3D arms addon for CTDP 2006 1.1 released

Good evening,

After much waiting we release the 3D arms addon for CTDP F1-2006 1.1, thanks to Codan for the installer & configuration tool.¬† Enjoy ūüôā


  1. Download from http://rapidshare.com/files/227051946/3d-arms-addon.rar or http://www.megaupload.com/?d=3B206XNA
  2. Extract the contents from the rar file and run the installer.
  3. If you made a shortcut when the installer asked you can launch it directly from there by double clicking on it. In case you did not make a shortcut, inside¬† you rfactor installation navigate to the¬† ModData\CTDP\CTDP06\3DArmsAddOn folder and double click the “arsmaddon” tool.¬† Note that¬† with the upcoming 1.2 release of CDP mod¬†a button will show up in the ctdp control center after installation, from which the 3D arms config tool can be launched directly, but this does not function in the mod 1.1 release as more than likely the button will not show up.
  4. Pick the option to have arms in tvcockpit, arms in both tvcockpit and cockpit view, or no arms.
  5. Drive and enjoy.

Update: As of Version 1.2 of the F1-2006 mod, the 3D arms are already included with the mod and can be activated iwth the ControlCenter.

CTDP patch update and moving arms

Good afternoon,

Just to give you a little update to inform you that there will be a patch 1.2 to address issues that were raised in patch 1.1, things like the autoshifting and other bits that were mentioned. One small issue was raised so far, regarding a graphical bug in DX7, but other than that the 1.2 path will be 99% physics/upgraded/installer  fixes, no graphical updates, unless anything signifcant new comes to light.

Unfortunately, part of the problem with patch 1.1 that a siginifcant number of changes were made and limited testing, and while some things improved and fixed some new issues came to light.  

The installer for the moving arms was made to today by Codan, so that is in testing.¬† As I promised this for some time now I would like to release those before patch 1.2 .¬† I couldn’t really release them earlier, as the way they are implemented is through a very small package, and in light of some bugs raised had the arms been released, it would only have clouded the issue, but given the bugs are now understood, I hope to release them as soon as possible once we have had some more feedback from our beta testers.¬†

The arms are implemented via a switcher¬† config-tool, so that they can be easily added or removed¬†with ¬†a mouse click, and also to have the option to have them in tvcam and cockpit view, or tvcam only, as you wish.¬† If you don’t want them or like that feauture but would like to give it a try, they can be simply removed.

That’s all folks, thanks for reading.

CTDP 2006 1.1 FAQ

This is still work in progress, but it contains a list of things I have seen i.e. frequently asked on various forums.  so here  is a  FAQ that may accompany the manual.   I will update it  in the next few days but here is a transcript of what I got so far.  Any additions you would like to see let me know.

Q. I see no car models and get loading errors after installing the mod

A. More than likely you installed the server version, uninstall it, download the full version
and reinstall.

Q. I cannot change the rev  limit of the cars in the car setup screen and the engine revs are  greyed out

A. Engine rpms are controlled entirely with the boost buttons,  and effectively allows the engine revs to be set in the car while driving, boost 1, maximum revs, boost 9 minimum revs.

Q. My frame rates are very poor, what can I do

A. When racing with full grids it is recommended to set the LOD slider in the CTDP control Center to a lower setting, especially if your ingame settings are at maximum, this applies to high end systems too, reducing visible vehicles and shadows can make a large difference.¬† Unless you got the latest cards like Ati 4870×2 in crossfire or Nvidia gtx280 in SLI¬†it is still¬†recommended setting at the LOD slider to the second highest setting at minimum.¬†¬† The highest setting can be used for test day or when a limited number of vehicles are on track, or for watching replays¬†and making movie files from you replays for high fidelity results.¬† If you do not reduce this slider from maximum, the mod will use large amounts of memory that will push close to the 32 bit limit with large number of drivers¬† (> 25 or so) .¬† In practice most 32 bit operating systems cap at around 3.2 Gb even when 4Gb is intalled ( for various reasons) !

