So hopefully I'll be able to cover everything properly with this. I'm in the middle of a project, and I can't quite put a finger on what I am missing. I'm working on something that is almost the same klaasvh with his EVE Matra (http://isiforums.net/f/showthread.php/20425-EVE-Matra-F1). In my case, I am applying the Eagle-Weslake engine to the EVE F1 chassis. The Weslake engine comes from Team Player's Eagle tribute mod (https://www.rfactorcentral.com/detail.cfm?ID=Gurney Eagle Tribute). I have met Bob in person in 2006 when we were with D3 and created the rF Grand Slam mod. I do not believe he mods any more and I couldn't find any current contact info for him for proper approval. It also uses the MS10_RCHASSIS.GMT from the Matra mod. If this needs to be taken down because of that, then let me know and I'll reupload when the proper permissions are granted. Anyway I figured this would be an easy enough project to start to get my head around converting 3d models and rF2. I currently have everything situated, but I'm experiencing a crashing issue. The issue is, in Dev mode, if I have all the files in .mas, the game will crash with this in the trace.txt (I'm assuming this is the error). The game will show the car, on the track for a split second before a CTD: tire_manager 1379: Non-existent tire brand "INSTANCE=MS10_CABLES" If I extract the files from the EVE_EAGLE_CAR.mas into the folder, everything works fine. No crashing at all. What I can't figure out is how, in the tire search, it is pulling up that 3d file from the .gen? I went through the files a few times and I am just not seeing what I'm missing. If I package it up into a .rfmcp and put into the regular game, the car will not show up on the selectable list. I haven't figured out yet where or how the .tmg becomes involved. Also where the changing tires (ex Indycar Blacks and Reds, different 3d models or different textures) are referenced. I'm not sure if I have a line wrong with something with those where it is referencing the MS10_CABLES. Any help will be appreciated!! A link to what I have so far is below, extract to the rFactor2\ModDev\Vehicles. This version will crash. Extract the contents of the EVE_EAGLE_CAR.mas to the rFactor2\ModDev\Vehicles\EVE_EAGLE_VEHICLE\1.0 and the car will run. View attachment 17993 http://www.mediafire.com/download/yfx4y0b4c6ckfhs/EVE_EAGLE_VEHICLE.zip There will be more questions on the not too distant future about physics, sounds and other 3d issues In speaking of that, is there an "easy" rF1 - rF2 engine.ini torque curve converter? Or does the numbers all have to be done by hand? Thanks again and thanks Bob for the original model.