Endurance Series by Enduracers

klo-che

EnduRacers Modding Team
EnduRacers_EnduranceSeries_header.jpg


After 3 years of work, Enduracers and the Gentlemen Racers are happily releasing the 1st package of the Endurance Series mod for rFactor. It will give you the chance to simulate the best endurance racing experience ever seen in a video game. Cars from ALMS, LMS and the Le Mans 24hrs are scheduled for this mod. Audi vs Peugeot, Aston Martin vs Corvette, Porsche vs Ferrari...

For this important mod EnduRacers has chosen to work in packs. After the initial release including the mod base and first pack of cars, Enduracers will release frequent "Service Packs", adding new car models, sounds, physics and skins. That is why the mod can be classified as "evolutive" and will live and grow continuously after the initial v1.0 release.

Don't forget to read through the readme carefully, you will find a lot of important information in order to use the mod in the best possible way. Don't forget that the mod is very big, and that this is endurance. Don't judge it by doing 2 laps with 1 car, take your time to learn it and really appreciate it.



FEATURES
  • 11 Brand new 3D models from 2006 to 2008 from ALMS and LMS championships, with accurate shapes and aero configurations and high detail cockpits.
  • All the cars skins from 2006 to 2008 seasons of ALMS, LMS, Le Mans and FIA GT Championships available in high/low detail.
  • Helmet and Driving suits of each Team.
  • Pitcrew suits for each Team
  • Several graphic details added for more realism and to feel the "endurance spirit" better.
  • Specific UI Data menu textures, using modern showroom by Maciex.
  • Realistic sounds for all cars using real onboard & exterior recording sounds samples, and with a completely new development philosophy. Thanks to several real racing teams for their collaboration.
  • Very accurate physics, created in collaboration with Gentlemen Racers physics team, with help from real teams and drivers.
  • Physics validated with telemetry and real drivers, up to date specific
  • 1.250 optimisations (tyres wear curves, pit menu,...).
  • Specific real endurance racing physics settings : tyres choices, fuel consumption, aero configurations, traction control use, engine mapping configurations,...
  • Driver swap support.
  • Realistic pit crew menu configuration.
  • FFB upgrades to choose your preferred steering force, see following paragraph to have optimum settings for FFB.
  • Real Feel FFB and Leo FFB support (see readme for tested setups).
  • Advanced damages.
Known issues:
  • Random bug on led displaying in some cockpit(can be fixed with a reconnect in online mode).
  • Random bug with addition of a darker square in some motec cockpit(can be fixed with a reconnect in online mode).
README
TRAILER

CREDITS



EnduRacers Modding Team
  • Alexandre Van HOOREBECKE "Vancop" : Sounds
  • Christophe LEMESLE "Chris91" : Skinning
  • Yoan BOULLE "CPR" : Media
  • Greg HUON "Migreg" : Media, Cameras
  • Hervé THOMAS "Vevex" : Texturing, skinning
  • Jietse MELOTTE "Integra" : Quality control
  • Kyle WILLIAMS "NightSt@lk3r" : Modeling, Integration
  • Marc CHAPELLE "klo-che" : Coordinator, Integration, Skinning, ReadMe content
  • Matias VALERIO "mjv_c0h1" : Modeling, Texturing
  • Maxime MENANT "LeBLOB777" : Texturing, Skinning
  • Mike MUELLER "mjmueller69" : Skinning
  • Nicolas PAPELEUX "ViveMclaren" : Modeling
  • Sam ELIAS "Frosty 20" : Beta Test
  • Thomas ARNAUD "Icedob" : Texturing
  • Yoann LE JEUNE "Yoann56" : Modeling
  • Yoann RAGEOT "F1 Mania" : Modeling
  • Maxime MOREAU "Ricco" : Skinning
External skins
  • Playmobil : Skinning
Test Drivers
  • Jaroslav honzik : Test driving, Beta Testing
  • Sean Edwards : Test driving
  • Stuart Moseley : Test driving
  • Tom Milner Jr. : Test driving
Gentlemen-Racers.org Physics Team
  • Alexandre Puigsegur alias Fuelex : Physics, Test driver,Engine GFX
  • Julien VIDOT : Physics, Test driver
  • Pawel Kasprzycki alias Pawel : Gen optimisations, Test driver
  • Bailly Christophe alias Dolphins : Test driver
  • Daniel JUSTOU alias MaD_King : Physics team coordination, Collision help, Skinning help, HTML ReadMe, RealFeel compliance, Test driver
  • Grosjean Francis alias BigJohn : Test driver
  • Aloko Dimitri alias Aloko : Test driver
  • VAN DE WOUW Patrice alias PatciVW : Test driver
  • DECOSNE Jerome alias Gerhom : Graphical interface, Test driver
  • Greg HUON alias Migreg : Test driver
  • Paulo Soares alias Paulo : Test driver
  • Joubert Pascal alias Djoubs : Test driver
  • Christophe Hornus alias Chrisdoud : Collision tester, Test driver
  • Final beta testing and general feeling, Gentlemen-Racers.org pilots and friends
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 convert the mod on any other platform without agreement from Enduracers.
  • This mod may not be profited from commercially by a third party.
EnduRacers © 2009

