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BPR Mod

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3 files

  1. Wildman BPR mod New Physics

    Author : Skywilk
    All new physics were done using real data when possible.
    Some concessions were made in order to simplify and speed up this release, such as lack of car or team
    specific items or values. Still, most diferent versions of all cars were done, and performance reflects that.
    Tracks used to gauge car performance were mainly Spa, Anderstorp, and Paul Ricard.
    Cars have:
    - Realistic aero
    - Realistic suspension values
    - Custom suspension geometries
    - Realistic track dimension values when possible (sometimes graphical imperfections prevent use of most real values)
    - Realistic skidpad values
    - Accurate gear ratios when possible
    - Realistic weight distribution
    What you will feel when you drive these cars for the firt time:
    - They feel heavy
    - They acelerate fast, but corner slow
    - They brake much much less than stock GTR2/most mods content
    - You can overdrive the cars without crashing, but you will cook the tires and probably be slower
    Physics were made by me (Sky , or Skywilk in the Nogrip Forum), but i used a lot of the info already present,so all credit to those who did them before me.
    Regarding force feedback, i don't use the stock GTR2 config, instead i prefer these values for my G25:
    FFB Device Type="9" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
    FFB Effects Level="3" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
    FFB Gain="1.00000" // Strength of Force Feedback effects. Range 0.0 to 1.0.
    FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
    FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
    FFB steer vibe freq mult="0.70000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
    FFB steer vibe zero magnitude="0.04000" // Magnitude of steering vibration at 0mph (reference point).
    FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
    FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
    FFB steer force average weight="0.38000" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency.
    FFB steer force exponent="0.75000" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity.
    FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
    FFB steer force output max="1.70000" // Maximum force output of steering force, recommendation 0.8 to 2.0
    FFB steer force grip weight="0.15000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9. How much weight is given to tire grip when calculating steering force.
    FFB steer force grip factor="0.90000" // Range 0.0 to 1.0, recommended: 0.2 to 0.6. How much of a factor the front wheel grip is on the steering weight.

    180 downloads

    Submitted

  2. BPR Graphics Rework Beta

    Author : Verde
    ===
    BPR graphics rework beta
    By Verde
    ===
    IMPORTANT!
    This materials works only on FULL graphic settings for player and ai cars!
    And of course you need BPR V2.4
    ===
    *increased contrast between light and dark
    --more sense of volume
    --less overexposure effect for white cars
    --more details are visible
    *reflections on headlights and taillights
    *skins are sharper now
    *little bit more reflections for windows
    *fixed showroom floating
    ===
    Version 0.1
    17.02.2015
    This is a beta version so write your opinion, what to change or fix here
    For example if you thing shading is too dark now

    145 downloads

    Submitted

  3. BPR Mod

    Author : wildman_fr
    All new physics were done using real data when possible.Some concessions were made in order to simplify and speed up this release, such as lack of car or team
    specific items or values. Still, most diferent versions of all cars were done, and performance reflects that.
    Tracks used to gauge car performance were mainly Spa, Anderstorp, and Paul Ricard.
    Cars have:
    - Realistic aero
    - Realistic suspension values
    - Custom suspension geometries
    - Realistic track dimension values when possible (sometimes graphical imperfections prevent use of most real values)
    - Realistic skidpad values
    - Accurate gear ratios when possible
    - Realistic weight distribution
    Here is the final version of the Mod, which should be as free from bugs as possible.
    -New gear ratios for 964 Turbos
    -New Skins for 993's
    -fixed graphical offset for 964/993/Esprit
    -Clear Windscreens
    -Fixed liveries for Alpine & F348
    Thanks to Alex1911, Alexmezza and Gogo404 for this update.

    15,458 downloads

    Updated

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