Enduracers Interview

Paul Jeffrey

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Enduracers V1.00 Release.jpg

EnduRacers Modding Team and Gentlemen Racers have released the highly anticipated Version 1.00 of their Endurance Series modification for rFactor 2, adding an epic selection of LMP2 and GT2 specification cars to the rFactor 2 simulation.

The new release brings ten new cars and over 400 paint schemes added to the simulation, across three categories of racing and including such legendary endurance brands as Aston Martin, Porsche, Ferrari, Ligier and Lola represented by some of the most iconic endurance racing machines from the last dozen years of racing. With the initial release featuring some vehicles now replaced by newer generation technology, the development team have promised work is underway behind the scenes to add newer vehicles into the mod at a later date. "We want the mod core to be playable since the first release with homogenic classes to allow online races and championships. This is why for example we are including in the first release "old" models like the Ferrari F430 and the Porsche 997, with a choice to develop physics based on GTE regulations instead of GT2" say the team, so it looks like bigger and better things are still to come to this genuinely outstanding modification.

The much anticipated first release of Endurance Series V1.00 contains the following vehicles:

  • GTC - Flat6 GT3
  • GTE - Aston Martin V8 Vantage
  • GTE - BMW M3 E92
  • GTE - Corvette C6.R ZR1
  • GTE - Ferrari F430 GT
  • GTE - Flat6 RSR
  • P2 - Ligier JSP2
  • P2 - Lola Coupe
  • P2 - Oreca 03
  • P2 - Zytek

To mark the first build release of the Endurance Series mod, RaceDepartment have sat down with EnduRacers @klo-che to discuss what goes on behind the scenes in one of the most prominent modding teams currently working on content for rFactor 2.

RD
: Congratulations on the much anticipated release of Enduracers V1.00. You must be very relieved to have reached this stage?

ER: Yes ! First of all we would like to thank all simracers of the huge amount of positive feedbacks we received, it's very rewarding and gives us motivation to "end the job as good as possible". It has been a long work of development, to adapt all cars to rFactor2 new features, to build the fresh new models, to adjust the mod to the new build features as long as we were working on it.

Building a MOD 100% from scratch requires thousand of work hours, on our free time, a lot of communication between the team members, and a rigourous organisation. We have happy with current build 1.00 result in all domains, even if we would like some better results, on the graphic domain in particular, and we count on the build 2.00 and the rFactor2 recent change of hands to help us to improve that.

One word more, people often do a mistake, talking about our MODs. EnduRacers is the name of our team, and Endurance Series rF2 is the name of the mod, not the contrary.

RD: How many people have been working behind the scenes on this release?

ER: The current EnduRacers team is made with 2 people in charge of 3D modeling, 1 people in charge of cars textures, 1 member working on the rFactor2 export and fine tuning, 1 for the car skins, 1 person focused on the sounds, 1 person for R&D, and 2 members in charge of media management. Together with us, the Gentlemen Racers league is in charge of the car physics, with a complete team in charge of physics development and beta testing. In addition, we receive external help on some domains. We in addition are cooperating with URD Modding Team, with some exchange agreements based on graphic models. Building a mod like that is a huge amount of work and needs to lot of people working together with the same target, almost like a company.

RD: What technology is included in the mod, CPM tyres / chassis flex etc?

ER: The mod includes almost all rFactor2 new features in terms of graphics (dynamic reflects & shadows, deformable tires,...), in terms of sounds (in particular reverbs) and physics (like chassis flex). We are planning to test and maybe add in the mod other features such as dynamic dirt for graphics, or CPM tyres for physics. It's all in works, but it doesn't mean it will be added in the end.

RD: How long to do you plan to support Enduracers v1? Will the mod receive addon content and updates to the latest tech release by Studio397?

ER: We are planning a the Endurance Series build 2.00 as add-on content. The build will add to the mod the Oreca 05 and the Corvette C7.R (courtesy and property of URD Modding Team). Other cars announcement may be done during the build development. About Studio397, we are in particular keeping on eye on their progress on the upcoming DX11 engine, to improve the game graphics which is its current weakness.

RD: What is next on Enduracers plans? Will you be working on another series for rF2?

ER: We have no plans after the Endurance Series rF2 build 2.00 release. First of all, our team members have less and less free time. The simracing community has changed, in particular when new platforms came, and the ambient has changed. It's less friendly than some years ago, and some people have forgotten that in the end all this is done for free as a hobby. It's less motivating than before. To finish with, we have a small professional activity in parallel for some manufacturers & teams simulators.

