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View Full Version : [RADBUL Released] Rokusa Handling Mod - Discussion Thread



Alex Hobbs
16-01-2016, 17:51
Currently Available Projects

RADBUL (http://forum.projectcarsgame.com/showthread.php?44077-0-7-Soft-Release-Rokusa-Handling-Mod-Discussion-Thread&p=1286809#post1286809)

Seven 360: This post

================

While I take a break from modding after a particularly difficult P1 GTR project I thought I'd detail further how this mod will work and provide a taster car for you guys to get your hands on.

The Cars

Cars will be available to download on an individual basis and will consist of everything apart from the tires. This is because pcars' current mod system does not allow for .rg files to be addressed in the same way as .crd files, so only one can exist at a time.

The Tires

Custom tire code will be provided via a separate download that will consist of all tires necessary to make the currently released cars work. This will follow the version number system of the previous iterations to avoid confusion. If you have custom tires from another author then you will need to merge these files together. Simply paste one before/after the other.

The Bugs

Currently pcars allows custom .rg files to assign tires to sms cars. Since this is not intentional the mod will assign custom tires to custom cars only, so anything you do to exploit the game and add custom tires to default cars is your own responsibility.

Also, windscreen wiper animations are currently beyond my reach. The Caterham Seven 360 provided below will have them because the clone process was done by someone more skilled than I with those things, but future releases will likely not include them.

The Name

To further avoid confusion the name is changing to 'Rokusa Handling Mod' so that the ingame mod brand is the same as the name of the mod itself.

First Car: Caterham Seven 360

Caterham prides the 360 in its perfect balance between the fun-but-anaemic classic and the faster but twitchy academy cars. It has a 2 litre Ford Duratec engine that puts out 180bhp and propels the car to 130mph. The handling is the most significant aspect though, with anti roll bars front and rear, adjustable dampers/springs and a limited slip differential. These upgrades provide a very large improvement over the classic caterham design, and as a result the car runs in class C1.

Here's what you'll need

The current tire mod: https://dl.dropboxusercontent.com/u/29853698/Alternate%20Handling%20Mod%200.7.zip

The car: https://dl.dropboxusercontent.com/u/29853698/Caterham%20360%201.0.zip

How to install

If you haven't installed any custom tires previously then just extract the tire mod's single file into the root folder of Project CARS. If you have another mod installed that uses it's own tiremod.rg then copy one file's contents into the other and place the consolidated file into the root folder.

Extract the car's contents into the game folder. Previously we used JSGME for this and you still can if you like, but the new system allows for easy removal of mods at user discretion. Simply place the contents of the folder (vehicles, pakfiles, GUI) into the games folder and merge them together.

Then look in your root folder for a file called mods.txt. This should have been placed into your game by the last update, but several users have reported that the update failed to do this. If so, make a blank mods.txt in the root folder. Now that you have a mods.txt, place the following lines into it and save:

Vehicles\caterham_classic\caterham360.crd
:tyres: "Rokusa LT600" "Rokusa LT600-Rear"

Then you're done! If the tiremod.rg has been put in, the car files copied in and the mods.txt modified to address the car properly then you're good to go. Have fun! :D


Testers

See this post (http://forum.projectcarsgame.com/showthread.php?43821-Alternate-Handling-Mod-Video-Thread&p=1212630&viewfull=1#post1212630) for information on becoming a tester. I am also mercilessly harassing members of RSR (http://forum.projectcarsgame.com/showthread.php?41394-RSR-Introducing-Revolution-Sim-Racing-Website-Live-Now-Accepting-Signups!), as well as a few other guys in the community.

If you have any first hand experience of aggressively driving any of the cars in game then I would very much like to hear from you, especially if the cars in question are on the list above.

Donations

If you enjoy this mod, please consider supporting it by donating (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=8DH2L39RL6LCW) via paypal, it helps a lot :)

The Team

My testers have proven invaluable in making sure these tyres behave realistically. Without them I would not have been able to do this:

Jussi Karjalainen
Krus Control
IJOJOI
Tiago Fortuna

Video Thread Here (http://forum.projectcarsgame.com/showthread.php?43821-Alternate-Handling-Mod-Video-Thread)

IJOJOI
16-01-2016, 19:04
Just out of interest as I've not tried JDougNY version of basically "TweakIt" myself yet.

As you know the tireheating has drastically changed since 7.0 and was quite "good".
Are you able to modify these parameters as well??

Best Regards

Alex Hobbs
16-01-2016, 19:05
Just out of interest as I've not tried JDougNY version of basically "TweakIt" myself yet.

As you know the tireheating has drastically changed since 7.0 and was quite "good".
Are you able to modify these parameters as well??

Best Regards

Yes :)

IJOJOI
16-01-2016, 19:10
Yes :)

I've got a plan :cool:

RomKnight
16-01-2016, 19:12
cunning tease :P

Alex Hobbs
16-01-2016, 19:19
I won't be changing any of the SMS tyres on this mod guys, don't get your hopes up :)

IJOJOI
16-01-2016, 19:25
I won't be changing any of the SMS tyres on this mod guys, don't get your hopes up :)

I know, but I may create a 6.0ish GT3 tyre :P (if I find the time)

Alex Hobbs
18-01-2016, 13:13
Rokusa LT04 - Drag Radial

The LT04 consists of a soft slick rear tyre and a slightly harder grooved front tyre. Engineered for fast heat response and launch traction, these drag radials are capable of anywhere from 5 to 15 1/4 mile drag runs depending on how you set the car up and how you treat the tyres. The tyres are also capable of flatspotting if you abuse them, so if you drag the front tyres across the ground in a burnout then you can expect a rather unpleasant run. They can also puncture under excessive punishment, and the amount it can take is again decided by the car's setup.

The LT04 is likely to be the final additional tyre to be announced before the mod's release, and will be available on the following cars:

Ford Mustang Fastback
Ford Mustang GT
BMW M3 Group A
Mercedes 190 Group A
Ford Sierra Cosworth Group A
RUF Yellowbird
Mclaren F1
Scion Rocketbunny
Pagani Huayra
Pagani Zonda Cinque
Gumpert Apollo
Mercedes SLS
RUF RGT8
RUF CTR3
Mclaren 12C

Pamellaaa
18-01-2016, 13:21
Rokusa LT04 - Drag Radial

The LT04 consists of a soft slick rear tyre and a slightly harder grooved front tyre. Engineered for fast heat response and launch traction, these drag radials are capable of anywhere from 5 to 15 1/4 mile drag runs depending on how you set the car up and how you treat the tyres. The tyres are also capable of flatspotting if you abuse them, so if you drag the front tyres across the ground in a burnout then you can expect a rather unpleasant run. They can also puncture under excessive punishment, and the amount it can take is again decided by the car's setup.


This is going to be fun!

IJOJOI
18-01-2016, 14:13
Sound great Alex,
Are they available for testing?
How did you get flatspotting in?
Did you use the FA tyres as starting base?

Alex Hobbs
18-01-2016, 14:43
Sound great Alex,
Are they available for testing?
How did you get flatspotting in?
Did you use the FA tyres as starting base?

In order:
Yes
Accident
No
:P

IJOJOI
18-01-2016, 14:46
In order:
Yes
Accident
No
:P

Haha, well done then, I'll jump into it, PM? ;)

Alex Hobbs
20-01-2016, 13:05
Just a heads up for my tester people, the new update will most likely do very unhealthy things to your game if you try and run it with the mod. I won't stop you from trying but I am not responsible if you break it ;)

http://www.nerdzaffiliated.com/wp-content/uploads/2013/12/Fallout-4-Please-Stand-By-570x260.jpg

IJOJOI
20-01-2016, 14:07
The Unlocker doesn't work anyway, so we have to wait no matter what ;)

Alex Hobbs
21-01-2016, 17:43
Active testers please report via your designated channels for new tasking :)

RomKnight
21-01-2016, 18:02
Need to catch up first. I've not updated to patch 8 yet :(

You know my email though :)

Drift G1
21-01-2016, 18:19
Eager to see more footage via the video thread lol.

Andrew Weber
22-01-2016, 01:40
The PC2 drift test tire thread is a bit quiet. Rip grip will help drifting in the long run a lot too.

:)

http://pcars2.wmdportal.com/showthread.php?23835-Drift-A-B-C-%28and-DEFGHIJ%29-Test-4

IJOJOI
22-01-2016, 07:30
The PC2 drift test tire thread is a bit quiet. Rip grip will help drifting in the long run a lot too.

:)

http://pcars2.wmdportal.com/showthread.php?23835-Drift-A-B-C-%28and-DEFGHIJ%29-Test-4

On my way ;)

ermo
23-01-2016, 17:41
The PC2 drift test tire thread is a bit quiet. Rip grip will help drifting in the long run a lot too.

