rFactor Endurance Series v1.2 Mod Readme
by EnduRacers Modding Team
The Endurance Series mod, created by EnduRacers, will give you
the chance to simulate the best endurance racing experience ever
seen in a video game. Cars from ALMS, LMS and the Le Mans 24hrs are
scheduled for this mod. Audi vs Peugeot, Aston Martin vs Corvette, Porsche
vs Ferrari, live the most mythical modern endurance battles playing the
Endurance Series mod !
For this important mod EnduRacers has choosen to work in packs. After the initial release including the mod base and
first pack of cars, Enduracers will release frequent "Service
Packs", adding new car models, sounds, physics and skins.
That is why the mod can be classified as "evolutive" and will live and
grow often after the initial v1.0 release.
We will be happy to answer any of your questions about
this mod, or if you have any problems, on our forum. Hope you will enjoy our mod.
1a - Patch - v1.2 Changes - The v1.1 FIX in totally included in the v1.2
- Technical - Missing yellow flags fixed
- Technical - Vehicles classification updated and Classoveride added to fix the XML car result problems
- Technical - Drivers name fixed
- Technical - Pit guys leaving after 5 seconds fixed
- Graphics - Black track object with light on day fixed
- Graphics - Skin ALMS 2008 Porsche #46 and Courage C65 fixed
- Graphics - Loading screen Zytek fixed
- Sounds - Gravel sounds for Porsche GT2 and Zytek fixed
- Sounds - Autoblip sound for Porsche RS Spyder updated
- Sounds - Balanced volumes for Panoz
- Physics - CORRECTED SPYKER C8 BUG INCLUDED IN THE v1.1 FIX
- Physics - Update of the tire wear curve for medium and hard at the end of the tire run (smoother, less abrupt)
- Physics - Aston Martin engine curve adjusted
- Physics - RS Spyder engine curve and boost adjusted
- Physics - Low and medium position aero forces a little bit increased on the GT1
- Physics - Line "BumpStopRisingSpring" adjusted on the GT
1b - Patch - v1.1 Changes - The v1.1 FIX in not needed anymore, download directly the v1.2 FIX
- Technical - Missing yellow flags fixed
- Technical - Vehicles classification updated and Classoveride added to fix the XML car result problems
- Technical - Drivers name fixed
- Technical - Pit guys leaving after 5 seconds fixed
- Graphics - Black track object with light on day fixed
- Graphics - Skin ALMS 2008 Porsche #46 and Courage C65 fixed
- Graphics - Loading screen Zytek fixed
- Sounds - Gravel sounds for Porsche GT2 and Zytek fixed
- Sounds - Autoblip sound for Porsche RS Spyder updated
- Sounds - Balanced volumes for Panoz
- Physics - Update of the tire wear curve for medium and hard at the end of the tire run (smoother, less abrupt)
- Physics - Aston Martin engine curve adjusted
- Physics - RS Spyder engine curve and boost adjusted
- Physics - Low and medium position aero forces a little bit increased on the GT1
- Physics - Line "BumpStopRisingSpring" adjusted on the GT
1c - Endurance Series - v1.0 Features
- 11 Brand new 3D models from 2006 to 2008 from ALMS and LMS championships, with accurate shapes and aero configurations and high detail cockpits.
- All the cars skins from 2006 to 2008 seasons of ALMS, LMS, Le Mans and FIA GT Championships available in high/low detail.
- Helmet and Driving suits of each Team.
- Pitcrew suits for each Team.
- Several graphic details added for more realism and to feel the "endurance spirit" better.
- Specific UI Data menu textures, using modern showroom by Maciex.
- Realistic sounds for all cars using real sound samples thanks to the help of several racing teams.
- Very accurate physics, created in collaboration with Gentlemen Racers physics team, with help from real teams and drivers.
- Physics validated with telemetry and real drivers, up to date specific 1.250 optimisations (tyres wear curves, pit menu,...).
- Specific real endurance racing physics settings : tyres choices, fuel consumption, aero configurations, traction control use, engine mapping configurations,...
- Driver swap support.
- Realistic pit crew menu configuration.
- FFB upgrades to choose your preferred steering force, see following paragraph to have optimum settings for FFB.
- Real Feel FFB and Leo FFB support (see readme for tested setups).
- Advanced damage.
- Random bug on led displaying in some cockpit(can be fixed with a reconnect in online mode).
- Random bug with addition of a darker square in some motec cockpit(can be fixed with a reconnect in online mode).
v1.0 Models List:
- P1: Zytek 06S (Spec 2006 LMS/LM)