Ultimately this is a high detail mod, and detail comes at a price. To get the best result a PC with CPU core 2 duo 2.2 Ghz (or AMD equivalent) or above with 2 Р4 Gb DDR2 memory, a 256 bit 512 Mb Video card is recommended for a full 22 car grid in order to  maintain reasonably good visual quality with acceptable framerates. For sure  the mod will run on lesser systems, but consider reducing both ingame settings  as well as setting the control center LOD slider to one of the lowest settings and use the autoFPS feature, in this way rFactor wil attempt to minimise framerate dips below a specified value.

Q. The AI don’t work or are very slow.

A. This is a track related issue and has been reported on some tracks. unless you know how to edit mods or happy to play offline only where mismatches are not an issue there is no quick fix at this time.

Q. What’s going on with the upgrades, on some tracks the engines can rev higher or lower than others, different tyre choices and things seem to change randomly from track to track.

A. For tracks that were on the FIA 2006 calender that are suported by the mod,¬†each Team has forced upgrades and air pressures,¬† you can try changing them in the “buy upgrades” tab in the user interface, but it wont have any effect once you go out on track if the upgrades is either Track conditions or Track Configuration these are forced¬† in any case.¬† Other upgrades such as the shift light and mirrors upgrades are optional.¬†

Tracks that are not listed on the FIA 2006 Calender have forced post season physics that is effectively the same as the Brazil version of the cars on a standard air pressure day, this cannot be changed unless you edit the mod which will cause mismatches.

You cannot change any upgrades between qualifying and race, this is particularly important when picking the shift light upgrade, although in version 1.1  a suitable default HUD shiftlight level is now set,  should you change it, always decide your upgrade before loading the track and set it for race !  The shift light upgrade does not change the LED shift lights on the steering wheel in any way,  it is for the HUD only and may also be useful for players using the autoshift driving aid .

Q. The offline AI cars should have the correct liveries for each track but it is not working

A. Not all tracks are supported, in some cases tracks don’t support this feature well, depending on track folder structure, especially if more than one version of a track is installed and contained in the same subfolder. This is an rfactor track issue. Note that tracks that were not on the¬† FIA 2006 calender will use a default livery.

Q. when I buy a car and go out on track the incorrect livery for that round is loaded.

A. Human drivers must still pick their livery from the user interface,
the automatic loading of liveries applies to AI opponents only.

Q. Cars fail to load in the showroom or rfactor crashes in the user interface or soon while loading a track

A. The most common reason is an incorrect or a corrupt installation, or the first item in this FAQ will also cause this, however it will also be caused by a setting for the user interface, make sure that you have always set  UI detail to low.  This setting is contained in the user profile PLR file. Open it with notepad and it as follows,

Low Detail UI=”1″

This file may be found in \UserData\playername\playername.PLR

This has no effect on the display quality of the cars in the showroom or on track.

Q. The mod is huge in size and the liveries occupy a large amount of disk space,
will reducing the texture from 2048×2048¬† down to 1024×1024 and resaving them¬†improve peformance ?

A. Read the manual for more information, contrary to what you may think, the answer is no. You can force texture sizes loaded in by rfactor already due to the DDS mipmap feature, to use a smaller texture size you specify it in the user profile, or change ingame settings, in which case the texture size is determined from the detail setting, but this can also be done independently from model (LOD) detail if desired with some edit tweaks in your user profile .  

There is no need to resave hundreds of textures in the skins folders, unless you want to save diskspace.

Q. On some tracks the car livery looks corrupt or wrong.

A. In some cases it may occur that a track and mod have conflicting textures, mosty due to sloppy and lazy naming conventions, however we have tried to reduce this in patch 1.1 by avoiding common texture names, but there is no guarentee that some tracks somewhere will cause such issues.

Q. Why do my replays crash

A. while we have attempted a fix in patch 1.1 relating to music files which worked as far as we know,  should it still occur try removing the music mp3 files from the music folder in the first instance to see if it resolves the issue.  The music files are located  in Music\CTDP2006.  In some cases it may also be caused by a corrupt replay file.