:)

http://pcars2.wmdportal.com/showthread.php?23835-Drift-A-B-C-%28and-DEFGHIJ%29-Test-4

In fairness, you guys closed the pCARS 2 sign-up process fairly early. I proposed keeping the sign-up open until people had had a chance to see pCARS stabilize sufficently to be persuaded to sign up for the sequel. The pCARS 2 forums are much better organized than the original forums, but many of the original enthusiasts appear to have moved on and no longer expect great things from SMS -- in part because of the unfulfilled promises of pCARS 1.

A shame if you ask me, but that's my take on it (FWIW, I consider the STM one of the highlights of pCARS 1). Kudos to Alex for running with it, Bazaar style. :)

/OT

bmanic
23-01-2016, 20:00
Exactly correct ermo.

Alex Hobbs
23-01-2016, 22:47
Progress

The X01 is now considered complete and ready to release, as is the CR junior, Eco and the F2/F4 classics. The LT04 drag tyre is undergoing refinement and the LT600 is having some minor experimental work before being declared final.

The LT600 is also being added to the following cars:

Ford Focus RS/Renault Megane 265: One thing I hate is FWD cars with more power than grip. The LT600 balances this out and it makes for great racing. It's not BTCC, but its got the same vibe.

Caterham Classic: Roadsport! The LT600 puts this car at a similar level to the national Caterham Roadsport championship. It's 25hp down on power, but it was never about that to begin with.

Plan for Release

If all goes well (it won't, but we can dream) then I'll spend the next week or so finalising the mod and documentation and getting any final reports from the testers. After the new DLC drops then I'll check out the MX5 and see if the LT600 can benefit it at all. It's the right grip level, but currently it's only rated up to 900bhp so it's iffy. If it works then I'll stick it on and release, if I can't get it working with anything more than minor changes then I'll release without the MX5 and either build another tyre if it needs it or just leave it if it doesn't need anything. As well as this I also need to make some changes to the league pack, more info on that later!

maxx69
26-01-2016, 09:12
Is this tyre mod limited to PC only ? it sounds fantastic .
A hopeful PS4 racer :)

Pamellaaa
26-01-2016, 09:22
Is this tyre mod limited to PC only ? it sounds fantastic .
A hopeful PS4 racer :)

No mods will work on any console unfortunately, unless SMS take modded content and port it into the main game (unlikely in the extreme) none of the mods are going to make it to PS4 or Xbox One, sorry.

maxx69
27-01-2016, 01:07
Thanks for the reply, that's wounding news ....ah well my next PlayStation will be a PC ....;)

Pamellaaa
27-01-2016, 08:51
Thanks for the reply, that's wounding news ....ah well my next PlayStation will be a PC ....;)

Thats the best way!

DragonSyr
27-01-2016, 13:09
Thanks for the reply, that's wounding news ....ah well my next PlayStation will be a PC ....;)

Have in mind that you will spend about four times more money to get a decent pc for gaming :)

Alex Hobbs
29-01-2016, 18:11
I am proud to announce the release of the Alternate Handling Mod 0.5 Open Beta!

Download the Mod here (https://revolutionsimracing.com/mods/)

This release includes the following tyres:

Kart CR Junior: Called Junior because even a kid could drive it. Developed with Alex Salmon, who has spent 8 years in karts and is starting his second year in the Shifter 125.

125cc Shifter Kart

Masculin X01: A bog-standard tyre made for daily driving.

BAC Mono
Mitsubishi EVO FQ400
Mitsubishi EVO FQ360
Mitsubishi EVO TME
Ginetta G40
Ford Mustang GT
Ford Focus RS
Renault Megane 265
Mercedes A45
Audi A1 Quattro
BMW 1M Coupe
Toyota GT86 (and variants)

Yiro Eco: A low grade 'cheap' tyre meant for general road use on lighter cars.

Toyota GT86 (and variants)
Caterham Classic

Rokusa LT600: A high performance road-legal tyre that is also suitable for drift competition. More about this tyre here (http://forum.projectcarsgame.com/showthread.php?43821-Alternate-Handling-Mod-Video-Thread&p=1209566&viewfull=1#post1209566).

Mazda MX5 RADBUL
Scion FRS Rocket Bunny
Pagani Huayra
Caterham R500
Caterham Classic
Mercedes 300SEL
Ford Focus RS
Renault Megane 265
Ariel Atom 500
Pagani Zonda Cinque
Gumpert Apollo
Audi R8 V10 Plus
Mercedes SLS
RUF RGT8
RUF CTR3
Mclaren 12c
Mclaren P1
Ford Mustang GT

Yiro F2 Classic: A vintage bias ply road tyre that takes the Seven's performance back to what it was in the 60's

Caterham Classic

Yiro F4 Classic: Another vintage bias ply road tyre, this time for the vintage touring cars

Ford Mustang Fastback
Ford Escort 1600
BMW 2002

Radical Slick: The default tyre that goes on the Radical prototypes. No change to the physics, just sticking it on the RXC because it needs it.

Radical RXC Turbo

These tyres have all been tested, however they may be some issues we haven’t noticed, hence the open beta release. Please report any bugs you find, and if it’s in reference to any realism concerns then please provide telemetry/acceleration graphs/behavioural reports that show the correct behaviour irl.


Video Thread Here (http://forum.projectcarsgame.com/showthread.php?43821-Alternate-Handling-Mod-Video-Thread)

Installation/Activation

IMPORTANT: Running the game on a VAC secured server or time trial with activated mods can potentially result in you being VAC banned. I am not responsible if you get banned as a result of this mod or any others, remember to deactivate before racing on a VAC multiplayer session or time trial.


1: Download a modding unlocker for the version of Project CARS that you are running. Here’s an example for 8.0 (the most recent version as of 29/01/15) https://mega.nz/#!l0ElVRzA!bURNQWGm1f_ymE5SoAk1hBj3sCcMJvZdtvQOr6-3cKk

2: Follow the instructions in that file to install and activate the unlocker.

3: Copy the Alternate Handling Mod into the MODS folder of your game.

4: Activate the mod with JSGME. You will get a warning that tire.rg has already been altered, click ‘yes’ on that message. It’s important that you activate the mod AFTER you’ve activated the unlocker, otherwise the mod will not work.

Deactivation:

You should deactivate your mods before running time trial or any VAC secured multiplayer sessions.

1: Open JSGME.exe

2: Press the double-left arrow. This will deactivate all mods. If you want to deactivate one mod in particular, click on that mod in the active list (right side) and click the single left arrow.

The Team

My testers have proven invaluable in making sure these tyres behave realistically. Without them I would not have been able to do this:

Jussi Karjalainen
Krus Control
IJOJOI
Tiago Fortuna

Donations

If you enjoy this mod, please consider supporting it by donating (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=8DH2L39RL6LCW) via paypal, it helps a lot :)

Long Term Plans

I will be updating this mod over the next few months with the LT04 Drag Radial tyre and also creating some additional tyres. On the cards is the potential for a new racing slick compound, as well as some other additions. There will also be a competition pack (formerly league edition) that will use the mod tyres as available options in the pit strategy instead of the SMS tyres.

That's all folks! This is my side project while I work with the MDMT guys on the R8 LMS mod (http://machinedojomt.weebly.com/news), so be sure to have a look there if you haven't seen it already.

Testers

See this post (http://forum.projectcarsgame.com/showthread.php?43821-Alternate-Handling-Mod-Video-Thread&p=1212630&viewfull=1#post1212630) for information on becoming a tester. I am also mercilessly harassing members of RSR (http://forum.projectcarsgame.com/showthread.php?41394-RSR-Introducing-Revolution-Sim-Racing-Website-Live-Now-Accepting-Signups!), as well as a few other guys in the community.

If you have any first hand experience of aggressively driving any of the cars in game then I would very much like to hear from you, especially if the cars in question are on the list above.

t4yl012
29-01-2016, 20:28
how much do i have 2 donate to get mod deactivater? i asked my mom but she said its going to be expensive, sry

Alex Hobbs
29-01-2016, 20:40
how much do i have 2 donate to get mod deactivater? i asked my mom but she said its going to be expensive, sry

What? XD

miagi
29-01-2016, 20:48
how much do i have 2 donate to get mod deactivater? i asked my mom but she said its going to be expensive, sry

Troll detected :D

Alex Hobbs
31-01-2016, 00:19
A Note on the RADBUL

Thankfully, the Rokusa LT600 worked on the new MX5 RADBUL without any changes to the code. However, the car does need some tweaks in order to do the job it's meant to do. In order to drift the MX5 effectively I recommend tuning your differential to 30 accel, 20 decel and 20 preload :)

deadboy
31-01-2016, 07:58
Hey, great job Alex, I'm gonna try it today.

haydnbuzz
31-01-2016, 15:30
Hi Alex, have the names on the Radical RXC changed at all? I had limited running with the car because of the Faretti tyres previously however the mod is working correctly as I can use and see the other tyre names listed on different cars. In the Radical RXC the two tyres listed are Faretti Street Medium and Faretti Track soft. I can set similar times on each and can't tell too much difference albeit with limited running on each. They do however feel more like the Radical slick that's on the SR8 & SR3 & are much improved from what I remember from the default Faretti's. Is one the Radical Slick and Radical rain, Can you confirm?