- P1: Creation CA06H (Spec 2006 LMS/LM)

- P1: Epsilon Euskadi EE1 (Spec 2008 LMS/LM)

- P2: Porsche RS Spyder (Spec 2006)

- P2: C65 AER (Spec 2006 LMS/LM)

- P2: C65 Judd Spec (2006 LMS/LM)

- P2: C65 Ford (Spec 2006 LMS/LM)

- P2: C65 Mazda (Spec 2006)

- GT1: Aston Martin DBR9 (Spec 2006-2007-2008)

- GT1: Corvette C6.R (Spec 2006-2007-2008)

- GT2: Porsche 996 RSR (Spec 2006)

- GT2: Porsche 997 RSR (2007-2008 LMS/LM)

- GT2: Panoz GT2 (Spec 2006)

- GT2: Spyker C8 (Spec 2006-2007)

2 - Endurance Series - Driving Informations
Traction Control Usage:
The TC is activated with the F8 button by default, you should assign this to your steering wheel.
The use of traction control is something currently totally misunderstood in Simracing. Several leagues forbid it because it's too easy to drive with. But this is not reality.
The traction control is a multiple choice button often found on steering wheels of the real cars in order to setup the level of TC. So, in real races, the driver can change it on the fly, going from no TC to full TC when the track requires it.
So all servers should allow the TC at all levels and let the driver choose the one he wants to use.
AutoBlip:
The autoblip allows the driver to have an easier downshift with the car. It's an electronic device that adds an automatic blip on the throttle when the driver is downshifting, in order to synchronize the engine RPM with the transmission to prevent transmission lockup under braking.
Autoblip is only available, in real-life and in the mod, on prototypes P1 and P2. So for GT cars, GT1 and GT2, you will have to blip the throttle manually when braking and downshifting in order to keep the car balanced and prevent the rear wheels from locking up.
Engine Usage:
Optimum oil temperature: about 100 Degrees Celsius
Important advice : don't forget to switch off the engine when you are pitting in order to avoid overheating your engine that could end with engine failure. It's very important. Use the ignition key to swith off/on
Boost mapping usage recommendations:
You can adjust boost (more power/torque in live) by configuring Increment boost and Decrement boost :

The default value is conservative on the engine and is the lowest position (for each
car), if you increase this, your fuel consumption and engine temperature is increased in
the same way you increase your power and torque, the more you increase the more
you wear the engine.
Fuel Usage:
The average fuel consumption on all cars is around 1 hour for full fuel tank capacity. It can be more or less, depending of the boost mapping level and cars.
Brake Usage:
The brakes have the following range usage, outbound these values the brakes loose efficiency
- Iron (steel) brakes (GT2 cars only) = 150 Degrees Celcius to 600 Degrees Celcius
- Carbon brakes (GT1, P1, P2 cars) = 250 Degrees Celcius to 900 Degrees Celcius
Tyre Wears:
Here are the indicative tyre wears:
- Super Soft = Qualifications or short stint
- Soft = 1 stint
- Medium = 1.5 stint
- Hard = 2 stint
Optimum temperature range: between 85 Degrees Celsius and 105 Degrees Celsius
3 - Endurance Series - Hardware/Software configuration recommendations
Steering wheel upgrades description:
You can adjust the level of the power steering by using these upgrade levels:

