the empty "FMOD Sound Bank" in the corresponding row in right panel and then click the .bank file of that car in the pop-up dialog.
  10. click apply and start game.
  11. In game the cars won't be labeled correctly in the menus, you'll have to remember which is which, but if you just want to try the Stratos and followed point 8, choose the Subaru Impreza 2003 :). (This is one of the many things rallysimfans has corrected)
Anytime a new NGP car is released (this week they released the Mini JCW, for example) you should click download> update carList.ini to see it in the left panel.


You can also try https://www.ptd-3d.com/easyrbr/ . It should friendlier and more feature rich, but better not mix both managers. You can make a copy of vanilla RBR 1.02 and use easyrbr there. I don't have experience with easyrbr, but maybe it's better to prioritize it over RBRCIT for your kind of use (at least while Rallysimfans has not recovered). RBRCIT does not manage setups, so it becomes messy if you swap cars. easyrbr manages setups and other things RBRCIT does not IIRC.
 
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Thanks for the input. I've looked into the Rallysimfans mod, also a similar one on an Italian site. The problem with these highly touted mods, as with the older RSRBR, is they are "kitchen sink" mods, making sweeping changes to every aspect of the game - cars, tracks, sounds, physics, controls, etc. - when all I want to do is add a car with it's unique physics and sounds, or a track (actually "adding" is a misnomer, I've yet to see a rally sim where you could add anything, you can only replace). My understanding of NGP is it replaces all the physics of all the cars, not something I want to do right now (the ordeal of the tortuous multitude of setup screens in RBR is not a pleasant thought; I currently use setups I d/l'd years ago that replace the defaults, they fit me so well all I do is alter the steering to fit my wheel and occasionally change a bar; this does irk me because in other sims I'm decent with creating setups).

Also these mods seem geared almost exclusively towards online use, to the extent at least one of them has removed the championship option (deal breaker for me).

So, should I just stick with the default game? Or is it possible to replace just one car without in any way affecting others?
 
Thanks for the input. I've looked into the Rallysimfans mod, also a similar one on an Italian site. The problem with these highly touted mods, as with the older RSRBR, is they are "kitchen sink" mods, making sweeping changes to every aspect of the game - cars, tracks, sounds, physics, controls, etc. - when all I want to do is add a car with it's unique physics and sounds, or a track (actually "adding" is a misnomer, I've yet to see a rally sim where you could add anything, you can only replace). My understanding of NGP is it replaces all the physics of all the cars, not something I want to do right now (the ordeal of the tortuous multitude of setup screens in RBR is not a pleasant thought; I currently use setups I d/l'd years ago that replace the defaults, they fit me so well all I do is alter the steering to fit my wheel and occasionally change a bar; this does irk me because in other sims I'm decent with creating setups).

Also these mods seem geared almost exclusively towards online use, to the extent at least one of them has removed the championship option (deal breaker for me).

So, should I just stick with the default game? Or is it possible to replace just one car without in any way affecting others?
Lol, lmao even
 
Thanks for the input. I've looked into the Rallysimfans mod, also a similar one on an Italian site. The problem with these highly touted mods, as with the older RSRBR, is they are "kitchen sink" mods, making sweeping changes to every aspect of the game - cars, tracks, sounds, physics, controls, etc. - when all I want to do is add a car with it's unique physics and sounds

Even if you only want to play offline with one car, Rallysimfans is still the best path. It includes a lot of tracks, many of them better than vanilla ones, a lot longer too and some replicating real stages. If you only want to drive the Stratos, the physics will be the same with RBRCIT or RSF, because RSF uses NGP physics and the Stratos is NGP

actually "adding" is a misnomer, I've yet to see a rally sim where you could add anything, you can only replace
For the outdated French plugin RSRBR it worked that way, cars and tracks were replaced behind the scenes before the game executable was launched. The CZ (RBRTM) plugin did enable adding tracks for real, just you couldn't load them from the default game interface, but through the plugin. RSF adds a lot more stages than CZ because it also has BTB stages (stages designed with the BTB track creation software).

On the other hand, to my knowledge Assetto Corsa has a lot of Rally Stages too (some payware too) and it doensn't replace if I'm not mistaken. AC is not as good as RBR in loose surface modelling last time I checked, though, but for asphalt I guess it's superior.



