Hey everyone! I've been going down the rabbit hole as I have been lost trying to figure out my next project. Credit the recent news of the DP01 being used to get around Indycar testing requirements (
https://racer.com/2026/02/12/is-this-an-answer-to-indycar-s-testing-problem-) and Sam Collins for talking about the Panoz DP09.
1. I had forgotten about this car
2. I forgot how close and similar this car is to the DP01
3. I had forgotten that CTDP made this car for rFactor 1
4. I didn't know that they actually released it as separate rF1 based game.
After finding and trying the game out, the model and physics feel very good. Based on the setup options and pictures of the real cars, I am leaning on them using actual data to create the physics. My theory on that is the 3rd spring-bump rubber on the rear only, not on the front. This is found both on the SLF and DP01. I'm not sure if there are any dev posts or anyone aware to confirm if real information was used?
My plan is to get the SLF physics into the Physics Spreadsheet to use as a base. Then update the different parts that the DP01 used. Brakes, gearbox, and engine using real data that I can find or from the original DP01 physics. I believe the original rF1 DP01 wasn't based on accurate information. That should hopefully create a more realistic DP01. Recently I've learned more on the IBL shaders. That might result in some graphic improvements.
I'm not sure if anyone would be interested in the SLF conversion? There is an old one around, pre-DX11 upgrade. It'll need some significant updates to make it utilize the IBL shaders. The graphics is the easy part in compared to the physics, which I would be doing anyway. It shouldn't be too difficult to do, if the physics transfer nicely.
Is this of interest to anybody? It has my attention right now, but that could change if something else grabs it. I would rather be doing this on a better, higher quality, DP01 model, but there isn't anything out there
