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:

 
I've done a couple of vids of me running at Istanbul Park with this awesome mod.

I'm now getting my rFactor tuned well to this mod and though I still don't like the way the cars sometimes spin out with no feeling at the rear in all other areas this mod is starting to feel perfect:good:.

First one is of me in the 997 taking a tentative lap:

[ame]http://www.youtube.com/watch?v=RLgqcO1Wsf4[/ame]

Next the P2 Porsche with a bit of traffic:

[ame]http://www.youtube.com/watch?v=ABVNM47xEko[/ame]
 
Proto's are very nice and relatively simple to drive, noobs may struggle a bit but as with most RF mods you have to trust the downforce and then you will get faster

Running some laps at Mills online was great fun, you can start to push the P cars and get within a few secs of the freaks.

The GT cars are sadly lacking, far too difficult to downshift and a little to "sim" for most people as I have found in game and chat, they just spin relentlessly on downshft braking, and for those who just wanna play a bit without being geeks its a bit much really, but I can see their point. You can avoid it by braking early but your lap time suffers by miles and is too stupidly hard.

I dont think RF online is really a place for players, more an alien paradise. They all do things most Normal people can't. I can play the GTR Evo cars fine, and these are similar, but these are just too hard on shifting down.

The mod is superb, but as its on RF then it is largely done with pro gamers in mind and that is a bit of a reflection of where the game is now. I prefer more mid ground stuff that isnt quite so nichey
 
Lacking? I strongly disagree, the GT's are so close to the real thing (can only speak of the Porsche) and adding traction control makes it driveable for everybody.
The readme file that came with the mod gives a good explanations what to do: blip the throttle on downshifting and that takes some time to adjust but once you get it under control it drives lovely.
Rob, why don't you sign up for some racing club events and i am sure people there will help you out if you have issues with the car.
 
Proto's are very nice and relatively simple to drive, noobs may struggle a bit but as with most RF mods you have to trust the downforce and then you will get faster

Running some laps at Mills online was great fun, you can start to push the P cars and get within a few secs of the freaks.

The GT cars are sadly lacking, far too difficult to downshift and a little to "sim" for most people as I have found in game and chat, they just spin relentlessly on downshft braking, and for those who just wanna play a bit without being geeks its a bit much really, but I can see their point. You can avoid it by braking early but your lap time suffers by miles and is too stupidly hard.

If you want to do that, why don't you go play GRID?
 
I must admit I find the GTs very difficult to control under braking, I think it would be easier with a wheel but I don't know. However, rFactor is a simulation and if that is what they do in real life then that is how they should be.

Sander, if it takes YOU some time to get used to it, it takes everyone else months :p
 
The GT cars are sadly lacking, far too difficult to downshift and a little to "sim" for most people as I have found in game and chat, they just spin relentlessly on downshft braking, and for those who just wanna play a bit without being geeks its a bit much really, but I can see their point. You can avoid it by braking early but your lap time suffers by miles and is too stupidly hard.

that's me, nicely put Rob

still: don't we all love a challenge?
 
Ok after some training have managed to get the hang of the GT cars

But still find perhaps the Aston and Panoz really hard work on the downshift

All cars seem to wander a little on down shift, for instance into the hairpin at Montreal you cant really attack as much as you would like but I guess thats realism

I have found that you can blip over the shift to make it easier and it does come naturally after a while

But there are some really tricky areas like approaching the xcrew at Laguna, whereas downshifting into turn two there is fine! Maybe the weight transfer.

Am getting more in tune with it now and am very much into the P2 cars that are lovely to drive
 
Isnt this track an illegal conversion of Simbin content?

Nope - the track Phil's driving on looks an awful lot like the Codemasters Istanbul. You can tell because on the SimBin Istanbul:
-The tarmac's a lot bumpier, especially in the T1 area.
-The kerbs are thinner.
-The track has a generally more "organic" feel to it.

Nevertheless, we all know Codemasters' stance on converted content, so the jury's out for me. The videos are still very good.

Moving on to a lighter matter, looky here: http://forum.racedepartment.com/latest-news/22219-art-endurance.html :th_wink:
 
I noticed that for me the sound of gravel is missing in the 997 when I go off track.
But that's only the fact when I'm in cockpit.
Am I doing something wrong or does everyone has that issue/ how can I solve it?
 

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