Project CARS Modding Questions & WIP

@HypoToad
The physics files do not require resigning. You should be performing your edits on unpacked files with the original BFF files "dummied" out. Should you unpack a BFF, edit file(s), then repack, the modified BFF won't load in the game...thus, the reason to apply dummy BFF files and use unpacked files.
As long as your edits were overwriting existing data using correct code, there should be no issues.
 
A partial decoding of Physicstweaker.MRDF
I find the physics tick rate value to be interesting. Also, LiveTrace still works in pCars.
Code:
Project CARS
Vehicles\Phyiscs\physicstweaker.mrdf
Translation for Physicstweaker.MRDF (Game Update Version 7.0)
By JDougNY
Version 1.0 - 12/12/2015 - Partial Decoding of file

ADDRESS RANGE    CODE        Description
        (Little End.)
0x0030-0x0033 = 00001644 = 600.0 // Brake Glow Minimum Temp (float value)
0x0034-0x0037 = 00009644 = 1200.0 // Brake Glow Maximum Temp (float value)
0x0038-0x003B = CDCC4C3F = 0.80 // Brake Glow Scale for AI (float value)
0x003C-0x003F = 0000803F = 1.0 // Brake Glow Scale for Player (float value)

0x0040-0x0043 = 00000000 = 0
0x0044-0x0047 = 00000000 = 0
0x0048-0x004B = 000080BF = -1.0 Continuous CD Thickness (float value)
0x004C-0x004F = 06000000 = 6 // Joint Iterations (float value)

0x0050-0x0053 = 3333B33F = 1.4 // Joint Strength (float value)
0x0054-0x0057 = 00000000 = 0 // Enable Anti Flip Aid (decimal value)
0x0058-0x005B = 00003442 = 45.0 // Anti Flip Minimum Angle (float value)
0x005C-0x005F = 00007042 = 60.0 // Anti Flip Maximum Angle (float value)

0x0060-0x0063 = 0000A040 = 5.0 // Anti Flip Torque Fixing Force (float value)
0x0064-0x0067 = 00000040 = 2.0 // Anti Flip Orientation Fixing Force (float value)
0x0068-0x006B = 0000803F = 1.0 // (Float)
0x006C-0x006F = 0000803F = 1.0 // (Float)

0x0070-0x0073 = 0000803F = 1.0 // (Float)
0x0074-0x0077 = 0000803F = 1.0 // (Float)
0x0078-0x007B = 0000803F = 1.0 // (Float)
0x007C-0x007F = 0000803F = 1.0 // (Float)

0x0080-0x0083 = 0000803F = 1.0 // (Float)
0x0084-0x0087 = 0000803F = 1.0 // (Float)
0x0088-0x008B = 0000803F = 1.0 // (Float)
0x008C-0x008F = 0000803F = 1.0 // (Float)

0x0090-0x0093 = 0000803F = 1.0 // (Float)
0x0094-0x0097 = 0000803F = 1.0 // (Float)
0x0098-0x009B = 0000803F = 1.0 // (Float)
0x009C-0x009F = 0000803F = 1.0 // (Float)

0x00A0-0x00A3 = 0000803F = 1.0 // (Float)
0x00A4-0x00A7 = 0000803F = 1.0 // (Float)
0x00A8-0x00AB = 0000803F = 1.0 // (Float)
0x00AC-0x00AF = 0000803F = 1.0 // (Float)

0x00B0-0x00B3 = 0000803F = 1.0 // (Float)
0x00B4-0x00B7 = 0000803F = 1.0 // (Float)
0x00B8-0x00BB = 0000803F = 1.0 // (Float)
0x00BC-0x00BF = 0000803F = 1.0 // (Float)

0x00C0-0x00C3 = 0000803F = 1.0 // (Float)
0x00C4-0x00C7 = 0000803F = 1.0 // (Float)
0x00C8-0x00CB = 0000803F = 1.0 // (Float)
0x00CC-0x00CF = 0000803F = 1.0 // (Float)

0x00D0-0x00D3 = 0000803F = 1.0 // (Float)
0x00D4-0x00D7 = 0000803F = 1.0 // (Float)
0x00D8-0x00DB = 0000803F = 1.0 // (Float)
0x00DC-0x00DF = 0000803F = 1.0 // (Float)

0x00E0-0x00E3 = 0000803F = 1.0 // (Float)
0x00E4-0x00E7 = 0000803F = 1.0 // (Float)
0x00E8-0x00EB = 0000803F = 1.0 // (Float)
0x00EC-0x00EF = 0000803F = 1.0 // (Float)

