Stock Car Extreme Mods (merged)

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ML2166

If quizzes are quizzical then what are tests?
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Hey guys

Okay here are the skins created by me over the last few weeks.

38 in total, 19 Chevrolet and 19 Peugeot.

All completely fictional of course, but I hope you enjoy them.

I have given all the cars different numbers and names from the originals in game, so you should be able to run them alongside the original skins.

Pretty new to the modding aspect on the rfactor platform, and this is my first attempt.

Haven't found a way to have the game read a new RFM file hence the reason for the new numbers and names.

Hope you enjoy them........happy racing fellas!

;)

selectionpug.jpg


selectionchevvy.jpg


Chevrolet Part 1

Chevrolet Part 2

Peugeot's
 
Thanks for the great track, I've been enjoying it around here. A good conversion!

One note is that the AI will almost completely stop on the exit of the final turn if they want to go into the pits. Not a big deal, really, but just thought I'd point it out.
 
This is one of your best, Patrick. The graphical fidelity is very close to Reiza stuff here imo.
Looks fantastic. :thumbsup:

The tracks i have by Richo - Barbagallo and Winton - must be one of the best looking, best made custom tracks/locations for GSCEx, so respect to him as well. :thumbsup:
 
someone please tell me that will sound like this :) i now that folder is Reiza responsibility

Yes paul... Reiza are doing the Sounds.
I think Reiza will get the sounds pretty Good.

Just a Update.
All 5 cars are finished as your all aware of.
We are hopefully getting some assistance in getting the Final Texturing done to all 5 Cars as so this matches the Quality of the Reiza SuperV8 then we can get them out on Track for Testing.
 
Depends on tracks Red. On a reiza track should be ok. On other tracks I have released, Keith did some AI updates and things are supposed to be ok. On other tracks I dont know
Yeah just testing again on the reiza tracks and the AI definitely seems to have more grip. for some reason the whole track mesh thing of the mod tracks didn't even occur to me to be the issue.
I won't make that mistake again when testing mods, thanks Patrick!
 
Does this work on steam stock car extreme? I got rfdynhud working on steam formula truck2013 but can´t get it working on steam stock car extreme

Hi,

I was curious about this so I had a look at the problem.

This is fazorbox's latest release v1.1.5 of the GID plugin for rFactor 1.

This is a release thread... http://symracing.net/rfeseries/forum/viewtopic.php?f=32&t=874

Here is the posted DL link... http://www.mediafire.com/download/gbd91to6i94b4z3/G.I.D.GlobalInfoDisplay_RFEfullversion_1.1.5.exe

If you didn't know GID has issues with Brake Wear and Engine wear widgets, I guess these GID features are not working / not available compared to rfDynHUD.

GID will function wirh GSCx becasue GSCx is based on rFactor, however you needed to rename the gsc.exe to rfactor.exe or else GID will not work. This is a problem for steam version users because you can not rename the exe in steam.

I discovered that in the GID d3d9.dll there are references to rfactor.exe... I changed those references to gsc.exe with a hex editor and that solved the renaming of the exe problem.

After you install GID into GSCx you can edit the d3d9.dll as I have done or you can use the .dll that I made all ready to replace the original.

http://www.filefactory.com/folder/d8f0cf405cc14c9d

Folow the link above to find an extracted version of GID 1.1.5 package and a copy of the "edited for gsc.exe" d3d9.dll. It is easy enough to edit the .dll yourself if you are concerned about security.

Check out this thread to setup rfDynHUD for steam rFactor... if you haven't seen it.
http://www.racedepartment.com/threads/telemetry-plugins-work-with-rfactor-steam.101892/

GID Manual here
http://www.virtualracinggroup.net/fazerbox/files/GID11/GIDv1_1_ENG.pdf

Global Information Display, G.I.D., Telemetry, HUD, Game Stock Car Extreme, GSCE, GSC, GSC Steam version
 
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