[WIP] Aussie Legends

I do not have a complete details right now, I couldn't quickly figure out how Enduracers mod get class string set in vehicle files, but here are some details:

Crew Chief sees vehicle class via VehicleScoringInfoV01::mVehicleClass string. For some mods, this string represents something like class ES_GTE/ES_GTC, etc. I believe Apex GT3 also uses nice naming with mod prefix. But most often, it is team name, brand name, so something quite ambiguous and bound to conflict with other mods.

I'll try digging deeper into .veh/.hdv files, see if I can find how that Class string in monitor is set.

When there's no clear class to assign, it makes sense to assign a year. But it would be preferable, imho of course, to prefix it with mod name, say AL_ in this case.
 
It appears to me that mVehicleClass comes from the last component (past comma) of Category in .veh file:
Category="ACFL2017,Ferrari SF70H"

But that's not the case for Enduracers, yet it still displays nice ES_GTE, so I might be wrong :)

Edit: another approach is to simply try replacing things in veh and see when Class column changes in Monitor. Key thing is for class string to be less ambiguous, say AL_YR_1972 or something.
 
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Hi, Vytautas asked me how to set the ES_GTE class in Enduracers mod.

We set that by adding in start of upgrade.ini of the concerned car this line :
DisplayClassOverride="ES_GTE"

This solves the class issue done by sometime with not well used Category section in veh.
 
There are however a couple of sound bugs I've encountered: no exterior sound while on the rev limiter; no tyre skid sound.
 
Nice to be able to drive these old classics on rf2.
Very well done & authentic, although I was amused to see camber adjustment on the rear wheels.
 
I am having graphics issues on the interiors of a couple of cars. The Torannas have a veil-like shadow/glare over the dials. It clears for about a second or two over the lap, but doesn't appear to have anything to do with the sun's direction. It appears as a reflection problem that is getting messed up somewhere. Also the XB-XC falcons have a red flash on the speedo dial at 40-60kph. It is a kind of corona effect that lights from behind the dial. The Falcons' dials have a thin grey shadow over them most of the time too.
The dash tachos don't register the same values as the hud rev counters.
 
Can you be more specific which car/s

All attention has been on physics atm. Getting 2 classes and the cars equal but with there own personality.
Once that is done graphical and sounds will be looked at.

All I have tested so far. Includes XA Falcon, Monaro and Torana.
 
Are we to assume, as there is now a chev in the fleet, we may see some other American muscle?
Golden rule is never assume anything thats when errors creap in.;)
All I'll say is (and it is the being of the year) I did a heap of work in 2017 getting the 9 cars to where they are and updates to tracks aswell.
2018 is to finish what I've started and get things so Im happy with it. In all my work.
Then I might look at something new.
I do have a new track to come which I started before the cars. ;)

BUT we need documentation on new shaders.
 
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Thanks for all the updates. 0.94 being the latest and greatest.
A few observations: The stock cockpit view is too high - 0/0 seat position is above the dash and very far forward.
The new tyre model in rF2 is brutal for flatspots and wear. Even running off track will murder your tyres, but that's the same for all cars and mods now I guess. It's looking like a hell of a mod. Cheers
 
Also it's only a thread for the cars, it is worth mentioning that you did a great job in converting your tracks to Dx11... Thanks also for this!!!!
 
Recently updated to v094.
I have all nine Models.
The Phase IV Falcon shows in the launcher but not in the car list.
Put the v090 back in & it shows up then, as a v090
I've downloaded another v094 file but it still wont show.
All the other models work fine.
Anyone else have this issue or is it something I'm doing wrong?
 
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