0x00F0-0x00F3 = 0000803F = 1.0 // (Float)
0x00F4-0x00F7 = 0000803F = 1.0 // (Float)
0x00F8-0x00FB = 0000803F = 1.0 // (Float)
0x00FC-0x00FF = 0000803F = 1.0 // (Float)

0x0100-0x0103 = 0000803F = 1.0 // (Float)
0x0104-0x0107 = 0000803F = 1.0 // (Float)
0x0108-0x010B = 0000803F = 1.0 // (Float)
0x010C-0x010F = 0000803F = 1.0 // (Float)

0x0110-0x0113 = 0000803F = 1.0 // (Float)
0x0114-0x0117 = 0000803F = 1.0 // (Float)
0x0118-0x011B = 0000803F = 1.0 // (Float)
0x011C-0x011F = 0000803F = 1.0 // (Float)

0x0120-0x0123 = 0000803F = 1.0 // (Float)
0x0124-0x0127 = 0000803F = 1.0 // (Float)
0x0128-0x012B = 0000803F = 1.0 // (Float)
0x012C-0x012F = 0000803F = 1.0 // (Float)

0x0130-0x0133 = 0000803F = 1.0 // (Float)
0x0134-0x0137 = 0000803F = 1.0 // (Float)
0x0138-0x013B = 0000803F = 1.0 // (Float)
0x013C-0x013F = 0000803F = 1.0 // (Float)

0x0140-0x0143 = 00000040 = 2.0 // (Float)
0x0144-0x0147 = 00000040 = 2.0 // (Float)
0x0148-0x014B = 00000040 = 2.0 // (Float)
0x014C-0x014F = 00000040 = 2.0 // (Float)

0x0150-0x0153 = 00000040 = 2.0 // (Float)
0x0154-0x0157 = 00000040 = 2.0 // (Float)
0x0158-0x015B = 0000803F = 1.0 // (Float)
0x015C-0x015F = 0000803F = 1.0 // (Float)

0x0160-0x0163 = 0000803F = 1.0 // (Float)
0x0164-0x0167 = 00000000 = 0
0x0168-0x016B = 00000000 = 0
0x016C-0x016F = 00000000 = 0

0x0170-0x0173 = 00000040 = 2.0 // (Float)
0x0174-0x0177 = 00000040 = 2.0 // (Float)
0x0178-0x017B = 00000040 = 2.0 // (Float)
0x017C-0x017F = 00000040 = 2.0 // (Float)

0x0180-0x0183 = 00 00 00 40 = 2.0 // (Float)
0x0184-0x0187 = 00 00 00 40 = 2.0 // (Float)
0x0188-0x018B = 00 00 00 40 = 2.0 // (Float)
0x018C-0x018F = 00 00 80 3F = 1.0 // (Float)

0x0190-0x0193 = 0000803F = 1.0 // (Float)
0x0194-0x0197 = 0000803F = 1.0 // (Float)
0x0198-0x019B = 0000803F = 1.0 // (Float)
0x019C-0x019F = 0000803F = 1.0 // (Float)

0x01A0-0x01A3 = 00 00 00 40 = 2.0 // (Float)
0x01A4-0x01A7 = 00 00 00 40 = 2.0 // (Float)
0x01A8-0x01AB = 00 00 00 40 = 2.0 // (Float)
0x01AC-0x01AF = 00 00 00 40 = 2.0 // (Float)

0x01B0-0x01B3 = 00 00 00 40 = 2.0 // (Float)
0x01B4-0x01B7 = 00 00 00 40 = 2.0 // (Float)
0x01B8-0x01BB = 00 00 00 40 = 2.0 // (Float)
0x01BC-0x01BF = 00 00 00 40 = 2.0 // (Float)

0x01C0-0x01C3 = 00 00 00 40 = 2.0 // (Float)
0x01C4-0x01C7 = 00 00 00 40 = 2.0 // (Float)
0x01C8-0x01CB = 00 00 00 40 = 2.0 // (Float)
0x01CC-0x01CF = 00 00 00 40 = 2.0 // (Float)

0x01D0-0x01D3 = 00 00 80 3F = 1.0 // (Float)
0x01D4-0x01D7 = 00 00 00 00 = 0
0x01D8-0x01DB = 00 00 0000 = 0
0x01DC-0x01DF = 00 00 0000 = 0

