Enduracers - Endurance Series - Service Pack 2 Released !

MaD_King

EnduRacers_Header_ES_SP2.jpg

1 - INTRODUCTION

EnduRacers Modding Team is proudly releasing the Service Pack 2 dedicated to the Endurance Series mod for rFactor. This package is the last release of the team on the rFactor platform.

The introduction of 2 cars adds to the existing grids more diversity. The Lamborghini Murcielago is a great addtion to the GT1 class, a new opponent for the Aston Martin, Corvette and Saleen monsters. On his side, the Oreca FLM09 has become in the last 2 years an important figure of the ALMS and LMS grids, allowing young drivers to perform on the highest level possible. In the mod, the car will allow you to learn the prototype driving, can it be during Oreca FLM races, or integrated in full Endurance Series races.


rFactor 2 around the corner...

2012 will be an important year for simracing with the release of lot of new games, in particular with rFactor 2 new modding platform. The team has not decided yet if they will use rFactor2 or not to release new mods. Waiting for that, we would remind to people that it is (and will remain) forbidden to convert our mods (or part of them) to the upcoming rFactor2 platform, and that we won't allow these conversion to anybody (if decision is made to continue our work on rF2, we will transfer by ourselves the existing cars to the new game).

Thank you to respect this statement.


2 - FEATURES - SP2 :

* Graphics - Added 2 new 3D models :
GT1 - Lamborghini Murcielago R-GT(Spec 2005-2009 ALMS/LMS/LM)
LMPC - LMPC - Oreca FLM09 (Spec 2010-2011 ALMS/LMS)
* Graphics - Added several real driver helmets, real driver and pitcrew suits.
* Graphics - Included 2010-2011 Skins of the Porsche 997 RSR.
* Graphics - Included all finished community skins.
* Graphics - Included new driver helmet skins.
* Sounds - High quality sounds for the 2 new cars.
* Sounds - Included new Ferrari F430 External sounds.
* Physics - High fidelity physics and damages behavior for the 2 new cars.
* Physics - Minor physics adjustments on the v1 and SP1 cars (tyres).

Known issues (since v1) :

* Graphic bug making the cars look dark when moving from Endurance Series mod to another mod (caused by new fresnel shaders). When you go from 1 mod to Endurance Series mod, or contrary, it's better to leave and start again the game.
* Due to mapping limitation issues, the Team Oreca Peugeot 908 skin has not been reproduced at 100% in a realistic configuration.


3 - README:

http://www.enduracers.com/readme/README_ENDURANCE_SERIES_MOD.html


4 - TRAILER:

http://www.youtube.com/embed/dj0xL9nhmvM&hd=1


5 - DISCLAIMER:

* All EnduRacers stuff included in this pack is under protection of Creative Commons intellectual work protection licences.
* All files included in this mod (including 3d files, sounds, physics, skins and all other files) are property of EnduRacers.
* It's not allowed to modify the 3d model, or other 3d parts of the mod. Physics or sounds files are not allowed to be modified.
* It is not allowed to use content of the mod on any other mod can it be public or for league usage without agreement from Enduracers.
* It is not allowed to convert the mod on any other platform without agreement from Enduracers.
* This mod may not be profited commercially by a third party.
* EnduRacers © 2011


6 - TEMPLATES:

The official Endurance Series SP2 cars templates are now released. We're in process of building the car's 3D render scenes, so please don't try to crack the models in order to do them yourself, we're working on it. Thanks.

http://www.enduracers.com/downloads_es.html

LMPC - Oreca FLM09 : http://www.multiupload.com/BAJVVLNOHI
GT1 - Lamborghini Murcielago R-GT : http://www.multiupload.com/8RMAPTVALE


7 - INFORMATION:

* Don't forget to read through the readme carefully again, you will find a lot of important information in order to use the mod in the best possible way. The FFB values and advices were updated to fit the SP1, so read them again !
* Don't judge it by doing 2 laps with 1 car, take your time to learn it and really appreciate it.
* EnduRacers will offer official support of the mod on his official forum ONLY : http://enduracers.easyforum.fr

8 - INSTALLATION:

* If you downloaded the Endurance Series SP2 Pack, You need the v1SP1 full version, and the SP1.1 patch installed. Install it in your rFactor main folder.
* If you download the Endurance Series rF1 full version (including v1, SP1, SP2), install it in your rFactor main folder.