Great work and I'm otherwise having a blast with the BAC Mono on the Masculin X01!

Thanks,

Alex Hobbs
31-01-2016, 15:43
Hi Alex, have the names on the Radical RXC changed at all? I had limited running with the car because of the Faretti tyres previously however the mod is working correctly as I can use and see the other tyre names listed on different cars. In the Radical RXC the two tyres listed are Faretti Street Medium and Faretti Track soft. I can set similar times on each and can't tell too much difference albeit with limited running on each. They do however feel more like the Radical slick that's on the SR8 & SR3 & are much improved from what I remember from the default Faretti's. Is one the Radical Slick and Radical rain, Can you confirm?

Great work and I'm otherwise having a blast with the BAC Mono on the Masculin X01!

Thanks,

That's odd, it seems the Radical Slick didn't make it onto the RXC for some reason. It'll be in with the next update :)

ShimonART
01-02-2016, 10:23
so this adds new tires to the additional tires we already have or replaces the existent tires we have ?

Alex Hobbs
01-02-2016, 10:41
so this adds new tires to the additional tires we already have or replaces the existent tires we have ?

They only add tyres, the originals are untouched :)

Speaking of which, the next update will have all the mod tyres' brand names changed to Rokusa, to make it clearer which tyres are from the mod

Alex Hobbs
01-02-2016, 11:09
Decryption Key

Some users have reported needing a decryption key when downloading Autoprophet's boot files. I don't know why his file is wanting that for some and not others, but for anyone having this issue, here is an alternate DL link to the same file: https://dl.dropboxusercontent.com/u/29853698/Unpacked%20Boot%20Files%20for%20patch%208.0%20(1).zip

ShimonART
01-02-2016, 17:20
They only add tyres, the originals are untouched :)

Speaking of which, the next update will have all the mod tyres' brand names changed to Rokusa, to make it clearer which tyres are from the mod

cool , thanks:D

Andy Garton
02-02-2016, 09:14
This is not an SMS position yet guys as we're still discussing it, but worth saying early that I'm personally very much against modding of existing content in the game (adding new content is a different matter). While this mod in theory "adds" new tyres, in reality of course that means existing cars are changing significantly, which is a Bad Thing (for several reasons) in my opinion. I know it's a very complicated subject which can be discussed endlessly, but the fact is I'm not happy with this kind of mod being discussed and publicised in the official forum.

BuToNz
02-02-2016, 09:27
This is not an SMS position yet guys as we're still discussing it, but worth saying early that I'm personally very much against modding of existing content in the game (adding new content is a different matter). While this mod in theory "adds" new tyres, in reality of course that means existing cars are changing significantly, which is a Bad Thing (for several reasons) in my opinion. I know it's a very complicated subject which can be discussed endlessly, but the fact is I'm not happy with this kind of mod being discussed and publicised in the official forum.

Sorry Andy but can you expand on the 'for several reasons' bit? Surely giving more options can never be a bad thing? People who are using mods know what they are getting into.

sic_kapkan
02-02-2016, 09:28
why not to make like in Arma3 "You're running a modded version of the game, which may change gameplay, performance and stability."?

DragonSyr
02-02-2016, 09:53
if this game is "a dead horse" like someone answer on one of my posts , then the mods are welcome.......
So this game will be officialy polished , or will be polished with mods???

btw Arma3 is the best game ever from every aspect..... support,modding.

edit: and SMS must think to adopt this way of the support.

mister dog
02-02-2016, 10:01
Have in mind that you will spend about four times more money to get a decent pc for gaming :)

Incorrect! The GTX960 route only costs you twice as much :P
And you get that money back in the long run anyway.

haydnbuzz
02-02-2016, 10:04
This is not an SMS position yet guys as we're still discussing it, but worth saying early that I'm personally very much against modding of existing content in the game (adding new content is a different matter). While this mod in theory "adds" new tyres, in reality of course that means existing cars are changing significantly, which is a Bad Thing (for several reasons) in my opinion. I know it's a very complicated subject which can be discussed endlessly, but the fact is I'm not happy with this kind of mod being discussed and publicised in the official forum.


Sorry Andy but can you expand on the 'for several reasons' bit? Surely giving more options can never be a bad thing? People who are using mods know what they are getting into.

Entirely agree with BuToNz. I raised a post several days ago basically stating that the modders are taking the game to where it needs to be almost single handedly. There are several mods that have increased my enjoyment of the game immeasurably including this one. Stating that it's a "bad thing" seems entirely arbitrary.

Andy Garton
02-02-2016, 10:15
I'm all for supporting mods which add content (I've been the principle supporter of this internally for what it's worth - it's where many of the SMS staff started their gaming careers after all). Modification of existing content for a game which is serious about online play is always very questionable though, for reasons which I hoped were obvious (and no, I'm not going to go into them in any detail).

(I can't of course stop any kind of modding which happens outside of this forum and wouldn't ever try to. The official forum should be about the official game though in my opinion.)

t0daY
02-02-2016, 10:26
I'm all for supporting mods which add content (I've been the principle supporter of this internally for what it's worth - it's where many of the SMS staff started their gaming careers after all). Modification of existing content for a game which is serious about online play is always very questionable though, for reasons which I hoped were obvious (and no, I'm not going to go into them in any detail).

(I can't of course stop any kind of modding which happens outside of this forum and wouldn't ever try to. The official forum should be about the official game though in my opinion.)

Hobbs mod is only adding tires so where is the problem here? Also none of those tires are for competetive racing, more for drifting. Thats why its called alternate handling mod. Or am I missing a point here?

Better question would be why is it so "easy" to do so if SMS is disliking it?

BuToNz
02-02-2016, 10:58
I understand the concern over online play as obviously new tyres can give the competitive advantage. Also I can appreciate that having such a mod on the official forum could been seen as 'approved by SMS'.

So the question is - can these mods be used online? Does Steam VAC pick up on the use of these mods?

Puffpirat
02-02-2016, 14:07
I too get the point about online play. If the game doesn't check that tires where added or changed, it basically kills competitive only play.

Best example would be the addition of a slick tire to the Radical. You would destroy the competition with it. Or even worse you alter the grip of an existing tire. It's so close at the top, only adding one percent more grip won't catch the attention of your competitors, as you wouldn't be way out of their league but it will still give you the edge.

This has to be avoided at any cost or we can kill eSports in pCARS altogether.

macmac__
02-02-2016, 14:14
I'm all for supporting mods which add content (I've been the principle supporter of this internally for what it's worth - it's where many of the SMS staff started their gaming careers after all). Modification of existing content for a game which is serious about online play is always very questionable though, for reasons which I hoped were obvious (and no, I'm not going to go into them in any detail).

(I can't of course stop any kind of modding which happens outside of this forum and wouldn't ever try to. The official forum should be about the official game though in my opinion.)

If you are implying the possibilities for "modders" that I think you are, I'm not sure if I'd like to have it under my control even partially, but where many people can see it, or to push it so somewhere where smaller group would see it without restrictions, but I would have no control over it in any way. Pushing it away will not stop people with malicious intent from doing their thing, but it would keep some people from getting ideas. On the other hand some quality mods like this and the custom grid and ai volume/lights mods do bring extra value to the game.
I personally don't like that there is even a possibility to tamper with official content, and would like to see the perfect world where content created by SMS, that would be locked down, and mods created by community could exist in harmony. Almost scratch built (almost, as afaik there are still some values in vehicle definition files that have not been "solved" yet) content like what Machine Dojo is doing is whole another matter and I think it shouldn't be qualified as mod, but as an unofficial add-on.
But as you said, this has been debated over on numerous occasions, do what you see is right to do as company, we'll see what that brings, modders will no doubt keep digging in, but the possibility to larger audience via the official forums may well be the spark for some.

I understand the concern over online play as obviously new tyres can give the competitive advantage. Also I can appreciate that having such a mod on the official forum could been seen as 'approved by SMS'.

So the question is - can these mods be used online? Does Steam VAC pick up on the use of these mods?

The existence of any mods is already violating multiple pCARS EULA clauses. But as these discussions are still open, I think I can say that on NO-VAC servers there is no protection against file changes, no checks against host or anything (or at least they don't affect the gameplay).
But does VAC protection in this game ban file editing in addition to memory and executable editing? I don't know, but I would assume it will not, because Machine Dojo is releasing their first mod in a few days and it has been said to work online if everyone has the mod, and the mod will edit some of the games core files. Could always risk a copy of the game for a test... But as reaction of VAC is not often instant, getting "proof" would take days, if not weeks or months even. (Not first hand information, that's just what I've read)

IJOJOI
02-02-2016, 15:18
You cant run the mod with VAC servers anyway, and it only works with the ulocker, which blocks you from VAC servers either way...
The only possibility to race online with these tires, is if EVERYBODY got them!!

