PRODUCTION GT MOD for RFACTOR via the cabbagewerks 3D garage & timex

LINKS, NEWS & GENERAL RAMBLING ABOUT THE MOD
CURRENT CAR LIST:
 
* = AI ONLY
 
BASE MOD:
 
60 CORVETTE
65 PONTIAC GTO
77 TRANS AM
82 PORSCHE 930
93 MUSTANG COBRA R
DATSUN 240Z
57 FERRARI 250GT
70 CHRYSLER 300H
PORSCHE 550 SPYDER
PORSCHE 911 SC
PORSHCE 944
PORSCHE 959/961 KIT
83 AUDI SPORT
* AMC PACER
C4 CORVETTE
65 COBRA 427
LAMBO COUNTACH
FERRARI DINO
FERRARI F40
NOBLE M12
MR2 MKII
MAZDA RX7 GENIII
MAZDA RX7 VEILSIDE
CATERHAM R500
TVR SAGARIS
JAGUAR XJ200
  
CAR PACK 1:
 
TOYOTA CELICA 1984
HONDA S2000
 
CAR PACK 2:
 
1967 CORVETTE
1967 MUSTANG
 
IN THE WORKS:
 
TBD
 
TO BE REVISED:
 
I'm very unhappy with the 65 GTO in the mod so I will likely switch to a different model and restart from the beginning...
NEWS:
 
03/04/14:
 
The second car pack contains the 1967 Corvette and Shelby Mustang.
 
 
 
03/03/14:
 
I've finished the 67 Shelby Mustang to complete a two car add on pack (the Mustang and Corvette below). There are 3 regular bodies and the wide body which is really just some massive add on flares and wider wheels.
 

YouTube Video

 
 
11/04/13:
 
The 1967 Corvette is returning to the mod. The car is completely finished. It has 3 different bodies, a few wheel options and high poly interior. Wildcard textures control full stripes, partial hood only stripes or no stripes.
 
 

YouTube Video

 
 
 
Below, the first car pack is released. What's inside:
 
  • Addressed an issue with the 250C rear brake lense transparency
  • Repaired an issue with the RX7 genfiles where duplicate shadows were being made
  • Updated PGT_SHARED.MAS and you will need to replace the old one with it
  • Toyota Celica Supra 1984
  • Honda S2000 standard and widebody versions
 
 

YouTube Video

 
 

YouTube Video

 
 
 
 
 
 
Base mod installation:
 
Several people have had problems installing this. First, you need 7 zip. Other compression programs will not work. It's free:  http://download.cnet.com/7-Zip/3000-2250_4-10045185.html?tag=mncol;3
 
People have tried to rename the files and you can't. They are linked. Make a folder somewhere and place the mod Prod GT part 1 and 2 in it. If both files are there, using 7zip, just pick the first file and extract. Both files will extract.
 
Then move the extracted subfolders to the appropriate place in your rfactor install. Do the same thing for the sounds if you aren't going to make your own.
 
I made the included showroom/garage. If you like what you already have then just don't install it. It'll be the showroom.mas & vview.scn file.
 
The file has a password. The password is below.
 
Password: cabbage
 
You have to BUY the car (each color) to access all the upgrades!!
 
 
 
 
 
 
 
Track day class:
 
Most of the cars are close to stock without upgrades. That can make for a fairly bland field to race against.
 
So, this time I set up a class of cars as opponents that are already upgraded. I think it makes for a fun race.
 
To use this grouping just select TRKDAY from the list on your opponents tab when you set up a race. It's also better to de-select the car you are in so rfactor won't load that group.
 
You can boot any individual car of the group you don't want once you get to the pits. Note that some of these cars, especially in the future, will not be driveable by the end user.
 
 
Customize:
 
Look for the wildcard readme in each car folder. You can create your own colors for the car bodies, wheels, change textures on the calipers, etc. with minimal fuss.
 
 
Credits:
 
I can't credit everyone whose work may have been used in this. I don't remember where every piece came from. But to those folks, thanks.
 
Thanks to Dimich for allowing me to use the 300H he worked on.
 
Thanks to ISI, T10, THQ (J2HIN), Riva, Gamemodels_ru, Aironeracing, Oleg for ZM2, Gimp, all the guys who made sounds that I borrowed without asking, etc.
 
 
Realfeel plugin:
 
The physics are set up for the realfeel plugin with an FFB wheel. If you aren't using realfeel I would suggest you skip this mod. Without realfeel and a wheel you are missing the experience.
 
Also, use CTRL + numpad 8 to flip the force when you drive a car for the first time. Veteran realfeel users will detect this almost instantly as soon as they pull the car out into the pits, but there's a reminder for everyone else.
 
 
Physics:
 
I set up my own. Sometimes there are things I don't have data for. I'll look around a bit for good information, but if I don't find it pretty quick, I move on. If I don't have solid data I take liberties and I guess. For the most part, the physics are based on real world numbers. Curb weight, weight distribution, power/torque, drag and gearing should be in the ball park.
 
I'm not trying to duplicate vintage physics, vintage tire physics, etc. I like modern.
 
There are minimal garage adjustment options and that's intentional. I want to grab a car and quickly get on the track. I also think it's more realistic for production vehicles in a way. Most people are not going to have a street legal vehicle which allows you to quickly adjust the gearing, final drive, damper rates, spring rates...so, there's the reasoning. Of course you can always change it to suit yourself.
 
I also enjoy the comparisons between cars. Most of the tires have a similar level of grip and slip characteristics by design. How does a stock Countach compare to a tweaked Porsche 944? Compare both to a highly modified AMC Pacer...it's fun to weigh the possibilities.
 
 
Graphical quality:
 
You'll need to set your rfconfig to DX9 only. It'll look really bad on any other setting. If you can't do DX9 I would not download this. It'll be a waste of your time.
 
The level of quality of the cars in the mod represents what's acceptable to me. I'm just not a stickler for the fine graphical details that some folks create. I doubt I'll ever make any significant graphical improvements beyond what you see here. I don't care about exhaust flames, glowing rotors, light flares, etc. I will never add those things.
 
If it doesn't meet your expectations there's always the delete button!
 
Enjoy it if you can. :)