Mirrors:
The left and right mirrors on the real cars are not usable. The
drivers don't see them when they are behind the wheel. The external
mirrors are only on the car to be compliant with the championship
regulation.
That's why the drivers have an internal mirror to see what is behind them. They have difficulties seeing the sides of the car.
rFactor lighting parameters for night race performances:
In your PLR (find it in UserData\MyProfile\MyProfile.plr) change the following lines to get the best, render on/in car with a maximum of FPS and realism.
Max Headlights="3" // Max headlights visible relative to your car.
Headlights On Cars="1" // Headlights illuminate other cars.
rFactor sounds parameters :
rFactor FFB options for Logitech wheels (inverse efforts for other manufacturers) (you could adjust between -72% and -100% for more force or use upgrade in the mod, depends on pilots and wheels):
rFactor rates :
FFB Parameters
controler.ini ForceFeedback section values recomended for Logitech G25 Wheels :ForceFeedback section for G25
Logitech panel configuration for G25 :
Real Feel FFB Setup
In the upgrades of the selected car, choose RealFeel (FFB level 0)

Logitech panel:

If you have low forces in the centre of your wheel, you can increase the red circled parameter in your driver CP
After this, put this information in your RealFeelPlugin.ini
[General]
RealFeelIsOn=True
ConsoleEnabled=False
SpeechEnabled=True
LogEnabled=False
KeyRepeatDelay=0.100000
SteerForceInputMax=11500.000000
ConsoleRepeatDelay=0.100000
MinSpeed=20.000000
DefaultMaxForceAtSteeringRack=-1500.000000
DefaultSteeringDamper=11500.000000
DefaultSmoothingLevel=0
[GT1]
MaxForceAtSteeringRack=-2400.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=100.000000
SmoothingLevel=0
[GT2]
MaxForceAtSteeringRack=-2500.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=100.000000
SmoothingLevel=0
[P1]
MaxForceAtSteeringRack=2900.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=100.000000
SmoothingLevel=0
[P2]
MaxForceAtSteeringRack=2850.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=100.000000
SmoothingLevel=0
LeoFFB and Real Feel FFB mixed setup
Additionnal information to mix Real Feel and LeoFFB :Information to put in your LeoFFB plugin:
17.5 Front Wheel lock angle, degrees (max deflection to one side from straight on)
0.67 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.65 Front axle distance to body reference point (about half the wheel base) in metres, from .pm file
1.2 Relative strength of FFB effects
10.0 Aligning moment curve shape / feeling of tyre losing grip. Lower numbers are duller, range 1.0 .. 10
0.99 Negative aligning moment parameter for high slip angles, range 0.0 ... 1.0
10.19 Slip angle where aligning moment reverses direction - typically between 8 and 15 degrees
3.8 Caster (dimetionless)
0.0 Camber ratio (not degrees!)
1.0 Road bumps feeling on the wheel
11500.0 maximum FFB force for stationary and low speed effects
12.0 stiffness of stationary wheels
1.5 wheel rubber hardness (1..5)
7.0 how quickly static forces drop off when rolling
Specific parameter by car to replace in the leoFFB plugin.ini (only lines 2 and 3)
Corvette C6.R:
0.80 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.34 Front axle distance to body reference point (about half the wheel base) in metres, from .pm file
Aston Martin DBR9:
0.82 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.37 Front axle distance to body reference point (about half the wheel base) in metres, from .pm file
Panoz GT2:
0.83 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.38 Front axle distance to body reference point (about half the wheel base) in metres, from .pm file
Porsche 996 RSR:
0.75 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.18 Front axle distance to body reference point (about half the wheel base) in metres, from .pm file
Porsche 997 RSR:
0.78 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.16 Front axle distance to body reference point (about half the wheel base) in metres, from .pm file