0x01E0-0x01E3 = 00 00 00 00 = 0
0x01E4-0x01E7 = 00 00 00 00 = 0
0x01E8-0x01EB = 00 00 80 3F = 1.0 // (Float)
0x01EC-0x01EF = 00 00 80 3F = 1.0 // (Float)

0x01F0-0x01F3 = 0000803F = 1.0 // (Float)
0x01F4-0x01F7 = 0000803F = 1.0 // (Float)
0x01F8-0x01FB = 0000803F = 1.0 // (Float)
0x01FC-0x01FF = 0000803F = 1.0 // (Float)

0x0200-0x0203 = 0000803F = 1.0 // (Float)
0x0204-0x0207 = 0000803F = 1.0 // (Float)
0x0208-0x020B = 0000803F = 1.0 // (Float)
0x020C-0x020F = 0000803F = 1.0 // (Float)

0x0210-0x0213 = 0000803F = 1.0 // (Float)
0x0214-0x0217 = 0000803F = 1.0 // (Float)
0x0218-0x021B = 0000803F = 1.0 // (Float)
0x021C-0x021F = 0000803F = 1.0 // (Float)

0x0220-0x0223 = 0000803F = 1.0 // (Float)
0x0224-0x0227 = 0000803F = 1.0 // (Float)
0x0228-0x022B = 0000803F = 1.0 // (Float)
0x022C-0x022F = 0000803F = 1.0 // (Float)

0x0230-0x0233 = 0000803F = 1.0 // (Float)
0x0234-0x0237 = 0000803F = 1.0 // (Float)
0x0238-0x023B = 0000803F = 1.0 // (Float)
0x023C-0x023F = 0000803F = 1.0 // (Float)

0x0240-0x0243 = 0000803F = 1.0 // (Float)
0x0244-0x0247 = 0000803F = 1.0 // (Float)
0x0248-0x024B = 0000803F = 1.0 // (Float)
0x024C-0x024F = 0000803F = 1.0 // (Float)

0x0250-0x0253 = 0000803F = 1.0 // (Float)
0x0254-0x0257 = 0000803F = 1.0 // (Float)
0x0258-0x025B = 0000803F = 1.0 // (Float)
0x025C-0x025F = 0000803F = 1.0 // (Float)

0x0260-0x0263 = 0000803F = 1.0 // (Float)
0x0264-0x0267 = 0000803F = 1.0 // (Float)
0x0268-0x026B = 0000803F = 1.0 // (Float)
0x026C-0x026F = 0000803F = 1.0 // (Float)

0x0270-0x0273 = 0000803F = 1.0 // (Float)
0x0274-0x0277 = 0000803F = 1.0 // (Float)
0x0278-0x027B = 0000803F = 1.0 // (Float)
0x027C-0x027F = 0000803F = 1.0 // (Float)

0x0280-0x0283 = 0000803F = 1.0 // (Float)
0x0284-0x0287 = 0000803F = 1.0 // (Float)
0x0288-0x028B = 0000803F = 1.0 // (Float)
0x028C-0x028F = 0000803F = 1.0 // (Float)

0x0290-0x0293 = 0000803F = 1.0 // (Float)
0x0294-0x0297 = 0000803F = 1.0 // (Float)
0x0298-0x029B = 0000803F = 1.0 // (Float)
0x029C-0x029F = 0000803F = 1.0 // (Float)

0x02A0-0x02A3 = 0000803F = 1.0 // (Float)
0x02A4-0x02A7 = 0000803F = 1.0 // (Float)
0x02A8-0x02AB = 0000803F = 1.0 // (Float)
0x02AC-0x02AF = 0000803F = 1.0 // (Float)

0x02B0-0x02B3 = 0000803F = 1.0 // (Float)
0x02B4-0x02B7 = 0000803F = 1.0 // (Float)
0x02B8-0x02BB = 0000803F = 1.0 // (Float)
0x02BC-0x02BF = 0000803F = 1.0 // (Float)

0x02C0-0x02C3 = 0000803F = 1.0 // (Float)
0x02C4-0x02C7 = 0000803F = 1.0 // (Float)
0x02C8-0x02CB = 0000803F = 1.0 // (Float)
0x02CC-0x02CF = 0000803F = 1.0 // (Float)

0x02D0-0x02D3 = 0000803F = 1.0 // (Float)
0x02D4-0x02D7 = 0000803F = 1.0 // (Float)
0x02D8-0x02DB = 0000803F = 1.0 // (Float)
0x02DC-0x02DF = 0000803F = 1.0 // (Float)