Download @ RD:

 
@Mtommi, As someone who has run servers for leagues please can I ask that you, and everyone else,take this info onboard, rFactor is setup so that veh files are NOT NEEDED for skins, so, following your diagrams from the earlier post, I will outline the ISI recommended way to use skins so that servers/drivers do not need them installed to run with you.

Take all the dds files, and only the dds files, for your newly painted car, eg, all those you marked "060053", make a new folder, call it "skins", put the dds files into the "skins" folder now put the "skins" folder into the BK Motorsport folder and start game.

once in game goto "Customise\Vehicle", choose and buy, if you haven't already, the BK Motorsport car, goto skins tab, choose your skin from the list and it should be visible on spinner.

If no-one else has the "skins" folder you have made it will show the default BK motorsport car in their game (just like N2k3, GTR Evo etc.) but you will still be able to enter server and see your own car, if the other drivers have the folder installed correctly they will see your car and, because there is no .veh file, there will be no missmatch and therefore no problems for Admins or drivers, the addition of .veh files is where most skinners make their most common mistake and make life miserable for rFactor server Admins, I will say again, there is no need for .veh files in addons skins in rFactor, just follow the simple rules outlined above.
 
@Mtommi, As someone who has run servers for leagues please can I ask that you, and everyone else,take this info onboard, rFactor is setup so that veh files are NOT NEEDED for skins, so, following your diagrams from the earlier post, I will outline the ISI recommended way to use skins so that servers/drivers do not need them installed to run with you.

Take all the dds files, and only the dds files, for your newly painted car, eg, all those you marked "060053", make a new folder, call it "skins", put the dds files into the "skins" folder now put the "skins" folder into the BK Motorsport folder and start game.

once in game goto "Customise\Vehicle", choose and buy, if you haven't already, the BK Motorsport car, goto skins tab, choose your skin from the list and it should be visible on spinner.

If no-one else has the "skins" folder you have made it will show the default BK motorsport car in their game (just like N2k3, GTR Evo etc.) but you will still be able to enter server and see your own car, if the other drivers have the folder installed correctly they will see your car and, because there is no .veh file, there will be no missmatch and therefore no problems for Admins or drivers, the addition of .veh files is where most skinners make their most common mistake and make life miserable for rFactor server Admins, I will say again, there is no need for .veh files in addons skins in rFactor, just follow the simple rules outlined above.

Thx,Sam,my test is not use on league,this is me try to made skins is work or not work,:)
 
@Mtommi, As someone who has run servers for leagues please can I ask that you, and everyone else,take this info onboard, rFactor is setup so that veh files are NOT NEEDED for skins, so, following your diagrams from the earlier post, I will outline the ISI recommended way to use skins so that servers/drivers do not need them installed to run with you.

Take all the dds files, and only the dds files, for your newly painted car, eg, all those you marked "060053", make a new folder, call it "skins", put the dds files into the "skins" folder now put the "skins" folder into the BK Motorsport folder and start game.

once in game goto "Customise\Vehicle", choose and buy, if you haven't already, the BK Motorsport car, goto skins tab, choose your skin from the list and it should be visible on spinner.