My understanding of NGP is it replaces all the physics of all the cars, not something I want to do right now (the ordeal of the tortuous multitude of setup screens in RBR is not a pleasant thought; I currently use setups I d/l'd years ago that replace the defaults, they fit me so well all I do is alter the steering to fit my wheel and occasionally change a bar; this does irk me because in other sims I'm decent with creating setups).
If you want to drive vanilla championship and rally school and the Stratos too, the simplest option (if you have like 4 GB to spare) is to install vanilla 1.02 (+ fixup plugin) in some folder, copy the whole folder and on the second folder install RBRCIT and through it NGP and the Stratos car. Then you can start driving the Stratos in vanilla game. If you reached that far, though, it would be trivial to also install the CZ plugin and individual stages you may be interested in (e.g. Semetin, Pikes Peak., etc, etc). They load through the plugin (don't go online, just use the "Shakedown" option)

Also these mods seem geared almost exclusively towards online use, to the extent at least one of them has removed the championship option (deal breaker for me).

Well, the championship "AI" is just a bunch of tables of times (that you can edit) with some randomization, etc, but the difficulty is taylored for the vanilla cars (that are a lot overpowered). I think it would make not much sense to try the beat them with the Stratos unless you have similar times with it and the default Subaru or Xsara, for example.

So, should I just stick with the default game? Or is it possible to replace just one car without in any way affecting others?

Not possible, but try the double installation method until you beat the rally school and championship (and the Richard Burns challenges!), then when you get bored delete that folder and continue towards online CZ, or better, RSF. :)
 
Well, this all underscores my "complaint" (more like differing preference) - there are very few mods as such, everything is a completely new game. So either dedicate 200g of HD space to install them all (RSF site says a complete install is nearly 100g), and find time for them, or pick one and stick with it.

Was always suspicious of the default cars, they claim 300+hp but drive more like 450hp; I generally dislike using non-linear controls but found I had to put a great degree of curvature in the throttle response just to drive without spinning the tires.

I recently installed the old RBR2016 (found on an external drive, don't even remember downloading it); it uses an early version of NGP and, to me, is too easy. Only tried about three cars so far, but it's just hop in, tweak the steering and hit the track. Cars look nice, sounds aren't impressive (either they're all powered by MMMMMMazda or they're electric), and fwiw can't use the school there either (the car you're given just sits there bouncing in the parking lot so you can't even do the first lesson). (It's not that I like doing the school, but would like to have more than one profile ....and not be "Mulligatawny" all the time.) Physics somewhere between this and default would probably hit the "sweet spot" for me.

Yes, I know the AI do not run the tracks for championship mode, their times are computed from driver stats, car specs, etc. (would be interesting to watch the AI run, get a chance to see the track and how they handle it); but a championship gets you to run all tracks, deal with repairs , try to make up lost time...

(I have edited the AI in Rally Trophy, not to slow them but to close up the scores and try to not have the same couple of drivers at the top all the time.)

One complete rebuild i would like (though am probably alone in this) is a remake of Rally Trophy within RBR, same cars, same tracks.

Now, please, no one take this as a castigation of any of these mods, all are impressive and show the time and effort their creators have put into them. My issues are with rally sims generically; is it endemic to their design that they cannot be made open-ended (just add a track or car and it shows in a menu in-game) or is there some reason no developers of rally sims want to do it that way. I would like to try many of the new tracks and cars, I just do not want to install a complete new version of the game to do so.
 
Well, this all underscores my "complaint" (more like differing preference) - there are very few mods as such, everything is a completely new game. So either dedicate 200g of HD space to install them all (RSF site says a complete install is nearly 100g), and find time for them, or pick one and stick with it.

For testing the cars with RallySimFans you need much less (4-5 GB?) because the installer lets you choose which add-on tracks you want installed, if you want to install more stages at a later time you can launch the installer again and select the additional stages as many times as you want:


I recently installed the old RBR2016 (found on an external drive, don't even remember downloading it); it uses an early version of NGP and, to me, is too easy. Only tried about three cars so far, but it's just hop in, tweak the steering and hit the track. Cars look nice, sounds aren't impressive (either they're all powered by MMMMMMazda or they're electric), and fwiw can't use the school there either (the car you're given just sits there bouncing in the parking lot so you can't even do the first lesson). (It's not that I like doing the school, but would like to have more than one profile ....and not be "Mulligatawny" all the time.) Physics somewhere between this and default would probably hit the "sweet spot" for me.