RD: Briefly, can you describe how much work goes into creating something like this, and what motivates your team to build something from scratch for rF2?

ER: The amount of work to build a mod like that is huge. For your example, as we work on our free time, if you want to build a car from scratch (3D job, UV mapping, all textures with high level of detail, ingame exportation, sounds, physics, tests,...) is at least 6 month of work, if you want to do things in details. So when you build a multicars mod, it's very huge. In addition, you have to spend several weeks in testing, reworking, validation and so on. As you can see, we never release beta version or unfinished products. We have dozens of people available for test & feedback, in particular within the Gentlemen Racers dev team. It's years of job that we have achieved.

All Enduracers & GR members are pure fans of endurance racing and the famous LM24. Even some of us are working for, or part of the ACO team. It's what motivate us, creating the virtual reproductions of the cars we see at Le Mans. It is what has always motivated us since the creation of our team.

We would like to thank RaceDepartment for the focus on our MOD and team. We hope you will enjoy the Endurance Series build 1.00, and are already meeting you for the build 2.00!

Enduracers V1.00 Release 2.jpg


MOD - FEATURES
Graphics

  • High fidelity 3D models, with high definition cockpits.
  • Hundred's of real paints reproduced for each cars.
  • Highly improved car materials, reflections, lightnings and shadings.
  • Animated car driver, with high definition 3D Helmet.
  • Cars details with backfire, headlights with lens flares, deformable tyres.
  • Specific mod UI, to be downloaded and installed separately.
Physics
  • Accurate car physics, created in collaboration with Gentlemen Racers physics team, with help from real teams and drivers.
  • Up to date rF2 physics features for all cars.
Sounds
  • Accurate and detailed sounds for all cars and engines.
  • Up to date rF2 sounds features for all cars

WORK IN PROGRESS (not included in build 1.00)

  • Dynamic dirt on cars.
  • Tire new CPM model.
  • Damage fine tuning (Not correctly yet implemented in rF2).
  • Animated wipers in cockpit (Not correctly yet implemented in rF2).
  • Heat effects.
  • FuelMixture.

Enduracers V1.00 Release 4.jpg



EnduRacers Version 1.00 is available to download now. Check out the rFactor 2 downloads section here and keep an eye out on the EnduRacers website for more information about projects from the team.

The rFactor 2 sub forum here at RaceDepartment is the place to go for all the latest news and discussions regarding the rFactor 2 simulation. We are placing a bit of a focus on the EnduRacers V1.00 mod in the coming weeks, so check out our League and Club Racing forum for some top quality events with this excellent new mod. As well as racing and news, we also host some of the best mods for rFactor 2 in our downloads section, head over and take a look at some of the content, skins, apps and mods available for the game today.

Enduracers V1.00 Release 3.jpg Enduracers V1.00 Release 4.jpg Enduracers V1.00 Release 5.jpg Enduracers V1.00 Release 6.jpg Enduracers V1.00 Release 7.jpg Enduracers V1.00 Release 8.jpg

Have you tried the EnduRacers V1.00 mod for rFactor 2 yet? What do you think of the work done by EnduRacers Modding Team and Gentlemen Racers? Let us know in the comments section below!
 
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I'd relax a bit given the number of commercial titles that also claim to be accurate or real sims and fail to deliver. Sue them first and win and then we can get serious about complaining about free content made by hobbyists.
Again - If what you want is "fun" league-oriented handling, why bother with rF2 at all? Forza will give you that, but with vastly better graphics and sound.

If the devs of this mod had said "This isn't supposed to be realistic, it's just for fun online league racing", no one would be talking about this. But they held out this mod to be highly realistic, so it's completely appropriate to take them to task for having said it.
 
  • Deleted member 130869

The most fun challenge is when something you like in real life is recreated as best as possible virtually, and trying handling it.
 
I think you know that more separates Forza from rF2...
Sure I do. Forza also has free online play, a gigantic selection of cars from every genre, and a lot more tracks.

What rF2 has is far better physics (especially tire modeling and road surface) and FFB. And unless a mod makes use of those things (by being at least somewhat realistic), it's pointless. If what you want is "fun handling" to race with friends, and with little regard for realism, then Forza is vastly better than rF2.

Remember, I'm just talking about *this mod*, not all of rF2. Example: The NSX in rF2 is possibly the best, most realistic, pretty much perfect car in any sim right now. And because I value such things, I'd rather have rF2 and just that one great car than something like Forza with its 400 cars - none of which are particularly realistic.
 