Spyker C8 :
0.83 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.28 Front axle distance to body reference point (about half the wheel base) in metres, from .pm file
Creation CA06:
0.81 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.40 Front axle distance to body reference point (about half the wheel base) in metres, from .pm file
Epsilon Euskadi EE1:
0.83 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.48 Front axle distance to body reference point (about half the wheel base) in metres, from
Zytek:
0.80 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.42 Front axle distance to body reference point (about half the wheel base) in metres, from
Courage C65:
0.85 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.38 Front axle distance to body reference point (about half the wheel base) in metres, from
Porsche RS Spyder:
0.86 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.44 Front axle distance to body reference point (about half the wheel base) in metres, from
Informations for your RealFeel plugin:
[General]
RealFeelIsOn=True
ConsoleEnabled=False
SpeechEnabled=True
KeyRepeatDelay=0.100000
SteerForceInputMax=11500.000000
ConsoleRepeatDelay=0.100000
MinSpeed=20.000000
LogEnabled=False
DefaultMaxForceAtSteeringRack=1500.000000
DefaultSteeringDamper=11500.000000
DefaultSmoothingLevel=0
[P1]
MaxForceAtSteeringRack=2900.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=60.000000
SmoothingLevel=0
[P2]
MaxForceAtSteeringRack=2850.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=60.000000
SmoothingLevel=0
[GT1]
MaxForceAtSteeringRack=-2500.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=50.000000
SmoothingLevel=0
[GT2]
MaxForceAtSteeringRack=-2500.000000
SteeringDamper=11500.000000
FFBMixerRealFeelPercent=50.000000
SmoothingLevel=0
4 - Endurance Series - Installation
Install in your main rFactor folder
5 - Endurance Series - Web links
- www.enduracers.com
- www.epsiloneuskadi.com
- Gentlemen-Racers.org, SimRacing French community
- www.rfactorcentral.com
6 - Endurance Series - EnduRacers Modding Team
- Alexandre Van HOOREBECKE "Vancop" : Sounds
- Christophe LEMESLE "Chris91" : Skinning
- Yoan BOULLE "CPR" : Media
- Greg HUON "Migreg" : Media, Cameras
- Herv� THOMAS "Vevex" : Texturing, skinning
- Jietse MELOTTE "Integra" : Quality control
- Kyle WILLIAMS "NightSt@lk3r" : Modeling, Integration
- Marc CHAPELLE "klo-che" : Coordinator, Integration, Skinning, ReadMe content
- Matias VALERIO "mjv_c0h1" : Modeling, Texturing
- Maxime MENANT "LeBLOB777" : Texturing, Skinning
- Mike MUELLER "mjmueller69" : Skinning
- Nicolas PAPELEUX "ViveMclaren" : Modeling
- Sam ELIAS "Frosty 20" : Beta Test
- Thomas ARNAUD "Icedob" : Texturing
- Yoann LE JEUNE "Yoann56" : Modeling
- Yoann RAGEOT "F1 Mania" : Modeling
- Maxime MOREAU "Ricco" : Skinning
Endurance Series - External skins
- Playmobil : Skinning
Endurance Series - Test Drivers
- Jaroslav honzik : Test driving, Beta Testing
- Sean Edwards : Test driving
- Stuart Moseley : Test driving
- Tom Milner Jr. : Test driving
7 - Endurance Series - Gentlemen-Racers.org Physics Team
- Alexandre Puigsegur alias Fuelex : Physics, Test driver,Engine GFX
- Julien VIDOT : Physics, Test driver
- Pawel Kasprzycki alias Pawel : Gen optimisations, Test driver
- Bailly Christophe alias Dolphins : Test driver
- Daniel JUSTOU alias MaD_King : Physics team coordination, Collision help, Skinning help, HTML ReadMe, RealFeel compliance, Test driver
- Grosjean Francis alias BigJohn : Test driver
- Aloko Dimitri alias Aloko : Test driver
- VAN DE WOUW Patrice alias PatciVW : Test driver
- DECOSNE Jerome alias Gerhom : Graphical interface, Test driver
- Greg HUON alias Migreg : Test driver
- Paulo Soares alias Paulo : Test driver
- Joubert Pascal alias Djoubs : Test driver
- Christophe Hornus alias Chrisdoud : Collision tester, Test driver
- Final beta testing and general feeling, Gentlemen-Racers.org pilots and friends
Information: The Private cars and helmets are to be used only by their respective simracers owner, please respect this.