I guess that was NGP 3.1. Funny I remember later iterations got a few people disapointed. They felt 3.1 were better, thought most people said they improved. I'm not qualified to know what is possibly wrong in the physics, but for sure the evolution could be felt. I hope you can eventually test the latest and tell us how they feel to you.

The solution to the profile issue is the NGPCarMenu plugin (or just install RallySimFans, that includes it) as I said in the other post


Yes, I know the AI do not run the tracks for championship mode, their times are computed from driver stats, car specs, etc. (would be interesting to watch the AI run, get a chance to see the track and how they handle it)

I wonder if the fastest cars in NGP match more or less the performance of the default Impreza '03, etc. OTOH, another challenge would be to run the offline championship with less and less powerful NGP cars and see how low can you go.

but a championship gets you to run all tracks, deal with repairs , try to make up lost time...
Really the best way to enjoy those aspects is to run in online rallies. You get a richer experience than offline because they have superrally, legs, different penalties, variable service park times (RallySimFans even introduced the "Road Side Service". 5 minutes. It simulates the driver and copilot trying emergenty repairs as in real life). The skilled/experienced/... mechanic... mechanic present in the vanilla game but missing from most (all other?) online plugins was the last thing they added, to my knowledge.

RallySimFans Championships

One complete rebuild i would like (though am probably alone in this) is a remake of Rally Trophy within RBR, same cars, same tracks.

Rally Trophy would probably be a game I've would have liked to play in its day because I'm more interested in oldie cars than current ones. Specially RWDs are very fun. However, as I know RBR is the reference in realism I haven't bother to test it. Anyway when I play (played) RBR I always priorize old cars and rallies restricted to old cars. I remember I even participated in a championship just for the DDR car, the Trabant, and even finished in the top 5. It was a lot of fun, I wonder why it hasn't repeated in later years.

Trabant Cup (2021)

...Maybe it's because it takes a bit of work to create rallies (nothing technical, tough). But that is also part of the appeal of online plugins. You can organize rallies or championships and see how people join in and even thank you in comments.

I see in my history that I even participated in a "Stratos Challenge" and finished top 10 :D.

Stratos Challenge (2021) results

I remember, at least with those physics and the default setup (I don't know how to do setups) the Stratos was a handful. For fun I usually chose the Escort II, the Capri (when it was available in NGP 5) or even the tiny Fiat 126p :). The problem with the Fiat 126p (or the Trabant, the Wartburg...) is that they are cars that by performance sit on a category of their own. That's why you should always try to enter "xxxx oldie car only" rallies as much as you can.

Oh, and the Skoda 130RS, one of the most fun cars even if with only 4 gears. Deserves its own championship.

skoda_130rs.jpg
 
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You would probably enjoy Rally Trophy, it is still popular, and easily available as a free download. Graphics are remarkably good, especially considering its age (think it predates RBR by 4-5 years), sounds are good, physics are good; in fact many articles place it second only to RBR as best rally sim. Its weak point, in my opinion, is the arcade setup options; like the Colin McRae series, you have a base setting (with no values or units designated) and one or two clicks either side of that, and setups cannot be saved (I edited the car ini files so "my" setup for each is now the default). But in the context of RT it works, this game is all about learning to handle the cars. (Speaking of arcade, ignore that menu option - "Need For Speed" style races of several laps around closed courses based on rally stages with no vehicle damage and suicidally aggressive AI.)

Plenty of mods, from MGAs and TR3s to a complete WRC overhaul, and numerous tracks (including the Nordschleife as a rally stage) ...and three RT installs are about the size of one RBR.

RT fell out of favor when Vista was released, suddenly its control calibration and assignment screen didn't work. Took about a year for someone to devise a fix (couple of dlls you drop in the root folder and all is well), but by then many had walked away.
 
