Team ORSM

Hey guys, Anyone keen on sharing there lap times for some track's you have drove on 1.3

For me i havnt had alot of time to get prac in but thats the beauty of League not starting till feb :veryhappy:

The few lap's ive down around each track ive done.

Bathurst - 2:07:7 - 120L Fuel
Adelaide - 1:30:009 - 70L Fuel
Eastern Creek Laser - 1:31:6 - 80L Fuel

Ill get some actual prac in and have another crack

Cheer's, Corey #16

Nice times around Bathurst Corey. Well done
 
It has been ;)

You're too quick Ryan.

Thanks for moving the thread in here.

I am waiting on clarification to see if anything changed in the 1.3 patch, but from my understanding the tyre sidewalls were never modelled for multiple skins because in 2006, there was 1 control tyre.

The reason it shows on all cars is it is picking the DDS from your team folder and allocating it to them all as a replacement.

You can't have multiple tyre types on different cars in this mod.

From 2009, there was the sprint tyre and the Control tyre, so maybe that will be unleashed on the next Mod
 
Thank's Ryan and sorry agian.

Did 15 laps at bathurst tonight did a 2:07:622 - No Aid's - Stuffed final sector got massive sideways outta the chase.

Did 10 at Phillip Island only got into the high 34's No Aid's so alot more time to be found
 
Ok guess this is mine to answer since it is my profile in question here.

Still_Bacon is right and when the cars go in-game all the tyres match the one you are using at the time. The tyre files if placed in the teams files will show on the spinner for that car only. If you have say Bridgestones on one car and Pirelli's on another and you choose that car on the spinner then you will see the Pirelli not the Bridgestone. If you choose to place the 4 DDS files in V8Factor directory the tyre will show on all cars on the spinner.

In-game all cars will refect the tyre on the car that you enter the track with regardless of the DDS files in the other team files.

This has always been the case with V8Factor but most people that have these and other custom tyres I've done for then or have made themselfs race online and rearly go out side the cars in game play.

In replays the cars revirt back to the original Dunlop tyre

Sorry for the misunderstanding of the readme. I hope this carify's things better.

Cheers guy's and wish you the best in the 2010 Leagues.
D.Painter.
 
Hi guy's.
Cozmo16, Your in a league with custom skins aren't you? Sorry that's Cozmo858.

If so and you used your custom skin a replay from you to a non-member that doesn't have your leagues skin pack want work.
Anyway for a replay can you please use a original V8Factor car.
 
Not yet broke under the 209's at Bathurst yet....209.2 i think my best so far,any kind of mid to low 209 needs a crazy kind of attack driving and "The Chase" just always freaks me out,i would enjoy a lap or two trying to hang on to your coat tail Cozmo,i enjoy following and studying....although it could be a short lived chase....
 
  • ProRace

Hi to all and firstly, best wishes for 2010 to V8FACTOR mod team / RaceDept / and all the drivers..
PanAm (pants amateur) here.. just set up the V8 mod after watching some brockie/Bathurst material on youtube, (i got the v8 bug)
I have not had time to get on the tracks proper yet but, im looking forward to trying this great looking car out..
I have edited a couple of dds from the .mas, windshield is now clear / tyres are default dunlops but I have made them 60% darker..
May well make a nice new skin yet,, its all building up nicely to my first outing (really dont wanna trash this beautiful car) :)
Nice to see a few times posted, I wont be anywhere near those but.. its a target :)

May i ask one non time related question in here too, (sorry if its in the wrong place)
The dashboard in cockpit.. (FORD) the only thing i dont like the look of is the extreme shine on the panel behind steering (around clock) Can anyone from the mod team or any of you guys direct me to the .mas / .gen or .dds file that controls that alpha shine.. I would like to reduce it..

anyway.. Thanks for the great mod, the anticipation is making me feel 12yrs old again..
Take care out there..
 
For those of you who missed the announcement before Christmas, or who are looking for links to V8Factor, here they are. This is for V8Factor - Original
----------------------------------------------------------------------------------------------------------------
V8Factor 1.30

Announcing the release of the V8Factor 2006 V1.3 Patch. This is an All-in-one patch removing the need for patches v1.1 and v1.2

NOTE: The Bathurst track is updated in this installer from any prior version to v1.3. At this stage there is no separate Bathurst update patch.

------------------------------------------------
V8Factor 2006 (V8F)
Australian V8 Supercars MOD for rFactor
by
ORSM (OCEANIA RACE SIM MODDERS)
http://www.teamorsm.com

Version 1.3 - December 2009
For Derek Hill (Kiwi, Kiwi_NZ)

REQUIRES A FULL INSTALL of V8Factor 2006 (v1.0, v1.1 or v1.2). Patches v1.1 & v1.2 are not required but if already installed should not cause a problem. However, we recommend installing this patch over a fresh v1.0 install.