9 - DOWNLOADS:

http://www.enduracers.com/downloads_es.html

Endurance Series - Service Pack 2 - PATCH (v1SP1 + SP1.1 needed)
Link 1 : http://www.multiupload.com/ATUDNWO2NW
Link 2 : http://depositfiles.com/files/gqidtms5e
Link 3 : http://www.fileserve.com/file/wm7ZkeW/Enduracers_ES_SP2.exe
Link 4 : http://www.zshare.net/download/980167028900fed8/
Link 5 : http://www.megaupload.com/?d=OM2WB5GF


© Enduracers Modding Team
 
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Lambo sounds great but goes weird when you hit limiter. Handles good too, you guys will benefit lots from rF2 new tyre model as the car still floats around at the back, like the rubber is solid with no softness.
 
Lambo sounds great but goes weird when you hit limiter. Handles good too, you guys will benefit lots from rF2 new tyre model as the car still floats around at the back, like the rubber is solid with no softness.
If rF2 is better on this point, the mod will be better too ;)
 
Oh yeah! Will give it a spin as soon as the download's finished. :)
Thank you Enduracers! Thank you, thank you, thank you!
 
Lambo sound is just...crazy! what a sound!! :D finally the Sant'Agata V12 has correct sounds. For me sounds is ok in limiter zone too.
Top physics as usual imho..did lots of laps at Spa and..i love it :) thanks guys!! this is the best "end" for rF1.
 
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The newer Lambos which use the LMS06_Murcielago_RGTnewexhaust.sfx sound even better in my opinion, especially the exterior sounds. :)
 
I'm curious why front and rear tires have same grip coef? They have different width and radius so it's flaw in phisycs model of mod, i think.
 
Personally the first thing i do when i install mods is to go on track and drive, not open tbc files :D when i read this kind of post i'd like to have possibility to lock all physics files locked.
 
Personally the first thing i do when i install mods is to go on track and drive, not open tbc files :D
Me too. :) But when i feel that rear of the car floats almost everywhere on track, i take a look at tbc to find out posibilities to fix that behavior using car setup. And when i see such things at tbc, i uninstall mod usually. I like to drive cars that have good, real-like phisycs, not only nice model and sound...
 
Well opinions :)
Personally i love car behaviour on track. Did a lots of laps at Spa and..no problems at all. When i feel the car "strange", i usually work on setup, surely i don't change values in tbc files. If you work on setup you can solve all your problems IMHO :D
 
this is the best "end" for rF1.

As you said before... "opinions"...

For me, the car remains undriveable. They seem to be using 175/75R13 road tires. The powerful the car is, the easier to recovery a spinning by using opposite lock. This mod is exactly the opposite. Not allowed to use the brake capacity because the car just spins whatever you do with setups. And, if you avoid that, you start to be just slow in a incompatible way regarding a GT car.

The main reason for that -> *.TBC files.

Personally the first thing i do when i install mods is to go on track and drive, not open tbc files when i read this kind of post i'd like to have possibility to lock all physics files locked.

That's I call to brush under the carpet... If something has problem, let's hide it.
 
So you are invited to drive the other great mods of the planet rFacor ;) Or do your own mod from scratch, that's why rFactor is great, anybody can take his own time to make the mod he want starting from noting. So like Nike tell us in the past, Just do it.

See you in rF2 or not ;)
As you said before... "opinions"...