0x02E0-0x02E3 = 0000803F = 1.0 // (Float)
0x02E4-0x02E7 = 0000803F = 1.0 // (Float)
0x02E8-0x02EB = 0000803F = 1.0 // (Float)
0x02EC-0x02EF = 0000803F = 1.0 // (Float)

0x02F0-0x02F3 = 00 00 00 3F = 0.5 // Minimum Bump Stop Force (float value)
0x02F4-0x02F7 = 00 00 00 40 = 2.0 // Maximum Bump Stop Force (float value)
0x02F8-0x02FB = 00 00 C8 41 = 25.0 // Drafting Minimum Speed (float value)
0x02FC-0x02FF = 00 00 0C 42 = 35.0 // Drafting Ramp Speed (float value)

0x0300-0x0303 = 00 00 C8 42 = 100.0 // Drafting Maximum Speed (float value)
0x0304-0x0307 = 00 00 C8 42 = 100.0 // Drafting Max Distance In Front
0x0308-0x030B = CD CC CC 3E = 0.4 // Drafting Min Lateral In Front (float value)
0x030C-0x030F = 00 00 40 40 = 3.0// Drafting Max Lateral In Front (float value)

0x0310-0x0313 = 00 00 00 40 = 2.0 // Drafting Max Distance Behind (float value)
0x0314-0x0317 = CD CC CC 3E = 0.4 // Drafting Min Lateral Behind (float value)
0x0318-0x031B = 00 00 00 40 = 2.0 // Drafting Max Lateral Behind (float value)
0x031C-0x031F = 9A 99 19 40 = 2.4 // Drafting Air Scale (float value)

0x0320-0x0323 = CD CC CC 3D = 0.1 // Low Speed TC At Rest (float value)
0x0324-0x0327 = 00 00 C0 40 = 6.0 // Low Speed TC Speed Threshold (float value)
0x0328-0x032B = 00 00 00 3F = 0.5 // Low Speed Grip At Rest (float value)
0x032C-0x032F = 00 00 C0 40 = 6.0 // Low Speed Grip Speed Threshold (float value)

0x0330-0x0333 = 00 00 40 40 = 3.0 // Auto Reset - Time Collision Is Disabled (float value)
0x0334-0x0337 = 00 00 20 41 = 10.0 // Auto Reset - Minimum Speed in MPH (float value)
0x0338-0x033B = 00 00 00 00 = 0 // Adjustable Upgrade Level 0 (decimal value)
0x033C-0x033F = 01 00 00 00 = 1 // Adjustable Upgrade Level 1 (decimal value)

0x0340-0x0343 = 02 00 00 00 = 2 // Adjustable Upgrade Level 2 (decimal value)
0x0344-0x0347 = 03 00 00 00 = 3 // Adjustable Upgrade Level 3 (decimal value)
0x0348-0x034B = 04 00 00 00 = 4 // Adjustable Upgrade Level 4 (decimal value)
0x034C-0x034F = 00 00 80 3F = 1.0 // Rumble Strip Front Wheel Grip Scale (float value)

0x0350-0x0353 = 00 00 80 3F = 1.0 // Rumble Strip Front Wheel Grip Scale Drift (float value)
0x0354-0x0357 = CD CC 4C 3F = 0.8
0x0358-0x035B = 00 80 BB 44 = 1500.0
0x035C-0x035F = 00 00 00 3F = 0.5

0x0360-0x0363 = 00 00 C0 3F = 1.5
0x0364-0x0367 = 00 00 80 3F = 1.0
0x0368-0x036B = 33 33 33 3F = 0.7
0x036C-0x036F = 00 00 00 41 = 8.0

0x0370-0x0373 = CD CC 4C 3F = 0.8
0x0374-0x0377 = 00 00 00 00 = 0
0x0378-0x037B = 01 00 00 00 = 1 // auto clutch (decimal value)
0x037C-0x037F = 02 00 00 00 = 2 // steering help function (decimal value)

0x0380-0x0383 = B4 00 00 00 = 180 // (Decimal) Physics Tick Rate (See Below)
(Tick Rate Values)
B4000000 = 180 tick rate
68010000 = 360 tick rate
1C020000 = 540 tick rate

0x0384-0x0387 = 01 00 00 00 = 1 // auto reverse  (decimal value)
0x0388-0x038B = CD CC 0C 3F = 0.55 // auto shift override time (float value)
0x038C-0x038F = 00 00 00 3F = 0.5 // manual shift override time (float value)