8 - A little word about sounds
85% of the sounds included in the mod come from records of real sounds on track and in cars with profesionnal hardware.The development is made with a specific method not standard with the ISI sound engine. This new way of work with the sounds is volunter to respect the dynamics and realism of the real sounds, and to pass over the limitation of the default ISI recomandations. This can conduct in some minor issues impossible to fix with the current support and engine sound. This new experience will, probably, help you to feel more the intensity of the driving of these track beasts With this new method we hope, you share a new dimention in audio imersion for sim racing mods (so often under developped in game).
Thanks for all the following teams to share with us their passion, for their sympatic welcome and their autorization for recording sounds:
- Team Chamberlain Engineering
- Team Pescarolo Sport (www.pescarolo.com)
- Team Oreca-Matmut (www.oreca.fr)
- Team Rollcenter Racing (www.rollcentre.co.uk)
- Team Larbre Competition (www.larbre-competition.com)
- Team IMSA Performance Matmut (www.matmut.fr)
- Team Felbermayr Proton (www.protoncompetition.de)
- Team Spyker Squadron (www.spykersquadron.com)
- Team JMB racing (www.jmb-racing.com)
Just a correction of the level was made to integrate it in the cars made by EnduRacers.
Thanks to respect the optimized values indicated to match with the calibration made for real imersion.
Enduracers remind you to ear with limitation in volume and in time. To not degradate your ears.
Think alos to you neighbours !
9 - Endurance Series - Acknowledgements
Special thanks for their help in the mod's developement and their collaboration to :- Ivan Platas, Epsilon Euskadi (www.epsiloneuskadi.com)
- M. Joan Villadelprat, Epsilon Euskadi (www.epsiloneuskadi.com).
- M. Jordi Caton, Epsilon Euskadi (www.epsiloneuskadi.com).
- Steve Briggs, Team Chamberlain Engineering for physic data informations.
- Kyle Wilson-Clarke, Team Chamberlain Engineering (www.kylewc.co.uk) for Physic Data informations.
- Helder Pedro (website).
- nWODT_Cobalt (team design, graphic help).
- All the Gentlemen Racers Community drivers for the beta test help and resources
- ISI for the Panoz model and Panoz sounds.
- Maciex for the Modern Showroom.
- Pain-less for rFactor blue.
- Warnux for GP2 Helmet and hans.
- Symheris for the introduction video music (music information)
- Baldinotti Eros - Ketalar for music in mod
- Johannes Heil - Last (Car sounds remix by vancop)
10 - Endurance Series - Disclaimer / Protection licences:
-
This creation is protected by Creative Commons contract. - All EnduRacers stuff included in this pack is under protection of Creative Commons intellectual work protection licences.
- All files included in this mod (including 3d files, sounds, physics, skins and all other files) are property of EnduRacers.
- It's not allowed to modify the 3d model, or other 3d parts of the mod. Physics or sounds files are not allowed to be modified.
- Conversion on other platforms are totally forbidden, unless you get an authorisation from EnduRacers.
- This mod may not be profited from commercially by a third party.
11 - Endurance Series - Disclaimer:
- "Epsilon Euskadi" logo, "Metca" logo, "Metca" emblem, "www.epsiloneuskadi.com" are properties of Epsilon Euskadi.
- The Panoz models and sounds are property of ISI.
- EnduRacers has no relationship with IMSA (International Motor Sports Association), ACO (Automobile Club de l'Ouest) or any of the sponsors in this mod, and copyrights of those products reside with the individual copyright holders.
- The material provided in our mod is not connected to ISI (Image Space Incorporated).
- Use the mod at your own risk. EnduRacers and Epsilon Euskadi will not be taken responsible for losses or damages resulting from the use of this mod.
- EnduRacers � 2009
The best is coming, don't forget this is just the start...
Best regards.
EnduRacers Modding Team