I recently installed the old RBR2016 (found on an external drive, don't even remember downloading it); it uses an early version of NGP

Initially I thought you meant RSRBR2016, but now I remember there was indeed a "mod" called RBR2016 made by some Argentinian guy unauthorizedly tweaking the NGP physics by Workerbee. So it is not old NGP, it's ruined NGP. He even tweaked things like gravity acceleration, etc, so I recommend you move on to something better. Anyway, probably if you use RBRCIT you may use that install as the base for a proper 7.1 modded game (install 8 cars that will overwrite the RBR2016 ones). You can read about the controversial RBR2016 here:


Before using RBRCIT you should return the physics to vanilla 1.02 overwriting with this file:

 
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I did try one of the RSRBR mods ages ago, after a couple of months of cursing that kludge of a loader program I dumped the whole mess and reinstalled the default game.

I wouldn't say the 2016 mod "ruined" the physics, as I do not have the original NGP physics to compare, and have never driven any of these cars in RL. I agree with those in that thread who stated this is an enjoyable mod. But compared to the default game, the cars have less power, more predictable handling, and seem more responsive to setup changes; I can easily catch a slide, don't immediately lose control with too much throttle or brake, and the handbrake is a pleasure to use (it is still quite easy to go "agricultural racing", and I've wrapped a car around a tree more than once). Downside - sounds are unimpressive (external not too bad, inside just a series of hums); windshield is tinted to a degree that gives appearance of a dim, low contrast, overcast day (the menu mod allows to remove the windshield ...frame and all, not a great solution but at least I don't feel need for a light bar on the roof); poor range of gears, on most tracks you rarely reach fourth, on a couple of the US stages you might hit fifth ...with the lowest gear option (why there are two taller options is a mystery).

How do the newest physics compare to the original?

I take it I can just cherry pick eight new cars to replace the defaults without changing anything else? And is it possible to replace just a couple of tracks without a major overhaul?
 
Addendum - the Fiesta, Polo, and Hyundai ("i20"?), will hit sixth gear, and about 175kph, on the longest sections, but the Citroens and a couple others barely get into fifth gear and top out around 145kph.

The menu mod worked quite well, it's nice to no longer be Mulligatawny. After using it I had to move the dll out of the plugin folder in my default install, otherwise had no car pictures or stats; but simple enough to drop it back in when creating a new player.
 
Well, since I had created a copy of the default game to try the menu mod I decided to try the new NGP mod on it. Everything installed, d/l'd seven new cars ...and can't use them. Oh I can take any of them to a track and putter around, but the setup menu does not allow me to alter the steering on any of them; it is apparently locked at 270, far too low for me.
 
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Oh I can take any of them to a track and putter around, but the setup menu does not allow me to alter the steering on any of them; it is apparently locked at 270, far too low for me.

Can you change to any gear? If you can use 2nd gear and up and in the letters on top of the screen it says NGP [...] ACTIVE, the plugin is reading the physics OK. The issue with the steering is because RBR is very old and can't change the steering lock of the wheel (soft lock). In 2004 the reference wheel was the Logitech MOMO with 270º IIRC. The workaround is to change the steering lock via the configuration of the wheel in Windows. Probably your wheel has some kind of profiler, so you can create one for 540º (today's standard I think), 900º for some old cars, etc... or change it on the fly. Thanks to NGPCarMenu plugin you can check in game what is the historically correct steering lock used for the NGP physics of each car (outdated guide), as shown in this video:



Anyway, you can use the same 540º, or whatever gives you best control for all cars if you wish. The higher the steering lock, the faster the motor the wheel has to be to truthfully replicate the self centering movement (I mean, if you scale it down it should lag behind less)

I have not tried it, but again it may be of interest of you to install RallySimFans because, from what I gather from the release notes of 2022-11-04, they managed to integrate the "soft lock" feature, at least for some wheels :O_o:

- New: Integration of physical steering wheel rotation range with a car specific lock-to-lock rotation. Supports several Fanatec, Logitech, Thrustmaster, SimuCube, OpenFFBoard, MMos steering wheels. See RSFLauncher.Controls page and "Adjust steering wheel range per car" and RSFLauncher.MyCars lock-to-lock rotation range options. Big thanks to active members of RSF community for testing with their devices.

That would make what is shown in the video above redundant, I understand.
 