0x0390-0x0393 = 00 00 C8 41 = 25.0 // steer ratio speed (float value)
0x0394-0x0397 = CD CC 4C 3E = 0.2 // novice steering help (float value)
0x0398-0x039B = 00 00 00 00 = 0
0x039C-0x039F = 00 00 00 00 = 0

0x03A0-0x03A3 = 00 00 F0 41 = 30.0 // ai physics difficulty mix Grip (float value)
0x03A4-0x03A7 = 00 00 A0 42 = 80.0 // ai physics difficulty mix Torque (float value)
0x03A8-0x03AB = 00 00 A0 41 = 20.0 // ai physics difficulty mix Gear (float value)
0x03AC-0x03AF = 00 00 00 00 = 0 // ai physics difficulty mix Fuel (float value)

0x03B0-0x03B3 = 00 00 B4 42 = 90.0 // AI Strength Novice (float value)
0x03B4-0x03B7 = 00 00 C2 42 = 97.0 // AI Strength Amatuer (float value)
0x03B8-0x03BB = 00 00 D4 42 = 106.0 // AI Strength Pro (float value)

0x03BC-0x03BF = 00 00 F0 41 = 30.0 // AI Aggression Novice (float value)
0x03C0-0x03C3 = 00 00 0C 42 = 35.0 // AI Aggression Normal (float value)
0x03C4-0x03C7 = 00 00 20 42 = 40.0 // AI Aggression XP (float value)
0x03C8-0x03CB = 00 00 C8 42 = 100.00 // AI Aggression Pro (float value)
0x03CC-0x03CF = 00 00 C8 42 = 100.0 // AI Aggression Elite (float value)
0x03D0-0x03D3 = 00 00 C8 42 = 100.0 // AI Aggression Spare (float value)

0x03D4-0x03D7 = 01 00 00 00 = 1 // fuel mult (decimal value)
0x03D8-0x03DB = 01 00 00 00 = 1 // tire mult (decimal value)
0x03DC-0x03DF = 00 00 A0 41 = 20.0 // ai min radius (float value)

0x03E0-0x03E3 = 00 40 1C 47 = 40,000.0 // ai max load (float value)
0x03E4-0x03E7 = 33 33 73 3F = 0.95 // ai additional fuel mult (float value)
0x03E8-0x03EB = EC 51 78 3F = 0.97 // ai brake power (float value)
0x03EC-0x03EF = CD CC 4C 3F = 0.80 // ai brake grip  (float value)

0x03F0-0x03F3 = 1F 85 6B 3F = 0.92 // ai corner grip  (float value)
0x03F4-0x03F7 = 00 00 00 00 = 0 // ai power calibration (decimal value) 0x 00 00 00 to change value
0x03F8-0x03FB = 00 00 00 00 = 0 // crash recovery (decimal value)
0x03FC-0x03FF = CD CC 4C 3F = 0.8 // head physics (float value)

0x0400-0x0403 = 00 00 00 3F = 0.5 // visual steering at speed (float value)
0x0404-0x0407 = 00 00 80 3F = 1.0 // DriftControl max steer velocity scale (float value)
0x0408-0x040B = 00 00 80 3F = 1.0 // DriftControl rise damping scale (float value)
0x040C-0x040F = 00 00 80 3F = 1.0 // // DriftControl fall damping scale (float value)

0x0410-0x0413 = 00 00 00 3F = 0.5 // DriftControl nominal yaw angle scale (float value)
0x0414-0x0417 = 00 00 80 3F = 1.0 // DriftControl yaw angle effect scale (float value)
0x0418-0x041B = 00 00 80 3F = 1.0 // DriftControl lock ratio effect scale (float value)
0x041C-0x041F = D7 A3 F0 3E = 0.14

0x0420-0x0423 = 00 00 00 00 = 0 // Live HDVehicle trace enabled (decimal value) 01 00 00 00 = TRUE
0x0424-0x0427 = 01 00 00 00 = 1 // Disable PhysX switching  (decimal value) 00 00 00 00 = FALSE
0x0428-0x042B = CD CC CC 3D = 0.1
0x042C-0x042F = CD CC 4C 3E = 0.2
 
Thanks to the progress made on decoding game files by JDougNY I have been able to create a duplicate of ruf rgt8, modify the boot meb to create two new rufs: the rt35 and rt35s (a variant with a rear wing, donated by ruf rt12). Now I am working on physics: the cars will have different handling to what you are used to with rgt8, and the engine (and sound) will be turbo-charged flat6.
Progress is slow but I fully intend to release the mod.
Now, a few happy snaps:
hj7t1t9j5noy3ce6g.jpg

gw5ph7p9l653dff6g.jpg

s56rmh4g964s74u6g.jpg

coh8ln4o6y2wrnc6g.jpg
 
@HypoToad
The physics files do not require resigning. You should be performing your edits on unpacked files with the original BFF files "dummied" out. Should you unpack a BFF, edit file(s), then repack, the modified BFF won't load in the game...thus, the reason to apply dummy BFF files and use unpacked files.
As long as your edits were overwriting existing data using correct code, there should be no issues.