------------------------------------------------------------------

Installation:
Follow the instructions in the V8Factor Patch Installer. Please make sure you select the correct path to your rFactor installation. Files will be automatically installed.

NOTE: MANUAL INSTALLATIONS REQUIRE AN EXTRA STEP - READ ON. For those who prefer to extract MODs to a temporary folder and then copy the files manually, you will then need to run the batch file called "docpset.bat" located in the V8Factor folder. DO NOT run this before you copy the files across.

NOTE: HI-RES SKIN PACK users. This patch re-installs a number of lo-res skins. Please re-install the hi-res skin pack to restore all hi-res skins.

------------------------------------------------------------------

In this patch:

* Bathurst track fixes & improvements
- Changed to 2 versions - 2005 & 2006 (with new signage)
- Esses cut discourager removed
- Added the Citigate building at the Chase to 2006 version
- A few graphical tweaks

* Physics improvements (thanks to Ben Eggleston and Ric Kemp for V8Supercar data and direct feedback on the physics)
- significant changes to the tyres to provide more realistic grip delivery under different lateral & longitudinal loads.
- significant changes to the front and rear end geometry to improve turn-in, stability and weight transfer.
- other changes include springs, shocks, aero, brakes, and many other tweaks
- NOTE: previous garage setups may cause unexpected handling.

* Damage improvements
- less force required to cause suspension damage, similar to the real cars. Turn down your damage slide if you don't like it to be realistic.
- headlight and taillight glows now deform with the rest of the car.
- more parts bend and break off

* AI fixes & improvements
- changes to AI physics providing improved race behaviour

------------------------------------------------------------------



Links
V8 Factor (V8Factor and Bathurst V1)

http://www.dcarrsmith.com/rfactor/mods/V8Factor_2006_v1.exe


V8Factor All-in-1.3 Patch (V8Factor LoRes and Bathurst 1.3 Update)

http://www.megaupload.com/?d=6DK4VS7V
http://files.v8gaming.com/V8F_2006_Patch_All-in-1.3.exe
http://austeamracing.com/Downloads/Racing Files/rfactor/Patches/V8F_2006_Patch_All-in-1.3.rar
http://www.mediafire.com/?gj4rzmgwt4t
http://rapidshare.com/files/324357709/V8F_2006_Patch_All-in-1.3.exe
http://www.filefront.com/15199985/V8Factor-All-in-1.3-Patch/

V8 Factor HiRes Skins
http://www.v8gaming.com/files/V8F_HiResUpdate.zip



HiRes Skins Patch V1.1

http://www.mediafire.com/?7ntgggmzvcw


V8Factor Templates
http://rapidshare.com/files/66963781/V8Factor_Templates.rar
http://www.v8gaming.com/files/V8Factor_Templates.rar



 
OK, been away but now back into it. I have fixed my problem, it seems to be a mixture of the hdv file and my plr file. Changed the AI Limiter but that didn't make that much difference. In the hdv file there is this line "AIPerfUsage=(-1.0, -1.0, -1.0)" as only positive values override the plr file it was looking there instead. I had a look at the previous version and found the values were "AIPerfUsage=(0.95000, 0.95000, 0.99000)" changed the new version to these values and fixed! I'm not sure why my plr file is set to what it is but now the AI brake at the right time and even corner better.
 
Hi guys. Thanks to RD's racing club I've got back into the V8's and rFactor in general. We've had some very enjoyable races with this mod and your recent update to 1.3 has made the cars even more enjoyable and rewarding to drive. They feel great on curbs. The understeer is now gone I feel and the cars seem more responsive and aggressive now.

Excellent work and a big thumbs up to improving a already excellent mod. Can't wait to see what your new mod has in store for us :).
 
No, in fact the talent file values seem to be more accurately applied when the AI limiter is on zero. When the AI Limiter value is above 0 it artificially 'limits' the AI to try to make the racing closer, but it my experience it simply stuffs up the AI.

However the setting called Autocalibrate AI Mode will ignore the talent files if it is set to \"1\" - you should have Autocalibrate AI Mode=\"0\".

Do the talent files actually work? Why do I get Dean Fiore and Mark McNally running in first or second and Lowndes & Winterbottom down in 17th and 18th? (no offence to Fiore & McNally) Shouldn't the top drivers be consistantly at the top?
 
They don't, you need to set them yourself

Not 100% correct Michael

The AI files do work when you are running against them, but if you are in a Prac or Qual session, and you skip to the next session using the button, then all bets are off, and the AI seem to develop some uncanny abilities and are a lot closer in their times (including tailmarkers being up front).

The trick is to let the sessions run their full time and they will work a lot closer to the way you expect them to.

Otherwise, eliminate the sessions you don't need in the track options before starting the race.
 

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