I've already done a driver for an F1 mod and got it working perfectly, but that was a while back, and now I've decided to pull my finger out and sort these Caterhams out, I can't for the life of me get it working! It all looks fine in Max and also 3dsimed, but going to track messes him up big time View attachment 13849 I see in another thread about this, that others had this problem (as did I originally), but I don't see a clear solution that I might have missed. As far as I know, I've done it exactly how I did it before.
If I can get a word in edgeways... I've been doing some tests and I now think something with the car is messing it all up. I went back to the F1 mod I did and re-animated that driver...all worked well. I then re-animated the same driver file with the correct amount of steering...messed up on track. Eventually, I copied the files exported from the working F1 mod to the Caterham....messed up on track. I then tested these files with another F1 mod by copying them again...everything worked. So, copying files of a working driver to one mod works and one doesn't. Just to point out, I adjusted HDV and cockpit etc entries to match those of the F1 mod. I am now baffled!
While messing about with rigging the Panoz driver, I watched a youtube video to reaquaint myself with the process. This video featured a handy little box that showed all the bones + other useful info/buttons. A quick google for a max 2010 version gave me this.... http://www.scriptspot.com/3ds-max/scripts/thepuppettool Might be useful for anyone messing about with their driver.
This is now solved! The person who did the damage.ini file for the rf1 version had listed the driver as deformable. Even though nobody posted, thanks for looking