@kondor999
I think the problem here is that people consider 'inaccurate' to mean 'unrealistic'. For example, it is impossible for a simulated vehicle that has not yet existed in real life to be 'accurate' because nothing yet exists in real life.

If memory serves, one of the Palatov vehicles existed in rF2 before it was ever built in real life.

There is also an extension to a real life track which was designed and tested using a simulator before a shovel ever hit dirt.

Are these unrealistic? Of course not. Are they inaccurate? Depends on what you are comparing them to. They could be accurate to a blue print or the specs or to the image in the designer's mind.

Does the Palatov magically graduate from Forza material to rFactor 2 material the moment the first physical one comes off the production line? Of course not.

After the Palatov exists in real life, if I as a modder decide to increase the engine power in the sim by one horsepower but claim that it is the same car it no longer realistic? Of course it's still realistic but it is now inaccurate. If I increase the engine power by 1000 HP and reduce the engine weight to 1 pound is that realistic? Nope. Is it accurate? Nope.

To me, realistic means something that can reasonably be.

To me accurate means that it matches something in particular whether an IRL vehicle or a blue print.

To me, there is much more that separates Forza from rFactor 2 than simply 100% accuracy.
 
@kondor999
I think the problem here is that people consider 'inaccurate' to mean 'unrealistic'. For example, it is impossible for a simulated vehicle that has not yet existed in real life to be 'accurate' because nothing yet exists in real life.

The principle of what you campaign here, I actually agree with. The problem in this specific case is the fact that the accuracy of these cars, specifically the inertia and tyre values discussed earlier, are so far off, they are actually implausible.

It would be impossible to actually construct a car in real life, that had these inertia properties! (given that dimensions and weight remained constant.) It results in these cars bending the laws of physics. In real life, weight / weight-distribution and inertia are two sides of the same thing, and their properties inseparable. In the sim, these two properties are just strings of numbers and crucially, not interconnected. The correct / plausible realtionship between these numbers must be input by the guy developing the physics files.

In short; the "accuracy" is so far off, that it per definition becomes unrealistic, hence fuelling this debate. :)
 
Well, anyone can get lost in the semantics here. Unrealistic mods are in fact inaccurate. And inaccurate mods are also unrealistic. I'm sure you can twist that all you want, but as it's been said time and time again, the mod is broken, unrealistic, and not what it claims to be.

It's disappointing on many levels.
 
This discussion isn't about all of rF2. It's not about the Palatov. It's about this one mod, a mod whose creators quite specifically stated it was accurate/realistic. Unless someone can refute the data presented a while back by Associat0r, I think we're done here unless and until the Enduracers guys decide to revise their mod.
 
It is a shame it's come to this, really is. I hate that this has happen and I'd really like to be on the side of the modders here but I can't.
I have recognized a couple of names on posts that are know to me as physics modders.

The one thing I really hope comes out of this is the team can work this through and not just quit!
If you read the interview you would have seen the team was already considering it's future as a mod team.

The one thing rF2 can least afford is to loosing yet another team.
I know what your thinking now. We don't need a team that can't get it right anyway! right?

So now it's up to you. Well, those that can do physics, good physics, Not all are good, they just think they are. And yes, I've meet him.
Offer to help.
Basically guy's, Put up or shut up. This has gone long enough.
 
No, "put up or shut up" is basically how nothing get's done/improved.
So 7 pages here, 26 pages at Studio 397 isn't enough for you?
I agree that nothing gets done if it's not talked about but going over the same ground is as worthless as saying nothing at all.
Now it's time to help or let them fix it themselves.
JoeNathanYouTube. You don't agree. That's your choice. I hope your in the minority, not the majority.
 
Okay?

You're a little aggressive there and I don't really understand why. And basing off of my response to my YouTube video, it appears I'm in the majority, as well as my Reddit post.

So, that's good to know... But anyone who is unaware could incorrectly assume that Enduracers is providing an accurate sim racing experience. By talking about it, by increasing awareness about it, maybe more people will learn about the mod and how real cars work.

So, Doug62, as far as I can tell, I'm happily apart of the majority.
 
JoeNathanYouTube
It looks like you've over reach here mate. The JoeNathanYouTube wasn't meant to be aggressive. It was just me copy and pasd the top of your post because your name is so long, I was lazy, nothing more.

Now the subject at hand. It seams that you think we all should still be writing page after page of how bad we think their mod is. The majority agree that it needs work, I get that and are not disputing it.
My comment was that Enduracers team would be well and truly aware of the communities view on the mod and now we need to give them time to fix it.
Nothing more, nothing less.
 

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