Futhermore the MOD in question doesn't make you faster, it makes you slower and more cautious.

Sorry Andy, I get your general concern, but this mod is basically my pCars comeback in terms of streetcars.

macmac__
02-02-2016, 15:50
You cant run the mod with VAC servers anyway, and it only works with the ulocker, which blocks you from VAC servers either way...
The only possibility to race online with these tires, is if EVERYBODY got them!!

Futhermore the MOD in question doesn't make you faster, it makes you slower and more cautious.

Sorry Andy, I get your general concern, but this mod is basically my pCars comeback in terms of streetcars.

Are you certain that the unlocked bootfiles block you from vac servers? As I just did test on, ahem, a throwaway account, with autoprophets unpacked boot files and this mod, I was able to join the street car touristenfahrten server, which is locked config dedicated server with vac, and drive around with Masculin X01s and they performed just like in offline. Now I'm waiting to get that account Vac-ed :eek:

IJOJOI
02-02-2016, 16:11
Are you certain that the unlocked bootfiles block you from vac servers? As I just did test on, ahem, a throwaway account, with autoprophets unpacked boot files and this mod, I was able to join the street car touristenfahrten server, which is locked config dedicated server with vac, and drive around with Masculin X01s and they performed just like in offline. Now I'm waiting to get that account Vac-ed :eek:

Strange, my game crashed. o.O

macmac__
02-02-2016, 16:39
Strange, my game crashed. o.O

I'll re-install overnight to see if there is something at my end, or maybe you just got unlucky?

Holdidi
02-02-2016, 17:16
Hi guys,
do you see a problem when installed the Mod but use the standard tyres in online VAC servers?
If no problem I can let the Mod installed and don't activate and deactivate again and again.

Thank you

crowtrobot
02-02-2016, 19:02
This is not an SMS position yet guys as we're still discussing it, but worth saying early that I'm personally very much against modding of existing content in the game (adding new content is a different matter). While this mod in theory "adds" new tyres, in reality of course that means existing cars are changing significantly, which is a Bad Thing (for several reasons) in my opinion. I know it's a very complicated subject which can be discussed endlessly, but the fact is I'm not happy with this kind of mod being discussed and publicised in the official forum.
I think this is heading down a bad road Andy. As someone who has released content and will be putting out more in the future, I think it is a very ugly and slippery slope to have an official position where some mods are ok, while others are a "Bad Thing" (exploits aside, of course). Hobbs and crew have put a lot of time into the project, and they are doing it in the interest of providing content that others may find appealing, which will prolong the life of the game. Sure, the same principles could probably be used to take advantage or put out crap as well, but that is certainly not the case here, and hopefully VAC servers can be a controlled environment for non-modded games if there is concern about effects on other people's experience. It could also be discouraging to the creative process, as one would wonder whether or not it's worth the effort of trying to execute on an idea if it's just going to be shot down by some sort of subjective definition.

The community isn't all that big to begin with, and things like this help build it and keep it together. If you want people to stick around for the next product, these types of projects are necessary, IMHO, to fill in the gaps once the product has reached End of Life (which it seems like will be within the next few months). One of the main reasons I signed on with Project CARS/WMD was because I could see the potential of the engine and the game from the work modders did to Shift and Shift 2, and the only reason I'm still here now is because there's the possibility for me to hopefully find ways to make the game better fit with my expectations and share those with others. I sincerely hope your opinion is not shared by a majority of SMS - I don't think the community is active enough in other places for these projects to flourish if they are banished to other forums (nor are the communities as good, IMHO). No one is forced to download these mods and have their game altered, and any illicit mods will happen anyway - you may as well welcome the projects that are made with the intent of providing a positive and new experience for users so that this Community Assisted Racing Sim can live up to its name for the duration until the sequel.

ports
02-02-2016, 20:04
All these mods coming to project cars is the reason i have just spent over a £1000 to build a pc to play project cars with these mods and i can't wait so excited :)

bmanic
02-02-2016, 20:31
This is not an SMS position yet guys as we're still discussing it, but worth saying early that I'm personally very much against modding of existing content in the game (adding new content is a different matter). While this mod in theory "adds" new tyres, in reality of course that means existing cars are changing significantly, which is a Bad Thing (for several reasons) in my opinion. I know it's a very complicated subject which can be discussed endlessly, but the fact is I'm not happy with this kind of mod being discussed and publicised in the official forum.

It's happening due to the nerfing of the tires that has happened since the epic patch 6.0 and due to several feedback threads/posts on tires not being addressed since, well, the pre-alpha. It's only natural that people will want to maximize the potential of the tire model for pure realism when you guys seem unwilling to do so yourselves.

Not going to comment if I think it's right or wrong but I thought it's worth mentioning why it is happening. Cause and effect.

bmanic
02-02-2016, 20:32
why not to make like in Arma3 "You're running a modded version of the game, which may change gameplay, performance and stability."?

This is how it should be done.

Roger Lee
02-02-2016, 23:29
It's going to happen whether you agree with it or not. The online portion of the game should have been written to expect and scan for altered files otherwise cheating would run completely rampant.

LamboMantisMan23
03-02-2016, 08:58
I have entirely new cars modded in the game and can enter VAC servers fine as long as I don't use the new cars.

But surely you guys understand where he is coming from? Physics modding even if it's adding tyres and not editing original content is quite different to modding cars and tracks in. But like everyone else, I think these projects should flourish if pCARS wants even half the life Shift 2 had when it ended its life thanks to modders.

Puffpirat
03-02-2016, 09:18
Intentionally I worded my post on the extreme side, because if I do online racing, I don't even want to think about if the other guys are running modded stuff that gives them an advantage. I want a fair race where everyone has the same prerequisites.

As long as this is assured on VAC servers, e.g. the game checking the integrity of physics files, I have no problem whatsoever with mods like this one.

John Hargreaves
03-02-2016, 09:46
Assuming cheating exploits are prevented, it would seem to me that SMS have more to gain than lose if the game is modded. Respect, reputation, goodwill, longevity of the game in popular consciousness spring to mind, all intangible effects that money and marketing departments can't buy. GPL and RBR aren't classics because we stopped playing them after a year.

If modders are willing to add content that increases the overall status of the game I think the benefits and good will are going to spread. The fact that the game is not easy to mod will mean only the most determined will do it, and there is motivation to make any mods of a high quality, otherwise why go to all the effort. One of the things that has put me off the RF series is that so much stuff is mediocre and messes up your game because it's too easy to do a half assed effort.

I can certainly understand SMS having protective feelings to the project, and ultimately it is their work and their call, so happy to respect that, but I'm just trying to offer an objective opinion to the debate.

ermo
03-02-2016, 11:19
I'm all for supporting mods which add content (I've been the principle supporter of this internally for what it's worth - it's where many of the SMS staff started their gaming careers after all). Modification of existing content for a game which is serious about online play is always very questionable though, for reasons which I hoped were obvious (and no, I'm not going to go into them in any detail).

(I can't of course stop any kind of modding which happens outside of this forum and wouldn't ever try to. The official forum should be about the official game though in my opinion.)

What are your personal (non-official) thoughts on "re-mixing" existing cars, essentially re-using SMS assets, but adding the cars as new models, none of which can be included in leaderboards?

Think Caterham 360 using the Caterham Classic assets, Ginetta G40R 2.0 using the G40 Junior assets or Scion FR-S Sprintex using the FR-S assets?

To me, being able to modify (re-mix) existing cars (turning them into new cars from the game's perspective) is nifty, but it should never ever impact those using the platform for competitive eSports purposes.

(Sorry for the tangential OT Alex. :))

FR-Alan
03-02-2016, 12:03
I understand that mods are mainly there to complete the lack of original game. We have here great additions with :
- Customgrid tool,
- New cars,
- New tires.
SMS have too options :
a. Support PCars1 as the community asked with those kind of tool implemented in the game. But prefered to move on with Pcars 2...
b. Let the community try to complete the lack of 1st opus for enjoying the experience as they wanted. -> For this aspect, modders should think for an overall securised environnement to keep equity with their new contain (dedicated server, sharing only admitted tools...etc...). This purpose is only for online.
Regards.

Pamellaaa
03-02-2016, 12:34
What are your personal (non-official) thoughts on "re-mixing" existing cars, essentially re-using SMS assets, but adding the cars as new models, none of which can be included in leaderboards?

Think Caterham 360 using the Caterham Classic assets, Ginetta G40R 2.0 using the G40 Junior assets or Scion FR-S Sprintex using the FR-S assets?

To me, being able to modify existing cars is nifty, but it should never ever impact those using the platform for competitive eSports purposes.

