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[Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends

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[Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends - Page 4 Empty porsche 997 gt3 enduracers problem

Post  pipino cuevas on 27/12/2020, 21:46

update: the new tir file WORKS !!!
all types of compounds work !!!

Even so, as I said above, it would be better if all this is compiled or arranged with the best of realisms or at least the closest to the original enduracers.

pipino cuevas

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[Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends - Page 4 Empty Re: [Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends

Post  matbitbol on 27/12/2020, 21:56

OK happy your issues are fixed. This Enduracers Flat 6 for GTR2 is a conversion from the Rfactor mod of Enduracers that PATR10T did and that Nascarfreak and friends have packaged into Enduracers Flat & Mod Conversion for GTR2 Version 2.0
Enduracers team is now on RFactor 2 and never released themselves any version for GTR2 if I am not mistaken. Now up to you to contact PATR10T and/or Nascarfreak to request "official" fixes for this GTR2 conversion.

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[Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends - Page 4 Empty porsche 997 gt3 enduracers problem

Post  pipino cuevas on 27/12/2020, 22:43

I know, I understand.

basukid, PATR10T and Nascarfreak, please, if you at least put the link in the original post, I will feel happier.
but if it is not much annoying, correct those 2 bugs, in an "official" way. (see previous comments)

thank you very much to all. (I will not answer anymore) goodbye to all.

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Post  pipino cuevas on 28/12/2020, 00:01

[You must be registered and logged in to see this link.] wrote:For your question 2, go to the GDB files -SIM_Porsche_997_ALMS, SIM_Porsche_997_CarreraCup, SIM_Porsche_997_Supercup

Check for this line : Time Scaled Weather = 0 // OFF = 0, ON = 1
and set it to 1 : Time Scaled Weather = 1 // OFF = 0, ON = 1

That's it.

Mat
negative, no, it hasn't worked.

that value says "time scaled WEATHER" (it's weather, not day)
I put 1, but nothing happened. If I select a race time, the race starts at that time, but the sun does not advance in the sky and there is no sunset. I have noticed, and the accelerated time is activated in x10, I tried it in x60, in default cars it works and progresses, but in this mod it does not. (no matter the circuits, it happens in all, defaults and mods circuits)

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Post  matbitbol on 28/12/2020, 01:02

My bad, go into the gdb files

1- In this section  :

IgnoreTrackFilter

Replace :
Time Scale Factor = 1.0
by
Time Scale Factor = 180


2- In DefaultScoring section, replace the existing by this one :

DefaultScoring
{
 RacePitKPH = 60
 NormalPitKPH = 60
 Practice1Day = Friday
 Practice1Start = 11:00
 Practice1Duration = 90
 Practice2Day = Friday
 Practice2Start = 15:00
 Practice2Duration = 90
 Qualify1Day = Saturday
 Qualify1Start = 11:00
 Qualify1Duration = 45
 Qualify1Laps = 6
 Qualify2Day = Saturday
 Qualify2Start = 13:00
 Qualify2Duration = 45
 Qualify2Laps = 6
 WarmupDay = Sunday
 WarmupStart = 9:00
 WarmupDuration = 15
 RaceDay = Sunday
 RaceStart = 11:00
 RaceLaps = 999
 RaceTime = 165
 RaceTimeScaled = 165
}

Just tested and works fine.

Mat

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Post  pipino cuevas on 31/12/2020, 17:02

tested ... the dynamic DAY now works. the sun advances and it sets. but ... it is very very fast. I know how the sun advances even when the time accelerates quickly, in a race the sun will set and it will be only once in the race. ... with this modification the sun advances, but the cycle is very fast, it dawns up to 4 times in a race.

2-the xbox 360 ffb is very rare, at high speed and when turning the vibration is very intense, and when braking it almost disappears, it seems to float in soap.

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Post  matbitbol on 31/12/2020, 18:01

if it goes 4 times too fast, then divide this by 4

Time Scale Factor = 180

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