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The mod is working, just in the setup the steering is set to 250deg, highlight that and get the arrows to either side, but hitting the keyboard arrows does nothing except give the keystroke sound. Perusing the lsp files shows settings for steering range and increment (though with proprietary values so would be trial and error to manually edit).

Using the "RBR_NGP-7.1.769.452" mod, "NGPCarMenu_1.17.19_", and "RBRCIT.v1.3.0". (Not going the RSF route since cannot d/l the mod itself, only an "installer"; I don't do those.)

Also question the decision to not implement the new physics on the default cars so a direct comparison could be made between the original physics and the new with the same car (of course this would negate the necessity of RBRCIT to get usable cars once you've modded the game ...and the kludge of downloading separate models and physics and sounds, and then having to assign the sounds manually).
 
The mod is working, just in the setup the steering is set to 250deg, highlight that and get the arrows to either side, but hitting the keyboard arrows does nothing except give the keystroke sound.

Yes, sorry, I forgot to clarify that selector is disabled since NGP ?.? . Previously you could change the maximum degrees the road wheels would turn. You could only decrease the value because by default it was set at maximum (or just a couple steps from that). It would be another way of changing the steering ratio, but you would lose range in the process and only in the direction of making steering slower. In a typical wheel with 900º+ it makes more sense to keep the setting at maximum and play with the wheel settings if you want to change the ratio. Anyway, now it's intentionally unchangeable. The number shows HALF the degrees you should set in your wheel for historically accurate steering lock (unlike in the mod interface shown in the video above). So for example, a Citroen DS3 R1 will show 540º, but the setting in the wheel driver should be 1080, if possible... If you have a 900 degree wheel... well, you can try to live with a slightly quicker than real life steering or set up a steering filter in the controls menu. Most cars use less than 900º, though. BTW, check that the steering filters are all set to 0 and instant in the options menu. I don't remember if they come enabled (I think so). Those filters are are a crutch for limited range wheels (like the MOMO I mentioned before) but unrealistic for decent FFB wheels (with the possible exception above).

The filters for pedals/handbrake are more debatable, because I reckon you cannot get the same finesse with sim pedals (at least not high end) than with real pedals and anyway I guess in real life you can ask the engineers to adjust the linearity of the pedals to your liking.

...Maybe in real life you can also adjust the linearity of steering. I don't know. Maybe someone knows here.

The visual representation of the steering wheel rotation is controlled by a parameter in the file LM_Driver.ini inside the misc.rbz file. You can just unzip it to a "misc" folder and it will override the rbz file.

Also question the decision to not implement the new physics on the default cars so a direct comparison could be made between the original physics and the new with the same car (of course this would negate the necessity of RBRCIT to get usable cars once you've modded the game ...and the kludge of downloading separate models and physics and sounds, and then having to assign the sounds manually).

In the beginning you could drive the original cars with some improvements to the tyre model, but the "deepness" of the modifications brought about by NGP necessitated physics rebuilt "from the ground up", so they (well, he, Workerbee) chose to build only cars where good technical data was available. You have a NGP "Subaru Impreza GDA WRC2003 (S9) 2006" available, and I guess if they couldn't get even closer to the car in the vanilla game, or the rest of cars is because they couldn't find the data. The Xsara WRC 2006 is also available.

Recently someone posted this at RBR+ blog. Let's hope it gets proper NGP physics (and not just RSRBR "legacy" physics):

 
Addendum - the Fiesta, Polo, and Hyundai ("i20"?), will hit sixth gear, and about 175kph, on the longest sections, but the Citroens and a couple others barely get into fifth gear and top out around 145kph.

I don't know about the "2016" mod. I remember the only stage where I would reach the maximum speed (about 205 kph IIRC) in 6º gear for more than a second or so was Fraizer Wells. So I guess that's the only stage that benefits from the use of the long gearing setup.

On the other side, for the R2 cars (or at least the Opel Adam I liked to drive), most of the times you want the short gearing. Or at least experiment with it.

The optimal point to change gears, as explained in the NGP readme, is when both indicators turn red. In some cars that is just before max revs, but in turbo cars like the Subaru Impreza it can be surprisingly earlier. For those cars I guess you have more play room to decide when to change gears. Check the gearing setup menu in game to see the car specific curves.
 
