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[Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends
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porsche 997 gt3 enduracers problem
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.
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- Posts : 17
Join date : 2020-07-19
Re: [Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends
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.
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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Mat Maup aka 'Matbitbol'
matbitbol- Posts : 80
Join date : 2016-05-17
Age : 45
Location : Cannes FRANCE
porsche 997 gt3 enduracers problem
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.
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.
pipino cuevas- Posts : 17
Join date : 2020-07-19
Re: [Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends
negative, no, it hasn't worked.matbitbol 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
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)
pipino cuevas- Posts : 17
Join date : 2020-07-19
Re: [Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends
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
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
______________________________________________________________________________________________________________________
Mat Maup aka 'Matbitbol'
matbitbol- Posts : 80
Join date : 2016-05-17
Age : 45
Location : Cannes FRANCE
porsche 997 gt3 enduracers problem
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.
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.
pipino cuevas- Posts : 17
Join date : 2020-07-19
Re: [Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends
if it goes 4 times too fast, then divide this by 4
Time Scale Factor = 180
Time Scale Factor = 180
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Mat Maup aka 'Matbitbol'
matbitbol- Posts : 80
Join date : 2016-05-17
Age : 45
Location : Cannes FRANCE
Re: [Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends
Great mod! But the skin packs do not work for me, as they seem to be for the 2.0 version.
Part_Smile- Posts : 10
Join date : 2022-06-14
Re: [Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends
Is there a genstring issue?
Open up a car file from the mod and one from the skin you want to use and check the first 4 or 5 lines. Are there any notable differences?
Open up a car file from the mod and one from the skin you want to use and check the first 4 or 5 lines. Are there any notable differences?
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Lee Day
harvestmouse- Posts : 1237
Join date : 2013-10-08
Age : 47
Location : Surrey UK
Re: [Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends
harvestmouse wrote:Is there a genstring issue?
Open up a car file from the mod and one from the skin you want to use and check the first 4 or 5 lines. Are there any notable differences?
By lines I think you mean characters in the car file? But yes there are differences.
Part_Smile- Posts : 10
Join date : 2022-06-14
Re: [Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends
Paste these 3 lines, from the top of the .car file
HDVehicle=
Graphics=
GenString=
or simply to test it, temporarily replace the ones on a skin that doesn't work with one that does work. See what happens then.
HDVehicle=
Graphics=
GenString=
or simply to test it, temporarily replace the ones on a skin that doesn't work with one that does work. See what happens then.
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Lee Day
harvestmouse- Posts : 1237
Join date : 2013-10-08
Age : 47
Location : Surrey UK
Re: [Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends
harvestmouse wrote:Paste these 3 lines, from the top of the .car file
HDVehicle=
Graphics=
GenString=
or simply to test it, temporarily replace the ones on a skin that doesn't work with one that does work. See what happens then.
There aren't.. any .txt files in the car files?
Part_Smile- Posts : 10
Join date : 2022-06-14
Re: [Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends
So in the original post Basukid wrote 'Templates can be used from the Enduracers Site, so no need to upload them here again.' Which means I don't think he changed the skin format at all. This means the skins should be able to work on any verson.
So I'm guessing you've downloaded all the fixes to make your version 2.1? You could for accuracy have 2 different versions or try my fix and see if that's suitable.
In the .car file somewhere near the top will be these 3 lines
HDVehicle=honda_nsx_jgtc500.hdc
Graphics=honda_nsx_jgtc500.cas
GenString=1101
The first line directs it to a .hdc file (if you do not have the .hdc file the game will crash, so if you change it to a .hdc file you have, it won't crash).
Same with a .cas file
The Genstring number is a code for which parts to use. Tire brand, wheel brand, type of rear wing etc So if Basukid made changes here, new and old genstrings may not be compatible.
So I'm guessing you've downloaded all the fixes to make your version 2.1? You could for accuracy have 2 different versions or try my fix and see if that's suitable.
In the .car file somewhere near the top will be these 3 lines
HDVehicle=honda_nsx_jgtc500.hdc
Graphics=honda_nsx_jgtc500.cas
GenString=1101
The first line directs it to a .hdc file (if you do not have the .hdc file the game will crash, so if you change it to a .hdc file you have, it won't crash).
Same with a .cas file
The Genstring number is a code for which parts to use. Tire brand, wheel brand, type of rear wing etc So if Basukid made changes here, new and old genstrings may not be compatible.
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Lee Day
harvestmouse- Posts : 1237
Join date : 2013-10-08
Age : 47
Location : Surrey UK
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