(Sorry for the tangential OT Alex. :))

This is an interesting idea and one that I had as well after reading some of the posts from Andy, it would be interesting to see what SMS thought of duplicated (or editted) content from the game used as a Mod Version with different physics?

Andy Garton
03-02-2016, 14:14
As I said really - adding new content (including "remixed" cars) is fine. My issue is only with changing existing cars ... I'm a bit surprised that more of you don't agree with this, or at least see the point, since there are very few downsides (except of course bmanic's point - if you think we've done a terrible job with the official content then you can't legally "fix" it). But still, it's good to see the feedback here as it all helps with our decision making.

Benjamin Benichou
03-02-2016, 14:28
The community feedbacks its always important, pcars its born with the community feedbacks and continue with it, tks Andy and SMS to give the possibilities to talk and share with you.

BuToNz
03-02-2016, 14:42
Don't worry Andy, I'm with you on this. I think the idea of 'remix' cars with reused SMS assets but separated by name from the official content is a good one.

I do understand the need for an official stance on these types of mods too as having them on the public official forum does imply some sort of acceptance.

t0daY
03-02-2016, 14:45
As I said really - adding new content (including "remixed" cars) is fine. My issue is only with changing existing cars ... I'm a bit surprised that more of you don't agree with this, or at least see the point, since there are very few downsides (except of course bmanic's point - if you think we've done a terrible job with the official content then you can't legally "fix" it). But still, it's good to see the feedback here as it all helps with our decision making.

If there is a clear line between VAC which supports only the original game files and non-VAC which allows us to play with modded cars and/or tires why not?

Another question would be from me, did you try this particular mod out yet? Please try it, take the Rokusa tires and drift around Brno or somewhere else. I can not understand how someone can be against this mod in particular. Astonishing work from Hobbs, he spent so much time for that, we (RSR) tested a lot and Hobbs had even his own Testing Team.

The modded Audi R8 is top but this awesome alternate handling mod is flop? Have to disagree here very strongly. Also, quick side note, Hobbs did work with the Audi R8 Mod guys and did the physics. You have to support those guys, these guys are adding features to Project Cars which make it more enjoyable (like CrewChief, Custom Grid Mod, Custom Livery Mod (which was btw promised to come into Project Cars 1 and never came out)). Just to mention a few...

I hope that is not the overall opinion of SMS because it would be very sad IMHO.

Andy Garton
03-02-2016, 14:57
Misquotes and straw men aplenty! Just read my posts again carefully please guys.

aurel
03-02-2016, 15:42
Are you certain that the unlocked bootfiles block you from vac servers? As I just did test on, ahem, a throwaway account, with autoprophets unpacked boot files and this mod, I was able to join the street car touristenfahrten server, which is locked config dedicated server with vac, and drive around with Masculin X01s and they performed just like in offline.

I had my suspicions that this was possible, good to know for sure now. I guess I will have to reevaluate how the Touristenfahrten bot handles track records etc.; it doesn't make sense that the bot tells people to "go for the class record" when that class record could've been done with a car that was modded beyond the specs of the class.

IJOJOI
03-02-2016, 15:50
Misquotes and straw men aplenty! Just read my posts again carefully please guys.

I know what you mean and get your point Andy.

I can see the the point that modifiing tires to provide more grip is very bad for online racing.
BUT the aim of this mod in particular (and you have to see that) is to make less girppy tires with a lot more wear.
So in this case it makes the cars worse in some extent.

Ofcourse the problem stays, that potentally anyone can modify the tires to make them more girppy, but this mod
provides a more realistic approach to the handling of the roadcars (in my opinion)

FR-Alan
03-02-2016, 16:15
I subscribe too to Andy's point.
Adding content or gameplay that does not affect the existing game but add content or flexibility is one point.
Changing behaviour on "official/original" content is a different one.

Andy Garton
03-02-2016, 16:21
Right Alan, thanks.

Let's also not confuse the general point here with the specific mod in question please - I'm not making any comment at all on the quality of this mod or its purpose. SMS definitely share some of the same concerns about the behaviour of some tyres at and just over the limit, and have been discussing ways to improve this important aspect. I maintain though that an independent mod which changes existing cars isn't the best way forward, because we'll end up with a fragmented player base.

IJOJOI
03-02-2016, 16:40
Right Alan, thanks.

Let's also not confuse the general point here with the specific mod in question please - I'm not making any comment at all on the quality of this mod or its purpose. SMS definitely share some of the same concerns about the behaviour of some tyres at and just over the limit, and have been discussing ways to improve this important aspect. I maintain though that an independent mod which changes existing cars isn't the best way forward, because we'll end up with a fragmented player base.

I agree, but the Modcars also "fragment" the playerbase since everyone must install the mod, in order to run it online ;)

Alex Hobbs
03-02-2016, 16:45
I've been perusing the thread over the past couple of days, and I have a few points to make:

1: The mod contains tyres that are considerably lower grip than the SMS equivalents, around 1-2% slower over a lap.

2: Assuming a world where pcars checks for file verification, the mod should not work in a controlled anti-cheat environment. The potential effectiveness or vulnerabilities of the system should not be discussed in public.

3: These methods have been around long before I started using them, they simply weren't publicised because people wanted the ability to gain a competitive advantage.

4: The mod provides an alternate experience to those that opt into it, but still allows them to revert back to the game's original behaviour without consequence or hassle, it's as simple as changing the tyres in the setup menu.

5: Many games' longevity and long-term success are attributed to their respective modding communities. Think of it like hotrod culture for gaming; do you think people would still drive plymouth superbees if they couldn't take a wrench under the hood?

6: Allowing the existence of 'tolerated' mods that don't jeopardise licensing or legal positioning allows the developers to work in harmony with the community to bring a selection of high quality content and act as a 'filter' between the modding community and the end-user.

7: Providing 'special editions' of cars that include duplicated assets but modified physics/sound/whatever is definitely a valid and necessary solution to modding approaches that require base-level adjustments such as engine properties. However, such practices will then bring fracture to the community, because if a vanilla game tries to load someone else's duplicated and therefore 'new' car into their game then it will cause them to crash and create a poor end-user experience to anyone that doesn't opt-in to the mod in question.

8: However, using the current implementation of the mod means that people without the mod are able to race in 'mod lobbies' without their game crashing, ensuring playerbase solidarity.

ermo
03-02-2016, 18:52
Just to keep my comments in context:


This is not an SMS position yet guys as we're still discussing it, but worth saying early that I'm personally very much against modding of existing content in the game (adding new content is a different matter). While this mod in theory "adds" new tyres, in reality of course that means existing cars are changing significantly, which is a Bad Thing (for several reasons) in my opinion. I know it's a very complicated subject which can be discussed endlessly, but the fact is I'm not happy with this kind of mod being discussed and publicised in the official forum.




I'm all for supporting mods which add content (I've been the principle supporter of this internally for what it's worth - it's where many of the SMS staff started their gaming careers after all). Modification of existing content for a game which is serious about online play is always very questionable though, for reasons which I hoped were obvious (and no, I'm not going to go into them in any detail).

(I can't of course stop any kind of modding which happens outside of this forum and wouldn't ever try to. The official forum should be about the official game though in my opinion.)

What are your personal (non-official) thoughts on "re-mixing" existing cars (I've updated my original post to reflect this), essentially re-using SMS assets, but adding the cars as new models, none of which can be included in leaderboards?

Think Caterham 360 using the Caterham Classic assets, Ginetta G40R 2.0 using the G40 Junior assets or Scion FR-S Sprintex using the FR-S assets?

To me, being able to modify (re-mix) existing cars (turning them into new cars from the game's perspective) is nifty , but it should never ever impact those using the platform for competitive eSports purposes.

(Sorry for the tangential OT Alex. :))


As I said really - adding new content (including "remixed" cars) is fine. My issue is only with changing existing cars ... I'm a bit surprised that more of you don't agree with this, or at least see the point, since there are very few downsides (except of course bmanic's point - if you think we've done a terrible job with the official content then you can't legally "fix" it). But still, it's good to see the feedback here as it all helps with our decision making.

To be clear, I understand your concerns regarding changing existing cars. At the same time, I think Alex makes a sound and valid argument in post #77 (http://forum.projectcarsgame.com/showthread.php?44077-0-5-Open-Beta-Alternate-Handling-Mod-Discussion-Thread&p=1226598&viewfull=1#post1226598). I'll be damned if I know the correct solution to the issue.

One potential solution involves building a hard-to-defeat checksumming system, such that only SMS-approved content qualify for official leaderboards and online races. This solution could in fact be general enough that it could be included with the Dedicated Server package, such that it allows DS operators (e.g. private leagues) to create remixed content mods, package them and then enable the validated package and its cryptographic hash on their own DS. If feasible, this would allow die-hard tinkerers (like myself) to play around in their own sandbox while at the same time insulating the eSports branch of the franchise from the hot-rodding 'grassroots' branch.