Sorry for the late reply, but I have a 'stupid' question, how do I dummy out the original BFF file?
 
To dummy out a BFF, it's probably best to apply as a mod via JSGME.
The process is to copy a different BFF file and rename as the file you wish to "dummy out".
For instance, we want to work with the files of Alpine_A450_LMP2.bff in unpacked form.
#1 - unpack BFF and rename all files, create proper folders and place files into folders
#2 - create a new mod for Alpine_A450_LMP2 in JSGME, copying in all folders/files from step 1
#3 - add in folder named "PakFiles" with subfolder named "Vehicles"
#4 - copy either Kart_01.bff or Kart_01_Cockpit.bff into "PakFiles\Vehicles\" folder of your mod, and rename file as Alpine_A450_LMP2.bff

Not all BFF files can be used as a dummy BFF for others. Depending on what type of BFF you're attempting to unlock (dummy out), you'll have to experiment with various types of BFF files. Also, some files are repeated in multiple BFF, which requires all BFFs containing the file(s) to be unpacked and dummied out.
 
@ Anyone that is interested

Here's something to play with....
Download link for Pcars Modding unlocker for patch 7.0 by me ..... http://www.mediafire.com/download/fu0o3n23o789sus/PCARS_Modding_Unlocker_JDougNY_Patch7.0.rar
NOTE: for 64 bit executable only. I can supply 32 bit version, if anyone is actually running 32 bit.
Also, included in the Mod are translations for physics files by Shiimis and by me. The Shiimis translations are formatted for a Python script....it may be more readable to open those files with an XML editor. My translations are similar to my old S2U method.

I have the permission of Shiimis to release his Python script to make physics files. However, due to varying amounts of data/format in CDF, GDF and VDFM files, I find it best to not release his Python script (it will cause confusion for most people). Use the Shiimis/JDougNY translations as a means to locate data within the physics files.

From my Readme.txt in the Mod....
PCARS Mod unlocker for Patch 7.0
Thanks to Autoprophet team for providing a method to identify and batch rename unpacked files.

NOTE: If you are using "Bootfiles" mod from Autoprophet, deactivate the mod. My MOD includes
all bootfiles with different dummy BFFs applied (to fully unlock physics files).
Transfer any edits made to files in Autoprophet boot files, into my new MOD package.
Again, deactivate "Bootfiles" from Autoprophet, if you are using.

Copy JSGME.exe to main folder of game

Copy MODS folder and contents to main folder of game

Run JSGME and activate mod "_ (64 BIT) Modding Unlocker for Patch 7.0"

Always active my MOD first, followed by other mods.

Remember to deactivate mod, before making edits. Once edits are completed, reactivate the mod.
BFF files that are unpacked, renamed and dummied out are...
BOOTFLOW.bff, BOOTPERSISTENT.bff, IGPHASEHUD.bff, PHYSICSBOOTFLOW.bff, PHYSICSMENU.bff, PHYSICSPERSISTENT.bff, vehiclespersistent.bff, HRDFPERSISTENT.bff (64bit version)

I had to apply a different method (than Autoprophet), for dummy-ing out all physicsxxxx BFFs and vehiclepersistent.bff, which then fully unlocked all physics files for editing.
Note: the main vehicle BFF has most physics files contained within (see edit in post following this one)

So, you should have complete access to all physics files and many other game properties. Just browse through all of the folders & files of the mod to discover what is available.
Future game updates will break this mod. When that occurs, just deactivate and wait for update from me.

If I notice enough interest in this type of mod, I'll formally upload to "Download" section.
 
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Edit: most physics files are repeated in the main vehicle BFF file.
So, to rework the physics of a car, first apply my mod, then unpack main vehicle BFF, rename files and place into proper folders. Apply that as a mod using kart_01 cockpit.bff as a dummy bff for your car. Then, your edits will be utilized in the game

Edit 2: to edit RCF files to add in new skins requires the unpacking of main vehicle BFF....same process as is needed to rework physics.
 