For me, the car remains undriveable. They seem to be using 175/75R13 road tires. The powerful the car is, the easier to recovery a spinning by using opposite lock. This mod is exactly the opposite. Not allowed to use the brake capacity because the car just spins whatever you do with setups. And, if you avoid that, you start to be just slow in a incompatible way regarding a GT car.

The main reason for that -> *.TBC files.



That's I call to brush under the carpet... If something has problem, let's hide it.
 
As you said before... "opinions"...

For me, the car remains undriveable. They seem to be using 175/75R13 road tires. The powerful the car is, the easier to recovery a spinning by using opposite lock. This mod is exactly the opposite. Not allowed to use the brake capacity because the car just spins whatever you do with setups. And, if you avoid that, you start to be just slow in a incompatible way regarding a GT car.

The main reason for that -> *.TBC files.

Well, things not so dramatic... But yep, i meant something like that, car balance keeps very bad even after good setup. And it changes from track to track... Oversteering at corner entry - that's something extraordinary...

Oh, by the way... Tire heating devices forbidden at FIA and LMS series. :)
 
Oh, by the way... Tire heating devices forbidden at FIA and LMS series. :)
The tire heat covers yes, but not the external heat box ;). We are based on the LM/LMS Regulation for the mod. So 70°C is not wrong for tires bring out of the heat box and places on the cars.

If you feel the car with rear moving, add 1 step on the front bar, and we get a car more predictable. And front engine cars and rear engine car need to have an adapted way of driving.
 
Why inertia value is the same for all cars, mid engine cars, front engine cars?
 
Why inertia value is the same for all cars, mid engine cars, front engine cars?
The car have the same weight in the same category, so for me inertia is linked to the weight, so for me there is no problem on this point? (I'm not a specialist in physics).
For me the important is the center of gravity of the car that's lead this weight repartition, not the inertia. The inertia is positioned on the center of gravity of the car and so affect the behavior. (I'm right?)
 
The car have the same weight in the same category, so for me inertia is linked to the weight, so for me there is no problem on this point? (I'm not a specialist in physics).
For me the important is the center of gravity of the car that's lead this weight repartition, not the inertia. The inertia is positioned on the center of gravity of the car and so affect the behavior. (I'm right?)
No, you are not. Thing are much more complex.
http://en.wikipedia.org/wiki/Moment_of_inertia
Inertia of car depends on weight distribution throughout the car body and car parts and shows how easy car can be turned by axises x,y,z. So they must be different for all cars not only because of different masses but also different bodies and chassis.
 
Thanks for the awesome mod, I never really got into it till sp2 but this is a very high quality mod and I really like the way the cars drive! So far I love the lambo, but the gt2 cars are great as well! Thanks and I sure hope rf2 will be a suitable platform for this mod! Now all I need is an up to date Spa for gt cars :)
Jan
 
It´s linked to weight no doubt about that but isn´t inertia values to simulate engine wheight to??? If a car have front engine i suppose a big portion of the wheight will go to the front??? and mid engine the opposite??

I´m not saying you are wrong or right, i´m only discussing some values you put on the mod, i think the result is exclente and i know sometimes in simulation or games you must to adapt physics to have i similar feeling from the real world.... thanks for the reply ;)
 
True.
It is one of more reasons I don't like this mod from its the first version. Just next mod made according to rule: 'get so so feeling' instead of get real physics.

But on the other hand I know how hard is to collect all the data needed. And only complete set of data (or at least close to) will give correct results. So good job guys.
 
While yes engine placement has influence, it is not as easy to say front engine=this, rear engine=that. Seems as though you are thinking more of CG. Inertia is the resistance to change in motion about the axes with origin @ CG (Pitch, Roll, and Yaw).