Note that I strongly believe that both branches are absolutely vital for the future success of pCARS as a household racing title!


Right Alan, thanks.

Let's also not confuse the general point here with the specific mod in question please - I'm not making any comment at all on the quality of this mod or its purpose. SMS definitely share some of the same concerns about the behaviour of some tyres at and just over the limit, and have been discussing ways to improve this important aspect. I maintain though that an independent mod which changes existing cars isn't the best way forward, because we'll end up with a fragmented player base.

Why not use this mod as a 'canary' for sussing out the potential issues here, essentially using it to help us all understand how to best move forward and which tools would be useful in this regard, along with informing any potential "official modding policy" for this and future iterations of Project CARS?

As I said, I think Alex's point about convenience is well stated, though I wonder if not it highlights that you gentlemen might want to consider releasing tools (or simply specs) that make "remixing" much more painless than hacking stuff into the current system currently is?

Lastly, thanks for chipping in and offering some insight into what HQ thinks about this modding business now that the game is relatively mature and stable and has hopefully put you well in the black. :encouragement:



(@Alex: I'm only responding here because it seems pertinent wrt. the remix-as-new vs. alter-in-place modding conundrum that AndyG highlighted. I hope you're ok with this?)

DragonSyr
04-02-2016, 07:26
.......... My issue is only with changing existing cars ... I'm a bit surprised that more of you don't agree with this, ..............
i m not agree to change existing cars..... only new stuff from mods....no tweaks.....

FR-Alan
04-02-2016, 08:25
To me, one solution that could fit all kinds of mods but need coordination from modders is to create a parallel interface for online game. Basically a new .exe file who could replicate the original game (which is mandatory to run this new application) and add the content of modders.
Others new mods or content will be then added as a patch to the new application.
Don't know if it is possible technically (as i know nothing on dev.) but that could allow :
- Not touch the original game
- Create a new controlled environnement based on the original game that could include a new online experience. (but means hardware sturcuture as servers i think who means money).
- Keep the gamer base not fragmented and a modding parallel online experience unified
Regards

Schadows
04-02-2016, 10:59
Ok, I was a little puzzled by the discussion since I thought the mod was adding new tires (leaving the original tires untouched), but that doesn't seem to be the case.

Alteration of the original files is the reason I don't play not-VAC lobby, because you don't know what kind of modification the others players could have made. In this case, the mod isn't increasing performance, but someone could do it by using the same means.

That doesn't mean this mod is unnecessary nor that it won't find its public, like the custom grid mod.

Alex Hobbs
04-02-2016, 11:00
Ok, I was a little puzzled by the discussion since I thought the mod was adding new tires (leaving the original tires untouched), but that doesn't seem to be the case.

Alteration of the original files is the reason I don't play not-VAC lobby, because you don't know what kind of modification the others players could have made. In this case, the mod isn't increasing performance, but someone could do it by using the same means.

That doesn't mean this mod is unnecessary nor that it won't find its public, like the custom grid mod.

That is still the case, the mod is not altering original tyres. The point Andy is making is that the new tyres alter the behaviour of the cars they're put on.

t0daY
04-02-2016, 11:15
To me, one solution that could fit all kinds of mods but need coordination from modders is to create a parallel interface for online game. Basically a new .exe file who could replicate the original game (which is mandatory to run this new application) and add the content of modders.
Others new mods or content will be then added as a patch to the new application.
Don't know if it is possible technically (as i know nothing on dev.) but that could allow :
- Not touch the original game
- Create a new controlled environnement based on the original game that could include a new online experience. (but means hardware sturcuture as servers i think who means money).
- Keep the gamer base not fragmented and a modding parallel online experience unified
Regards

Why making it so difficult?

VAC enabled = You can play only with original files, you should not join a VAC server with mods in your game folder. This environment can be used for ESL cups, TimeTrials or SMS-R Championships.

VAC disabled = People can race together with mods, changed tires/cars or what they like. Seriously no need for a second application or whatever you suggested^^

Lets just leave it here xD

FR-Alan
04-02-2016, 11:58
Why making it so difficult?

VAC enabled = You can play only with original files, you should not join a VAC server with mods in your game folder. This environment can be used for ESL cups, TimeTrials or SMS-R Championships.

VAC disabled = People can race together with mods, changed tires/cars or what they like. Seriously no need for a second application or whatever you suggested^^

Lets just leave it here xD

I understand, but i call it a lack of ambition :p

t0daY
04-02-2016, 12:20
I understand, but i call it a lack of ambition :p

Can't follow you exactly

Mezzanine
04-02-2016, 12:46
Hey,

the issue described in the linked post below is the reason why I think VAC does not make sure you enter a technically fair race:
http://forum.projectcarsgame.com/showthread.php?43035-Multiplayer-exploitet-by-speedhacks-VAC-does-not-help&highlight=exploit

In my opinion SMS should make sure such things cannot happen. Hashing or some cypher magic would be way to go for me.

crowtrobot
04-02-2016, 13:14
I understand, but i call it a lack of ambition :p
That's not lack of ambition, it's just practical.

I'm not sure I understand the point of having a VAC option if it doesn't protect against exactly these types of things. Seems like the only purpose for it right now is to filter out people who have been VAC banned for other reasons. FWIW, I agree with the others here - the VAC servers should only allow vanilla installs to join, while open games should continue to allow people with common files, be they modded or not, to race together and enjoy.

MEFF1091
04-02-2016, 13:53
i am having an issue with this mod: With the normal (non dlc cars) cars i choose the tyre from setup save and go. But the dlc cars is not saving the setup so i cannot choose the modded tyres before single race. i am not sure if i can choose and save the setup in free practice though. any ideas on this issue ?

Alex Hobbs
04-02-2016, 13:58
i am having an issue with this mod: With the normal (non dlc cars) cars i choose the tyre from setup save and go. But the dlc cars is not saving the setup so i cannot choose the modded tyres before single race. i am not sure if i can choose and save the setup in free practice though. any ideas on this issue ?

Nope :) I've never had any issues like that with or without the mod, and there's nothing in the mod that should affect setup save capability. That being said, you should be able to set a 5 minute practice before a race, set the tyres/setup, then skip to end

MEFF1091
04-02-2016, 14:39
i did. but when i enter hte setup screen before the race there is no edit setup,there is only create setup (not the tyres i have chosen before.)

Laamapalmu
05-02-2016, 17:34
Is it possible to improve the life of the tires and make them heat less. I hate it when I drift with my Mazda and it loses traction after 3 laps and tires are worn out.

t0daY
05-02-2016, 17:36
Is it possible to improve the life of the tires and make them heat less. I hate it when I drift with my Mazda and it loses traction after 3 laps and tires are worn out.

That would not be realistic anymore or is there a tire which is heatless? :D

SwiftyOne
05-02-2016, 18:59
Is it possible to improve the life of the tires and make them heat less. I hate it when I drift with my Mazda and it loses traction after 3 laps and tires are worn out.

Why not just turn off tire wear :p

Laamapalmu
05-02-2016, 19:45
Why not just turn off tire wear :p

Hmm... I totally forgot that :rolleyes:

ermo
05-02-2016, 20:07
How long is a drift tyre supposed to last?

I don't drift IRL myself, but I remember watching a few Chris Harris /DRIVE shows where he drifts various cars, and in one of them he showed how the tyres looked like after a few laps of gratuitous drifting -- they were worn down to the canvas...

crowtrobot
05-02-2016, 20:11
Sounds about right - I was screwing around with the Radbull on Raupuna A and had the left rear down to nothing within 6 laps of a short circuit.

MEFF1091
11-02-2016, 09:54
anyone know how to handle the yiro f4 classic? i just have to slow down too much to turn the corners? and does the lokusa tyre has enough grip to tame the mustang gt? and do i have to tune the cars for these new tires to get the best grip of them? the beast always wants to oversteer even tc and sc on. great realism and professional work by the way all the tyres are great that made me to play this game again even with a keyboard !!

Alex Hobbs
14-02-2016, 18:03
The mod has now been updated to 0.6, you can download it HERE (https://dl.dropboxusercontent.com/u/29853698/Alternate%20Handling%20Mod%200.6.zip)

The changes are very minor due to an experimental addition that didn't work out. However, the new DLC cars will not work if you have 0.5 installed, hence the 0.6 release. This version also includes the LT04 drag radial to play with. Finally, all mod tyres have been rebranded to Rokusa in the setup menu to reduce the chance of confusion.

As always, everything you need (including the new unlocker) is in the readme. have fun!

If you are updating the mod from 0.5 to 0.6, deactivate 0.5 first!

John Hargreaves
15-02-2016, 15:59
Just had some time to install the mod and have a little go on the RadBul. Fantastic work Alex and team, it's so much better to drift with your Rock-usa tyres. Mod installed without a hitch. Cheers chaps :cool:

Laamapalmu
23-02-2016, 18:26
Thank you!