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It seems Christmas came a few days early this year. Thanks a lot JDougNY! I have already been able to edit the RCF files with your mod. But it is not yet clear to me where to put the additional livery textures to show up ingame. At the moment the additional liveries are all shown plain red ingame instead of the textures listened in the rcf file. Can you maybe share some light on which path to use? Or provide a short tutorial on how to get additional liveries working ingame? Thank you very much.
 
Hope I can help with this one. Here's a default entry of ruf rgt8 rcf file:
Code:
<CONDITION LIVERY="66">                  
        <REPLACE TEXTURE="Vehicles\Textures\common_paint.dds" NEWTEXTURE="Vehicles\Textures\Liveries\ruf_rgt8_livery16.dds" />                  
    </CONDITION>
In this case the .dds file with livery is put in "Vehicles\Textures\Liveries\" directory. You can place your livery files in the same directory.
This livery needs to be called so you can duplicate the above entry and change the number in "condition livery" (to e.g. "71") as well as the name of your actual livery file (e.g. "My Livery").
You also need to change the beginning of the file. So the original file is as follows:
Code:
<INPUTS>
        <INPUT NAME="LIVERY" OPTIONS="29" />
        <INPUT NAME="TIRE" OPTIONS="3" />
    </INPUTS>

    <NAMES INPUT ="LIVERY">
        <NAME LIVERY="1" NAME="Yellow" />
        <NAME LIVERY="2" NAME="Bright Green" />
        <NAME LIVERY="3" NAME="White" />
        <NAME LIVERY="4" NAME="Black" />
        <NAME LIVERY="5" NAME="Silver Metallic" />
        <NAME LIVERY="6" NAME="Green Metallic" />
        <NAME LIVERY="7" NAME="Blue Metallic" />
        <NAME LIVERY="8" NAME="Darkblue Metallic" />
        <NAME LIVERY="9" NAME="Brown Metallic" />
        <NAME LIVERY="51" NAME="Racing Yellow" />
        <NAME LIVERY="52" NAME="Burchstmann" />
        <NAME LIVERY="53" NAME="Gold Metallic" />
        <NAME LIVERY="54" NAME="Neon Green" />
        <NAME LIVERY="55" NAME="Red wine" />
        <NAME LIVERY="56" NAME="Copper Metallic" />
        <NAME LIVERY="57" NAME="Blue Pearl" />
        <NAME LIVERY="58" NAME="Silver Metallic/Yellow Stripes" />
        <NAME LIVERY="59" NAME="Dark grey/Red stripes" />
        <NAME LIVERY="60" NAME="Chrome/Orange stripes" />
        <NAME LIVERY="61" NAME="Frichkorn Suspension" />
        <NAME LIVERY="62" NAME="Emerald Green Metallic" />
        <NAME LIVERY="63" NAME="White/Red stripes" />
        <NAME LIVERY="64" NAME="Bronze Metallic" />
        <NAME LIVERY="65" NAME="RS Motorsport" />
        <NAME LIVERY="66" NAME="Kauffmann Motorsports" />
        <NAME LIVERY="67" NAME="Sbon Street" />
        <NAME LIVERY="68" NAME="Orange/Black stripes" />
        <NAME LIVERY="69" NAME="Night Blue Metallic" />
        <NAME LIVERY="70" NAME="Mingelo Street" />
        <NAME LIVERY="99" NAME="Custom Livery" />
    </NAMES>

    <NAMES INPUT ="TIRE">
        <NAME TIRE="3" NAME="Medium" />
        <NAME TIRE="4" NAME="Soft" />
        <NAME TIRE="5" NAME="Wet" />
    </NAMES>
You will want to first expand "livery" options, e.g. to 30 if you want to add one more livery.
Then you need to add the line referencing your livery, e.g.
Code:
<NAME LIVERY="71" NAME="My Livey" />
Notice, I used a new, free value for your livery (71).
Hope this is accurate and helpful.
 
@Heinz-Harald

Well.....it looks like I should have tested out the unlocker a little more thoroughly. Basically, we've been using an unlocker to make new cars these past few months. I had performed only a quick test where I added a dummy livery entry (just paint) and it worked. I should have tested an actual skin, because it does indeed only show red paint texture. So, to expand the 2 rcf files requires the unpacking of the main vehicle BFF for the car, renaming the files, creating the folders, moving the files into folders and applying a dummy BFF file (same as is needed for the physics).
The process to unpack every main vehicle BFF, harvest the file/folder names, rename files, etc, takes a long time. Also, since I have done this, there is around 1GB packaged up with 7zip, which doesn't include the necessary dummy BFF's.