Moments of inertia are some of the hardest things to find about a car. Unless you are race team, or have very good models, they are just about impossible to find and extremely difficult to calculate. Most mods have gotten them incorrect, and are using calculations based from an analysis of RACER cars IIRC. Those equations result in values roughly half of what they should be.
Body inertia

The inertia values describe how willing the car is to rotate around its local X/Y/Z axes (so around the Center of Gravity, or CG). The higher the number, the more energy it takes to rotate the car (the less quickly it will start rotating). The numbers are stored in body.inertia.x/y/z and have the SI units kg*m^2. I don't have a general formula for these numbers, but it seems like normally the X value is highest, the Y value is a little lower (90%) and the Z value is lowest (perhaps ~60% of the X value).

An example Ferrari of 1280 kg has a X inertia value of 1950. Lower weight cars have lower inertiae. A good empirical method that is in use for Sports/Formula style car is the following:

Gather information on sprung mass ('preLoad'), wheelbase (front to rear) and front distance to CG ('attF').
Iyy = body.inertia.x = 0.8*(frontPreload*(attF^2) + rearPreload*((wheelBase-attF)^2))
Izz = body.inertia.y = Iyy*1.2
Ixx = body.inertia.z = minimally Izz*0.5 (difficult to obtain, but at least half of Izz).

For example: you have car that weighs 525 kg, has a weight distribution of 40/60, a wheelbase of 2.78 m and the front wheels are 1.6 m away from the CG.

frontPreload = 525kg * 0.4 (40/60 weight balance, so 40% at the front)
rearPreload = 525kg * 0.6
attF = 1.6 (m)
So, Iyy= 0.8*(525*0.4*1.6^2+525*0.6*(2.78-1.6)^2)= 781 [kgm^2] (body.inertia.x)
Izz = Iyy * 1.2 = 937.2
Ixx is about 460; do note that the roll inertia is quite dependent on the car design; an F1-style car will have a low roll inertia.

Here is a database of actual inertia values:
http://www.nhtsa.gov/DOT/NHTSA/NRD/Multimedia/PDFs/VRTC/ca/nhtsa_inertia_database_metric.pdf Wish there was something more recent, but the US gov changed the requirement for this type of data since it is costly to obtain. Not sure if any of the Euro regulatory bodies have a similar database.

So as a modder what do you do when there simply is no data? Obviously we can look at Enduracer's approach and see a system in place. That system seems to work for what they intend. Might not be correct to realworld values but without having those values, it is hard to say. Doesn't seem likely all vehicles with different shapes and weight bias would have the same inertia. But if their system is working, I guess the end justifies the means.
 
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I agree with you all the way! That was the reason i ask, the result of max approach is impressive, thats why i made the question, i like To understand thinks, my concept is a bit. Diferent but if at he end you can achive something like Enduracers did, we can say this approach is valid!!!
 
So you are invited to drive the other great mods of the planet rFacor ;) Or do your own mod from scratch, that's why rFactor is great, anybody can take his own time to make the mod he want starting from noting. So like Nike tell us in the past, Just do it.

See you in rF2 or not ;)

You don´t need to invite me for anything. I’m already driving other mods. What's a shame, because Enduracers mod had much potential, but the feeling driving the cars (mainly the ligther ones as prototypes) is frustrating.

In addition, I’m not discouraging you or any modder at all; you really did a great work on graphics, sounds and other aspects. But, IN MY OPINION (and many others who are not posting here), the physics are simply wrong. It’s totally different that I could experience by driving 250 / 300 ps+ cars or even go-karts (which have a power/mass ratio very closer to a high powered race car).

Finally, a tip: you don’t need be a car manufacturer to criticize a car, or a modder to point issues in a Mod, and so on. Far less to build a Mod from scratch to prove your point. It’s a simply concept called pluralism, but few people do not want to understand it. No offenses.

As for the inertia thing, I’m sorry by the values should be not the same.
 
You don´t need to invite me for anything. I’m already driving other mods. What's a shame, because Enduracers mod had much potential, but the feeling driving the cars (mainly the ligther ones as prototypes) is frustrating.