Thank you for creating this mod, it's really fun with Mazda and now the car is driveable, it's so fun to drive it.
https://youtu.be/4u5aOMNxEvc

Krus Control
06-03-2016, 02:36
anyone know how to handle the yiro f4 classic? i just have to slow down too much to turn the corners? and does the lokusa tyre has enough grip to tame the mustang gt? and do i have to tune the cars for these new tires to get the best grip of them? the beast always wants to oversteer even tc and sc on. great realism and professional work by the way all the tyres are great that made me to play this game again even with a keyboard !!

There isn't really any secret to driving with the F4s, they just have no grip. Scandinavian flicks wouldn't hurt you to combat catastrophic understeer. The X01 was fine in the Mustang GT last I checked, if a little tough. If you have a good tune it should transfer over to the mod tires very nicely. I've only had a few instances where I lowered rear roll bar by 1 click or lowered accel lock by 5%.

IJOJOI
11-03-2016, 19:25
Hi mate, it seems, that the mod doesn't work anymore for me?
Or is there something wrong on my side? ;)

Alex Hobbs
11-03-2016, 19:44
Hi mate, it seems, that the mod doesn't work anymore for me?
Or is there something wrong on my side? ;)

Most likely your side, I haven't made any updates recently and the game was last updated weeks ago, make sure you have the latest unlocker for 9.1 if you haven't already :)

IJOJOI
11-03-2016, 20:12
Most likely your side, I haven't made any updates recently and the game was last updated weeks ago, make sure you have the latest unlocker for 9.1 if you haven't already :)

silly me, that was actually the case ;)
Would you mind adding your tires to some more cars as well.
I've done it manually now (copy/paste).

Cars like:
Ruf RGT-8
KTM XBow
Aston Martin GT12
the old RUF RTC

would greatly benefit from them ;)

Alex Hobbs
12-03-2016, 00:16
silly me, that was actually the case ;)
Would you mind adding your tires to some more cars as well.
I've done it manually now (copy/paste).

Cars like:
Ruf RGT-8
KTM XBow
Aston Martin GT12
the old RUF RTC

would greatly benefit from them ;)

Have I not put anything on the rgt8? I thought I had. Oh well, I'll update it with the new cars at some point :)

Alex Hobbs
14-03-2016, 18:02
It's going to take me a while to get around to the bureaucracy of updating the readme and all the other stuff that comes with an update, so in the meantime here is the file:

https://dl.dropboxusercontent.com/u/29853698/Alternate%20Handling%20Mod%200.7.7z

Bear in mind that there is an update to pcars around this time in the month which will break all mods for an indeterminate period of time, so expect the mod to break at some point over the next weeks :)

Updates are:

Radbul given eco tyre for practice
ktm xbow given lt600
gt12 given lt600
yellowbird given lt600
rgt8 given lt600 (at least I think so, it should have been on there already)

You may notice there are no actual tire physics changes. I'm not getting lazy, I simply have a few other projects on the go. You can see some of them on my yt channel (hobbnob1) :)

Laamapalmu
02-04-2016, 09:01
Sorry for asking this, but does this work on update 10? I suppouse not? As I tried the version 0.7.7 but the game gets stuck on loading screen or crashes.

Alex Hobbs
02-04-2016, 09:22
No, modding is not fully working at the moment and the documentation has not been released yet. Once it does get sorted, the mod will either consist of cloned cars that have the tires or not exist at all :)

MEFF1091
25-04-2016, 10:09
Thank you!

Thank you for creating this mod, it's really fun with Mazda and now the car is driveable, it's so fun to drive it.
https://youtu.be/4u5aOMNxEvc

HOW did you get it to work with patch 10.x ?

there is this but cant figure out how get ut to work with this tyre mod:
http://forum.projectcarsgame.com/showthread.php?46663-HowTo-Register-Vehicle-Mods

Schadows
26-04-2016, 11:32
I think the mod hasn't been migrated to the new mod support system yet. That's why it is not working at the moment

Laamapalmu
26-04-2016, 14:46
HOW did you get it to work with patch 10.x ?

there is this but cant figure out how get ut to work with this tyre mod:
http://forum.projectcarsgame.com/showthread.php?46663-HowTo-Register-Vehicle-Mods

I didn't

MEFF1091
27-04-2016, 11:05
ok :(

Laamapalmu
07-05-2016, 12:32
Any news on the mod? GOTY release didn't seem to give any update for 10.2.

Alex Hobbs
07-05-2016, 12:42
Any news on the mod? GOTY release didn't seem to give any update for 10.2.

I'm still waiting on info from the devs before I can do anything with this or any of the other mods I'm working on, sorry but it's out of my hands for the moment.

The modding process is now significantly more difficult and buggy than before 10.0 though so there's a big chance the mod is dead, sorry again :)

JetPistol
09-05-2016, 08:36
Nice work! :cool: I really hope you can keep it alive.

Radical Slick vs. Track Soft
http://i.imgur.com/lqTgzne.jpg

Alex Hobbs
09-05-2016, 12:45
How did you get it working jet? :)

JetPistol
09-05-2016, 15:20
How did you get it working jet? :)

Ohh, sorry for the confusion. :( The screen was taken in February. I just wanted to point out that this mod really deserves to be available even with the latest patches. :yes:

Laamapalmu
14-05-2016, 22:29
Have the developers given any information to you about update 11.0? Will the mod have a future?

Alex Hobbs
15-05-2016, 15:38
Have the developers given any information to you about update 11.0? Will the mod have a future?

Please be patient, the devs have other things on their hands :)

Schadows
18-05-2016, 19:44
As Alex must have seen now, there is a way to add new tires (http://forum.projectcarsgame.com/showthread.php?46663-HowTo-Register-Vehicle-Mods&p=1279156&viewfull=1#post1279156) to the game.
I suppose it only need some time now d(^_~ )

FR-Alan
19-05-2016, 09:08
Hi guys,
As we are talking about tires here, is it possible for someone to highlights the main caracteristics of each tires for each cars.
I mean, for engeneering side, there is some stuff that we should need are present in the code but not accesible by the user thourgh the game. I think mostly :
- Name : XxXX
- Conditions of use : wet, dry, etc...
- Ideal temperature : °C
- Ideal pressure : if existing
- etc...
Is this possible ?

Alex Hobbs
19-05-2016, 23:36
Here's how the alternate handling mod is going to exist in future:

The mod will consist of a selection of 'rokusa edition' cars, or whatever name I come up with. These cars will run in the same class as their sms-made parents unless something in the modification process changes that. For example, the radical RXC turbo will not run in the road class while running on radical slicks. They will feature the usual tire work that has previously been available from the alternate handling mod.

They will also consist of minor adjustments to their base physics. I don't have to worry about affecting the base game anymore, so I can make adjustments to the physics models such as inertia constants, engine restrictor values and default setups to generally provide cars with a new feel. In some instances there will be additional variations of the car with different specifications where such variances exist in real life.

Because this isn't a short process, each car will be released individually and made available in this thread. In the meantime, here's the first car to undergo this process. The RADBUL here has been fitted with a more powerful handbrake, drift tuned default setup, minor suspension geometry adjustments and the latest iteration of the Rokusa LT600 semislick tire. It's still a hell of a handful, but there's much more feel to how the car is driving now and its steering lock has been increased to a level closer to what the car is apparently capable of. There's more work on this car due and this is basically a side project while I work on the P1 GTR, but hopefully this gives you guys an idea of how this mod is going to continue :)


https://www.youtube.com/watch?v=6LI62njVnik

PS The radbul will also be available with Rokusa Ecos for those who like to like their 1200hp in a smoother flavour

BuToNz
20-05-2016, 12:45
Great news Alex - looking forward to some 'alternate handling' cars :)

Laamapalmu
20-05-2016, 20:28
Good stuff! Nice approach for the mod to release the cars individually so we don't have to wait for a complete release longer. I hope to see Radbull soon :cool:

Alex Hobbs
22-05-2016, 21:46
Available testers please check in, I have new tasking for you guys :)

Tango
30-05-2016, 13:45
i was wishing to try the mod but being new to the game i was a bit miffed that the latest patch had broken it, well having installed the lexus and mustang mods i was wondering, what if i copy and pasted the contents of your mod into the file needed for my new cars to work and hey presto, it worked !! Sort of, its slow to load and tune setup, once you click on drive it doesnt always start the auto sequence when you leave the pits, might have to restart the session and try again, but at least i had a taste of what the tyres felt like and had a drift with the mustang gt, must say it felt alot better during the drift and the nasty snap back you get at the end of the drift was much reduced. keep up the good work and hope to try the updated version when released :)
Tango

Alex Hobbs
02-06-2016, 17:06
While I take a break from modding after a particularly difficult P1 GTR project I thought I'd detail further how this mod will work and provide a taster car for you guys to get your hands on.

