Now running the Virtual Rides method which works fine.
Does anyone know if the drivers names from the skinpack can be added?
Hey folks, would it be possible to get an updated pack for this that works with the v2.0 mod pack? I just recently got into rFactor 2 and purchased the URD GT mod, only to realize your beautiful skin pack isn't compatible with it. The latest one I downloaded from here says it requires v1.98. Is there a way to mod it myself to get it to work with v2.0?
Not an expert in rF2, what the heck is/are Virtual ride skins?http://isiforums.net/f/showthread.php/26351-EGT-PX-Skinpack-LM-WEC-USCC-Misc-Update
Download the virtual ride skin pack. They work with all versions.
http://isiforums.net/f/showthread.php?p=430217Not an expert in rF2, what the heck is/are Virtual ride skins?
Not an expert in rF2, what the heck is/are Virtual ride skins?
Addon AI or virtual rides are extra cars/skins you can add to a mod without repacking/breaking the original mod. They go into the player/settings folder. You can use them offline and online.
Online your virtual ride will tranfer to the server and other players. So leagues don't have to repack a mod just to add some league skins.
If you wish you can fine tune each virtual rides AI talents in the rF2 UI
The only unfortunate thing is that you cannot create custom classes. For example you can't create a class that is just LM cars. Everything will be the assigned the class of the original car you use as the virtual ride. I hope this will get changed in the future updates to rF2.
Yes, you can...But not by default.
You'll need to add a line in the .rcd for the class like in the .veh file.
the reasson it's not by default is because if cars are used online, they end up in a sepperate class on the other users PC. It could create chaos with a lot of classes...
But for personal or league use you can edit the .rcd.
That sounds interesting.... How do I do that merge the mods? Also will there be differences in the balances of 5he two mods?Just worked on some cars last night and that is all working! No more mixed series/years racing together! And now mod merging is a thing to work on complete grids (ex URD and Simteks GT3 World Series for IMSA GT classes). Awesome find Gysbers!
The only disappointing thing is that the install starts to get big due to duplicate textures in the Installed/Team.mas and then in the player/settings/[car] folder.
Now something I thought of on the way to work this morning, does adding a "Genstring =" line work as well? This will be needed for additional painted cars for Enduracers mod.
That sounds interesting.... How do I do that merge the mods? Also will there be differences in the balances of 5he two mods?
There might be a performance difference between mods. Really depends on how the mod teams do physics between comparable cars.
What I did was I created Virtual cars for pretty much every skin. Then added the classes line to the .rcd file, adding my own custom class.
Example: Classes= PX2, EnduranceRX_PX2, IMSA16
IMSA16 is the custom class. In the screen shot, i did that to the URD P2 and GT cars and modded in the GT3 World Series Lamborghinis and Ferrari
View attachment 20936
View attachment 20937
Chris, can you share your work or part of it to use as example? Meanwhile, I'll keep re-reading trying to understand itThanks!
That is awesome! Are you planning to release it in form of virtual rides or update .rfcmp?I just got permission from Graham Botha to be able to release his Oreca collection. I have to double check the alpha layers on all the cars but expect a release within a week or two.