In addition, I’m not discouraging you or any modder at all; you really did a great work on graphics, sounds and other aspects. But, IN MY OPINION (and many others who are not posting here), the physics are simply wrong. It’s totally different that I could experience by driving 250 / 300 ps+ cars or even go-karts (which have a power/mass ratio very closer to a high powered race car).

Finally, a tip: you don’t need be a car manufacturer to criticize a car, or a modder to point issues in a Mod, and so on. Far less to build a Mod from scratch to prove your point. It’s a simply concept called pluralism, but few people do not want to understand it. No offenses.

As for the inertia thing, I’m sorry by the values should be not the same.

And on the other hand lot of other people loves the mod and play it on leagues and so, so we're happy. Thanks for the tip, we will see what we can do for rF2 (maybe). ;)
 
Inertia is defined as the difficulty of a particle (a mass) to change it's movement. In fact it's linked with mass(kg,pounds) BUT inertia (in physics, not rf values, i dont know about that) can be explained as mass in a rotation movement.
Inertia is what you call mass in rotation movements, so, every car has its own mass therefore when in rotation, its own inertia.
Now, if a car goes in a straight line it only has translation movement, as when it goes through corners. WHen you brake, accelerate or steer is when you consider inertia because your changing the movment of the car, as when trhough a corner, it begins to slide.

So ppl of eduracers, i play your mod as HELL, i mean i have about 10 rf installs and i don't know why because i keep coming back to ES. but one thing simracers are correct, when a car begins to slide, some power MUST correct that slide because you try to correct a rotation movement (that sould not happen) that began, 0.03 sec ago. I absolutely enjoy your mod but anyone of us should be able to correct a slide (not all of them obviously) only with steer or a kick in the throttle.

I'm a physics\chemistry teacher and i'm preety sure some things could be corrected to get a better feel of your cars! They are great but i only feel the front tires, never the rear ones!

Best reagrds, hope i wasn't harsh on anyone.
 
I absolutely enjoy your mod but anyone of us should be able to correct a slide (not all of them obviously) only with steer or a kick in the throttle.
Am I reading this right? Do you try to correct a (power-) slide in a RWD car by increasing throttle?
 
so, you brake? most certainly the back will keep sliding. You have to do something to the car to keep the car going. what i meant was that once enduracers cars begin to slide is very hard come back to the correct line! or even to maintain the slide (i know these are not drift cars) but snap and doing a 180 spin is too much!
 
Of course it's hard if you try to stop the powerslide with exactly what caused it in the first place (too much power). You're supposed to do the opposite. When too much steering and/or too much power causes oversteer, you straighten the steering or steer the other way and lift off the throttle carefully. Ever since SP1 was introduced cars are certainly not hard to catch. Some cars can be put at ridiculous angles. The mid-engined ones are naturally harder to catch, but nevertheless I had some fun drift moments in a 908 at Le Mans 12h recently :)

Try these differential settings, that I tend to use most of the time exactly because they allow to 'steer with throttle': power: minimum available; coast: maximum available; preload: 1.
 
Maybe i'll give it a try, usually i tend to use 1 as preload value. but that doesn't give me too much freedom to start accelerating earlier on the exit of a corner, so i keep changing the setup and end with 3 or 4 depending on the rest of the setup.

What degrees of rotation do you use on your wheel?
 
800 deg. for G25 while using Steering lock: ~23 in car setup. So I need just over 360 deg. to take a tight hairpin normally but always have some extra lock to drive out of the garage in a very tight pitlane or to recover after an off without making a 20-piont turn :) .
 
Installer wont work for me. Says this file contains invalid data. Anyone know what to do?
 
Never mind, files must of gotten corrupted while downloading somehow. Re-downloaded and it worked fine :)
 
Hello boys ...

Which are the rotation values for each car?
Do the cars use the same like in reallife?
Do you programme these values into mods? Is it possile to read these values out of files?

Servus
 

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