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[Release] Porsche 997 GT3 Cup (Enduracers flat6) v2.1 by Nascarfreak and Friends
Page 4 of 4
Page 4 of 4 • 1, 2, 3, 4
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 : 9
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 : 56
Join date : 2016-05-17
Age : 42
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 : 9
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.[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
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 : 9
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
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Mat Maup aka 'Matbitbol'
matbitbol- Posts : 56
Join date : 2016-05-17
Age : 42
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 : 9
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 : 56
Join date : 2016-05-17
Age : 42
Location : Cannes FRANCE
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» Haunted- Release Date
» release dates. how do they work (for the wii)
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» Thundercats SDCC
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» release dates. how do they work (for the wii)
» NECA Toy Fair 2011 reveal thread
» Thundercats SDCC
» Anticipated Adventure Games For 2010
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