The Cars

Cars will be available to download on an individual basis and will consist of everything apart from the tires. This is because pcars' current mod system does not allow for .rg files to be addressed in the same way as .crd files, so only one can exist at a time.

The Tires

Custom tire code will be provided via a separate download that will consist of all tires necessary to make the currently released cars work. This will follow the version number system of the previous iterations to avoid confusion. If you have custom tires from another author then you will need to merge these files together. Simply paste one before/after the other.

The Bugs

Currently pcars allows custom .rg files to assign tires to sms cars. Since this is not intentional the mod will assign custom tires to custom cars only, so anything you do to exploit the game and add custom tires to default cars is your own responsibility.

Also, windscreen wiper animations are currently beyond my reach. The Caterham Seven 360 provided below will have them because the clone process was done by someone more skilled than I with those things, but future releases will likely not include them.

The Name

To further avoid confusion the name is changing to 'Rokusa Handling Mod' so that the ingame mod brand is the same as the name of the mod itself.

First Car: Caterham Seven 360

Caterham prides the 360 in its perfect balance between the fun-but-anaemic classic and the faster but twitchy academy cars. It has a 2 litre Ford Duratec engine that puts out 180bhp and propels the car to 130mph. The handling is the most significant aspect though, with anti roll bars front and rear, adjustable dampers/springs and a limited slip differential. These upgrades provide a very large improvement over the classic caterham design, and as a result the car runs in class C1.

Here's what you'll need

The current tire mod: https://dl.dropboxusercontent.com/u/29853698/Alternate%20Handling%20Mod%200.7.zip

The car: https://dl.dropboxusercontent.com/u/29853698/Caterham%20360%201.0.zip

How to install

If you haven't installed any custom tires previously then just extract the tire mod's single file into the root folder of Project CARS. If you have another mod installed that uses it's own tiremod.rg then copy one file's contents into the other and place the consolidated file into the root folder.

Extract the car's contents into the game folder. Previously we used JSGME for this and you still can if you like, but the new system allows for easy removal of mods at user discretion. Simply place the contents of the folder (vehicles, pakfiles, GUI) into the games folder and merge them together.

Then look in your root folder for a file called mods.txt. This should have been placed into your game by the last update, but several users have reported that the update failed to do this. If so, make a blank mods.txt in the root folder. Now that you have a mods.txt, place the following lines into it and save:

Vehicles\caterham_classic\caterham360.crd
:tyres: "Rokusa LT600" "Rokusa LT600-Rear"

Then you're done! If the tiremod.rg has been put in, the car files copied in and the mods.txt modified to address the car properly then you're good to go. Have fun! :D

Smith6Wesson
03-06-2016, 12:10
I've got a small problem with your mod. I've done everything according to your installation instructions but I can't see the car in vehicle list.

EDIT: Problem removed. I tried to install it once more and everything is ok now.

wesker6664
03-06-2016, 13:11
Everything's working fine here, didn't have time to properly test it but the game launches just fine, i let the AI drive for a few corners = all ok

Thanks Alex :applouse:

Alex Hobbs
10-06-2016, 21:42
I'm pleased to announce the RADBUL has passed testing and is clear for initial release.

Here's a basic outline of the differences between this and the original car:

-Slightly modified front steering geometry
-Turbo wastegate pressure can be adjusted to higher levels. Mike never had to use it since it ran 1200bhp at low boost, but if you want an extra 200bhp then it's there for the taking. Bear in mind the clutch can't 'quite' keep up with it
-Chassis adjustments and a new default setup. Much better suited to competitive drifting
-New tires. It's on the LT600's for competitive use and the Eco for messing around with.
-New Livery made by myself

The car is hyper twitchy and very difficult to drive, but it's great fun and much more satisfying to try and wrangle it around a course and hit all the clipping points.

DOWNLOAD: https://dl.dropboxusercontent.com/u/29853698/RADBUL%20Rokusa%200.2.zip

Known issues:
Wipers don't work
Mad Mike blue livery name has 'test' in front of it

Here's what you'll be adding to your mods.txt. For a more detailed description of the installation process, read the first post of this thread about the Caterham Seven 360's installation and follow that for this:


Vehicles\Mazda_MX5_Radbul\mazda_radbul_h.crd
:tyres: "Rokusa LT600" "Rokusa LT600-Rear" "Rokusa Eco" "Rokusa Eco-Rear"

The base mod has also been updated to 0.9. You will need this in order to run the RADBUL:
https://dl.dropboxusercontent.com/u/29853698/Rokusa%20Tire%20Mod%200.9.zip

To celebrate the release of this car, here's a video of me and some mates from RSR playing with them a couple of days back. Enjoy! :D


https://www.youtube.com/watch?v=hSLAOmaNCGw&feature=youtu.be

Ian Bell
11-06-2016, 03:23
I'm pleased to announce the RADBUL has passed testing and is clear for initial release.

Here's a basic outline of the differences between this and the original car:

-Slightly modified front steering geometry
-Turbo wastegate pressure can be adjusted to higher levels. Mike never had to use it since it ran 1200bhp at low boost, but if you want an extra 200bhp then it's there for the taking. Bear in mind the clutch can't 'quite' keep up with it
-Chassis adjustments and a new default setup. Much better suited to competitive drifting
-New tires. It's on the LT600's for competitive use and the Eco for messing around with.
-New Livery made by myself

The car is hyper twitchy and very difficult to drive, but it's great fun and much more satisfying to try and wrangle it around a course and hit all the clipping points.

DOWNLOAD: https://dl.dropboxusercontent.com/u/29853698/RADBUL%20Rokusa%200.2.zip

Known issues:
Wipers don't work
Mad Mike blue livery name has 'test' in front of it

Here's what you'll be adding to your mods.txt. For a more detailed description of the installation process, read the first post of this thread about the Caterham Seven 360's installation and follow that for this:


Vehicles\Mazda_MX5_Radbul\mazda_radbul_h.crd
:tyres: "Rokusa LT600" "Rokusa LT600-Rear" "Rokusa Eco" "Rokusa Eco-Rear"

The base mod has also been updated to 0.9. You will need this in order to run the RADBUL:
https://dl.dropboxusercontent.com/u/29853698/Rokusa%20Tire%20Mod%200.9.zip

To celebrate the release of this car, here's a video of me and some mates from RSR playing with them a couple of days back. Enjoy! :D


https://www.youtube.com/watch?v=hSLAOmaNCGw&feature=youtu.be

Loving that video guys :)

Mad LL
11-06-2016, 07:04
Yeah, Rémy Julienne would be proud !

Benjamin Benichou
11-06-2016, 07:42
Amazing Alex !

bmanic
11-06-2016, 08:43
That video is absolutely fantastic!!! I don't plan on modding pCars 1 yet as I'm in the middle of a fun career stint but will definitely try it later. Good work guys!

Neil Bateman
12-06-2016, 17:04
Great video, surprised you got them all in line for that long without at least one trying to overtake.:D

Roger Prynne
12-06-2016, 17:42
Excellent video Alex.... how many takes did that take?

VelvetTorpedo
13-06-2016, 18:34
The other video titled "For The Haters" is also amazing!


https://youtu.be/mIVJkYw2joY

Alex Hobbs
19-06-2016, 12:29
Excellent video Alex.... how many takes did that take?

Oops forgot to answer :P

It was me and the rest of RSR just chilling out in the evening, so we probably did that sequence about 15-20 times :)

LazyDOG
23-07-2016, 08:34
I tried to drift with a unmodded version of pCars but the only thing I could drift with a keyboard was the Evo IX and it took some serious tuning with the suspension the only downside to the AWD car is that it doesn't have enough power to maintain high RPM in 3rd gear "which is the only gear it really want's to break traction in with all assists off" after I redownload my pCars I'd be glad to post my Tuning Setup here and share with the community and hopefully get some tips as well..I mean who doesn't love Hooning Right?

Mike Kadlcak
12-04-2017, 14:12
your handling mod looks amazing... just found it... those links in the first post do not work anymore.. is there a link where we can download it? appreciate it thanks.

Mad LL
13-04-2017, 22:01
There you go :
RADBUL Rokusa 0.2 (https://drive.google.com/file/d/0B4DVGFEbv2veN1ctaEo0V191UGs/view?usp=sharing)
Caterham 360 1.0 (https://drive.google.com/file/d/0B4DVGFEbv2veRzR4UTJwQ0J5ZkU/view?usp=sharing)

Alex Hobbs
17-04-2017, 08:48
There you go :
RADBUL Rokusa 0.2 (https://drive.google.com/file/d/0B4DVGFEbv2veN1ctaEo0V191UGs/view?usp=sharing)
Caterham 360 1.0 (https://drive.google.com/file/d/0B4DVGFEbv2veRzR4UTJwQ0J5ZkU/view?usp=sharing)

Thanks for posting that, I got the email but completely forgot to actually reply :)