If no-one else has the "skins" folder you have made it will show the default BK motorsport car in their game (just like N2k3, GTR Evo etc.) but you will still be able to enter server and see your own car, if the other drivers have the folder installed correctly they will see your car and, because there is no .veh file, there will be no missmatch and therefore no problems for Admins or drivers, the addition of .veh files is where most skinners make their most common mistake and make life miserable for rFactor server Admins, I will say again, there is no need for .veh files in addons skins in rFactor, just follow the simple rules outlined above.
Very interesting, I didn't know that! :good:
 
Also the other potential problem with not using the vehicle files is cars using the same pit boxes, soon as you start having 3-4 cars on one default car vehicle file , then those cars will most likely share pit box? Not 100% sure on that but have seen the issue come up before in other leagues with it that way. And there's nothing more annoying when going to pit and someones in your pit box :D
 
That method works for simple skins but when your skin has custom wheels, helmet and driver skins it can cause issues.

For instance just testing this my FM spyder skin using this method shows my wheel/helmet/driver as optional skins you can select.
 

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Then you create a folder within the skins folder, name it Misc. Put all your additional textures (wheels, driver, helmet, etc) in it. Leave the car skin and the readme, in the skins folder. The result, all you get to choose, is the skin. Everything else, works as it should. I've done a couple of pics, to show what I mean.
 

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I don't know, if this is the right place but I just want to express how awesome this mod is.
The variation in cars and skins and the different feel and feedback is totally phenomenal. There is so much depth to every single car and you really have to accustom yourself to it.
This mod totally deserves all attention it gets, but I fear it will drown in a world of NFS:Shifts and GRIDs because of the tediousness or difficulty in setting up rfactor, cars and ffb.
So maybe we can make some noob guides so people can just get in the game without any heartbreaks.
Perhaps the mod could be bundled with realfeel, some endurance maps and some default setups? There are probably some issues with redistributing others work but it would make life easier for many of the first timers in rfactor (if there are any around any more).
 
Endurance Series v1.1 FIX

Enduracers have released a small fix for their recently-released Endurance Series mod for rFactor, addressing several small issues in terms of graphics, sounds and physics as listed below.
Changelog:
* Technical – Missing yellow flags fixed.
* Technical – Vehicles classification updated and Classoveride added / XML car result problems fixed.
* Technical – Drivers name fixed.
* Technical – Pit guys leaving after 5 seconds fixed.
* Graphics – Black track object with light on day fixed.
* Graphics – Skin ALMS 2008 Porsche #46 and Courage C65 ALMS 2006 #33 fixed.
* Graphics – Loading screen fixed.
* Sounds – Gravel sounds for Porsche GT2 and Zytek fixed.
* Sounds – Autoblip sound for Porsche RS Spyder updated.
* Sounds – Balanced volumes for Panoz.
* Physics – Update of the tire wear curve for medium and hard at the end of the tire run (smoother, less abrupt).
* Physics – Aston Martin engine curve adjusted.
* Physics – RS Spyder engine curve and boost adjusted.
* Physics – Low and medium position aero forces a bit increased on the GT1.
* Physics – Line “BumpStopRisingSpring” adjusted on the GT.

Important: This is just an update, make sure to have version 1.0 of Endurance Series installed before using it.

Download Links
http://www.megaupload.com/?d=D318CLUY
http://www.filehosting.org/file/details/62647/EnduRacers_ES_v11FIX.rar
http://rapidshare.com/files/286827573/EnduRacers_ES_v11FIX.rar
http://kloche41.free.fr/EnduRacers/EnduRacers_ES_v11FIX.rar
 
Rapidshre link gives me an error and kloche is corrupted

ot so nice, and every time I ahve installed the patch I cant play online

Guess this is when people stop playing this mod

As usual suppoer leaves a lot to be desired, why not use an exe to make things easier

Not everyone knows what to do when patches dont install right, most will just stop playing
 
I have tried three different download sites now and get a mismatch every single time when i try to pay online

Something isnt right

Is this another case of modders being ignorant of Vista users again, like TCL?

Does anyone know what the 4 Photoshop files ion the download pack do? I have no idea where to put them?

Every server, any class I get mismatch. I just dragged each file over into the folder and was asked to move and replace? Did that for each car in class and now get mismatch?

Any ideas, servers are running new patch, I have checked

Otherwise this is complete reinstall of mod
 

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