[WIP] CART 1985

Guys, getting a error starting rF2 with the CART 85 .89 update : "gMotor 2 Error, Error getting stats for texture BLACK.DDS, Error loading texture BLACK for material M85C_ROAD_COLL, Mesh : m85c_road_coll, instance : SLOT000"
Same here. I tried a few different tracks and got the same message each time.
 
Guys, getting a error starting rF2 with the CART 85 .89 update : "gMotor 2 Error, Error getting stats for texture BLACK.DDS, Error loading texture BLACK for material M85C_ROAD_COLL, Mesh : m85c_road_coll, instance : SLOT000"
I got that with an older version of Indy it worked fine with the latest version
 
Guys, getting a error starting rF2 with the CART 85 .89 update : "gMotor 2 Error, Error getting stats for texture BLACK.DDS, Error loading texture BLACK for material M85C_ROAD_COLL, Mesh : m85c_road_coll, instance : SLOT000"
I'll add myself to the list. Only cured it by using the old UI.
 
I made a little update for this great mod. I created car icons for the new UI and talent files. I had to edit the vehicle filters to make the talent files work. I haven't tested these extensively, but they seem to work ok. Download and install these two packages and enjoy!

I'd like to thank ChiefWiggum for his work and for allowing me to post these files.

https://www.dropbox.com/s/9eo4ui5paxcp1uk/PPG CART 1985_Talent.rfcmp?dl=0
https://www.dropbox.com/s/vzotrsop1ay3ai0/PPG CART 1985_v091.rfcmp?dl=0
 
I made a little update for this great mod. I created car icons for the new UI and talent files. I had to edit the vehicle filters to make the talent files work. I haven't tested these extensively, but they seem to work ok. Download and install these two packages and enjoy!

I'd like to thank ChiefWiggum for his work and for allowing me to post these files.

https://www.dropbox.com/s/9eo4ui5paxcp1uk/PPG CART 1985_Talent.rfcmp?dl=0
https://www.dropbox.com/s/vzotrsop1ay3ai0/PPG CART 1985_v091.rfcmp?dl=0

I keep forgetting on how good this mod is. These updates really helps out!

Although, you should be able to combine all the .mas into one package.
 
Although, you should be able to combine all the .mas into one package.

Yeah, that's one of the thing I still need to learn about rFactor2. I'm not a newcomer to simracing and modding, but this packaging stuff doesn't feel very user or modder friendly to me. I'll have a look at this.
 
Yeah, that's one of the thing I still need to learn about rFactor2. I'm not a newcomer to simracing and modding, but this packaging stuff doesn't feel very user or modder friendly to me. I'll have a look at this.
yup, the first couple times it seems brutal. just make back ups and be organized with some filing. After a while and your making lots of tweaks it becomes second nature.
 
Such a great mod this one.

You can have some epic battles with the AI around those famous US tracks like Mid Ohio, Laguna Seca, Belle Isle, Portland, Road America, VIR and Road Atlanta. These battles are probably as good as anything I've experienced within the sim.

The only issue really is with the durability. I had to turn off Mech failures completely to enjoy this. I'm not the cleanest in my gear shifting but it should be good enough to get me through most 20 min races that I do. It's particularly an issue on Oval with the Indy car variant, you can't drive a lap without smoke bellowing out of the back.

Another tip I would give to folks running this, is to not run with full flags, RF2 is so buggy with that I find, this is obvious not mod related but I tend to run with black flags only for the best experience.
 
Such a great mod this one.

You can have some epic battles with the AI around those famous US tracks like Mid Ohio, Laguna Seca, Belle Isle, Portland, Road America, VIR and Road Atlanta. These battles are probably as good as anything I've experienced within the sim.

The only issue really is with the durability. I had to turn off Mech failures completely to enjoy this. I'm not the cleanest in my gear shifting but it should be good enough to get me through most 20 min races that I do. It's particularly an issue on Oval with the Indy car variant, you can't drive a lap without smoke bellowing out of the back.

Another tip I would give to folks running this, is to not run with full flags, RF2 is so buggy with that I find, this is obvious not mod related but I tend to run with black flags only for the best experience.
you might find the engine lasts longer if you lift while upshifting. I haven't driven this mod for quite some time so I could be crossing mods in my memory.
 
you might find the engine lasts longer if you lift while upshifting. I haven't driven this mod for quite some time so I could be crossing mods in my memory.
Yeah that's what I do, I have a clutch pedal always lift engage clutch release and back on gas. My technique isn't perfect but should be good enough. For the Indy variant though it's literally 4 up shifts, I've tried exaggerated lifting off and everything but it blows on that first lap pretty much every time. This is definitely not something wrong with my technique, it's an issue, as I said the fix is just to remove Mech Failures but that of course is far from ideal if you like running sim races with some realism.
 
Make sure the gear is engage dan clutch disengaged fully before hitting the throttle as overrevving will damage the engine easily. Also only use boost setting 5 only for a few qualifying laps. Boost 5 is not for continuous use.
 
Make sure the gear is engage dan clutch disengaged fully before hitting the throttle as overrevving will damage the engine easily. Also only use boost setting 5 only for a few qualifying laps. Boost 5 is not for continuous use.

I don't think people are understanding the issue here. This has nothing to do with gear change technique. Please try the INDY variant of the car out on an oval for yourselves. If you can get more than a lap out of it at Indy or wherever requires you to get irev high through 6th without the thing bellowing smoke out of the back you are a better person than me. Sure mapping the boost to not max for more than a quali lap is fine restriction (although this is not consistent with sims like Papy's Indycar racing back in the day where you could run full boost for way longer than that, and I would imagine in real life this was also the case) but the issue is, you can't even get that quali lap in, on full boost, without the engine blowing, there is no way that sims reality.

The root of the problem I feel is that the cars were originally just ROAD specced and the engine limitations and breaking points set purely for road course where the top speed is nowhere near that of the oval, usually max around 310 - 320 kph. When the INDY variant was created with speeds in excess of 380 kph there was no adjustment made for this durability, you can argue this is actually historically accurate, but I have a hard time believing the cars back in the day drove Indy at half throttle. The fix appears to be, either backing off a bit on the durability settings for the engines or reducing the INDY variant top speed, or ideally probably a bit of both.
 
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