I think I'm going to remove the download link for the unlocker. It's good for making new cars, editing physics tweaker and other game properties. But, to edit RCF files and physics files of original cars requires the additional step of deactivating main vehicle BFF files. Since the game is routinely being updated by SMS, it can become a headache to unpack/rename main vehicle BFFs, when there is a major revision to them.

If there is a group of cars that you're wanting to add skins...perhaps I can provide you with those files in Mod form. Then, you could add in your skins on those cars.

What GVSE posted for RCF edits looks good. You do need to make the same edits to both RCF files, though.
 
Thanks to both of you for the reply. I think the editing of the RCF files wasn't so much of my problem as you can use the existing skins as an orientation. But it seems the missing directions/Bff dummies for the liveries to be recognized properly sound like the right solution.

At the moment I am looking to expand the number of skins for the GT3 McLaren 12C because those few skins which are available get a bit boring soon. JDougNY if you could provide me the required files for this as a mod it would not only be fantastic but more than I could have hoped for.

Also the original 2011 Audi R18 could be an interesting next target as it has the same problem for licensing reasons and therefore others apart from me could be interested to expand the number of skins manually as well. But I don't want to want to ask for to much.

Thank again!
 
@Heinz-Harald
Download link for requested cars.... http://www.mediafire.com/download/tb5tqgb4bdh34ph/pCars_New_Skins_V1.0.rar

I added in both versions of Audi R18.
At game version 7.0, I did unpack/rename every main vehicle BFF. It's just easier if we could work on this in batches.

I called the mod "new skins", but you can rename to your liking.

Proper sequence for use....
- First activate the unlocker mod
- Second, edit the RCF files in the New Skins mod, then activate

As long as you remember to edit both RCF's the same with correct syntax, all should be good. When you want more cars, just give a shout.
 
Hi.
I have question about changing car classes in pCars.
I want to try to change Mustang GT class because i fill it's too slow to compete with Audi R8 an RUF.
 
@Mark0

Very simple to change, if you're using either the Bootfiles from Autoprophet or my modding unlocker (see post # 127 for download).

- start with bootfiles or modding unlocker deactivated
- go to "Vehicles\ford_mustang_gt_2015\" folder
- open file "ford_mustang_gt_2015.crd" with either an XML editor or notepad
- scroll to bottom half of file and you'll find these entries....
[code}
<prop name="Vehicle Class" data="Road B" />
<prop name="Vehicle Group" data="Road B" />
[/code]
change to your liking and save
- activate either bootfiles or modding unlocker
 
@Mark0

Very simple to change, if you're using either the Bootfiles from Autoprophet or my modding unlocker (see post # 127 for download).

- start with bootfiles or modding unlocker deactivated
- go to "Vehicles\ford_mustang_gt_2015\" folder
- open file "ford_mustang_gt_2015.crd" with either an XML editor or notepad
- scroll to bottom half of file and you'll find these entries....
[code}
<prop name="Vehicle Class" data="Road B" />
<prop name="Vehicle Group" data="Road B" />
[/code]
change to your liking and save
- activate either bootfiles or modding unlocker
Thank you. Can i create new classes the same way?
 
Thank you. Can i create new classes the same way?
Sure, it's something you can test yourself very easily
For instance, I just did this.....
Code:
        <prop name="Vehicle Class" data="OFFRoad " />
        <prop name="Vehicle Group" data="OFFRoad B" />
        <prop name="Vehicle Shape" data="OFFRoad" />
From the car select screen, I now have a new "OFFroad" division for cars and the car is selectable option within.
Of course, new textures for the menus need to be created for Shape/Class and Group.
 
Sure, it's something you can test yourself very easily
For instance, I just did this.....
Code:
        <prop name="Vehicle Class" data="OFFRoad " />
        <prop name="Vehicle Group" data="OFFRoad B" />
        <prop name="Vehicle Shape" data="OFFRoad" />
From the car select screen, I now have a new "OFFroad" division for cars and the car is selectable option within.
Of course, new textures for the menus need to be created for Shape/Class and Group.
Thank you very much.
 
@JDougNY:

This looks very interesting!

Let's say that I wanted to create a copy of the (free) Scion FR-S car and add a stage 1 supercharger kit (i.e. remap the torque curve and add a Sprintex Supercharger).

Where would I start?
 
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