"...Maybe in real life you can also adjust the linearity of steering. I don't know. Maybe someone knows here."

No way to my knowledge; changing the ratio is easy, just change the pinion gear, but linearity is anotehr matter altogether. I hate using non-linear steering in a sim, much better to just have a straight sensitivity adjustment (using RBR as example, instead of adding curvature keep the line straight but lower the far end).

My wheel has no adjustments beyond FFB parameters. But to be honest i question the necessity of a 900deg wheel unless you're driving a bus; when I hear mention of them I wonder if the owner also has a make-out knob on it (you'll have to be around my age to catch that reference, lol). In most modern race cars, at least the past thirty years, you have neither the room nor time for more than about 200 or so degrees of rotation (watch in-car F1 video, even in hairpins they rarely move the wheel more than about 90deg).

But I've found, oddly, the NGP steering functions well even with my wheel (though I'd still like some adjustment); in the default game I typically use around 510. Now working on balancing the FFB in the cfg files, on some cars the wheel was so stiff I had to run the game setting almost to minimum. Main irritant now is sound; I let RBRCIT do its thing and download whatever it deemed necessary, including sound files. But all cars have "subaru" sound, if i assign any other sound to any car the game CTDs when I try to drive that car, so everything from a VW to a Stratos sounds like a Subaru.

Other issue, with NGP and 2016, is car images. I can't get them to appear. Let the NGPMenu mod create the files, tried both png and bmp format, but nothing ever shows in game.
 
My wheel has no adjustments beyond FFB parameters. But to be honest i question the necessity of a 900deg wheel unless you're driving a bus;
Well, basically all the cars that are not WRC/R5 are above 540. Most R2 are 968, N4/R4 720+, famous group B are 900... according to the table I posted above.

In most modern race cars, at least the past thirty years, you have neither the room nor time for more than about 200 or so degrees of rotation (watch in-car F1 video, even in hairpins they rarely move the wheel more than about 90deg).

Yes, in fact it puzzles me that this pilot explains he only needs like 360º to go from full left to full right when everywhere else the 540º figure is quoted.


Maybe he means he only effectively uses 360 when racing, the rest are for parking and such.

My wheel has no adjustments beyond FFB parameters.

It occurs to me you could then calibrate the wheel so it goes 100% earlier (the shortcoming is you won't feel the motors trying to stop the wheel at the limit). DIview or DXTweak2 can edit calibrations.


I let RBRCIT do its thing and download whatever it deemed necessary, including sound files. But all cars have "subaru" sound, if i assign any other sound to any car the game CTDs when I try to drive that car, so everything from a VW to a Stratos sounds like a Subaru.

I downloaded the RBR2016 mod to see if I can reproduce the problem. RBRCIT is not the most intuitive program but I could make the cars use FMOD. One step I forgot to add in the points of my first message is that you have to click the empty cell "FMOD Sound Bank" and then click the corresponding .bank file you downloaded in the left panel. The Colum "sound", you just ignore because that is for legacy sound system . By default it shows "subaru" in all cells (you can disable FMOD and play with legacy engine sounds, I see RBR2016 comes with many).

When I initially installed RBRCIT over RBR2016 I noticed I could update NGP but the FMOD section remained grayed out. Try deleting the Z.dll, Test Plugin and FixUp plugin (obsolete, as it was merged into NGP) in the plugins folder and launch RBRCIT again. FMOD should show "status: enabled". If the "FMOD Sound Bank" cells have values it should work in game. It makes a great difference.

Oh, and tipically you should have an "audio" folder and audio.dat.old (backup) file in main RBR folder, that is created the first time you launch RBRCIT, although if you only use FMOD sound I guess it's not necessary.
 
Audio folder and backup were done. I always remove the test plugin, it seemed nothing more than a display of what could be done with third party dlls; had removed z.dll and fixup per ngp install notes. Have not tried FMOD yet; was just using RBRCIT, click on the sound column for installed car(s) (which all have "subaru"), get a popup with a dozen or so eng files listed, select one and it appears in that car's list in sound column, then apply and the program says it was installed; start game, select track and car, track starts loading and CTD.
 

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