Q.  Do I have to launch the mod from the CTDP control center ?

A. No. If you use the CTDP control center to change settings and launch rfactor directly from its own shortcut it will still use those settings and work . In fact should you have any issues or crashes you may like to try this as an alternative to see if it resolves it. The launch rfactor option in the control center is there for convenience and a way to easily add other startup options to rfactor.

Q.  The steering wheel rev lights since patch 1.1 no longer light up all the way to red, sometimes only green or yellow, why ?

A. This is deliberate, the rev light wil only come on fully on the max available revs on max boost 1, just like reality, the rev lights on steering wheels rarely come on in race conditions. Typically on boost 6, the recommended race setting, green and yellow rev lights will come on before the limiter,¬† letting the driver know that the engine is in the “save” zone.

Q.  The cars that have a rev lights on the dashboard  like Mclaren do not work in TV cam view but only in cockpit view

A. This is not a bug, but an rfactor limitation, there is no fix, although there is a kind of fudge workaround by making the cockpit view the TVcam view if you know how.

Q. When starting a championship sometimes the wrong track loads or rFactor may crash to desktop

If the track is not installed this may happen.  Tracks will not work unless they are exactly named to match the names in the championship list, so while one version of australia will work another may not. We have tried however to use mostly commonly available tracks that are downloadable from http://www.rfactorcentral.com and http://www.nogripracing.com . You may use championship manager to customise a championship, but as such, due to track AI inconstistencies, and the fact this mod does not come with a trackpack, championship mode is not supported and untested.  Better result are achieved by running each round separately, find an AI strength setting  for each track, typically 95 Р100% gives realistic AI laptimes, running it that way is the best solution. The rFactor AI track learning feature will also help to stabilise AI.

Q. When I go out onto track with multiple AI cars, all the opponent cars are the same as the team I am driving.

A. Before track loading under opponents ensure you select CTDPF1_2006 to get all Teams out on track.  By default when a vehicle is selected, only the vehicle filter of your own team is selected as possible AI opponent.

Q. When racing tracks in some cars autoshifting fails to work, why ?

A. This is a bug that has come to light in version 1.1. Brief test shown that it affects Ferrari on non 2006 tracks, Pick a shiftlight upgrade that is lower than the max rev available for now and it will work.   The default setting for the shiftlight upgrade appears to be incorrect for some cars, but it does not affect all cars. At this time it is not known which Teams/cars are affected by this. Tests have shown Midland/Spyker is correct, Ferrari is not.

Q. Which tracks work with the mod ?

While we haven’t tested them, All tracks work, in theory, the only differene will be what upgrades are imposed as¬† explained in the question relating to upgrades.¬† Some track/cars may have AI issues, given the autoshift issue in 1.1 as stated in the previous item.¬†Also some tracks the AI may not work due to issues with the track itself.¬†¬† See this thread for further information http://devblog.ctdp.net/?p=526¬†. Some common tracks that are known to work with the upgrades are (amongst others):

CTDP Bahrain  http://rfactorcentral.com/detail.cfm?ID=Bahrain%20International 

Sepang GP4 http://rfactorcentral.com/detail.cfm?ID=Sepang%20GP4 

Albert Pack-GP4 http://rfactorcentral.com/detail.cfm?ID=Albert%20Park%20GP4 

2006 Imola GP http://rfactorcentral.com/detail.cfm?ID=2006%20Imola%20GP 

Nuerburg http://rfactorcentral.com/detail.cfm?ID=Nuerburg 

Barcelona http://rfactorcentral.com/detail.cfm?ID=Barcelona 

Monaco http://rfactorcentral.com/detail.cfm?ID=Monaco%20New%20Layout  http://rfactorcentral.com/detail.cfm?ID=Monaco%20EMG 

Northamptonshire http://rfactorcentral.com/detail.cfm?ID=Northamptonshire 

Montreal http://rfactorcentral.com/detail.cfm?ID=Montreal%20ISI,

Indianapolis  http://rfactorcentral.com/detail.cfm?ID=Indianapolis%20GP4 

Magny Cours  http://rfactorcentral.com/detail.cfm?ID=Magny%2DCours%20GP4, http://www.nogripracing.com/details.php?filenr=907  

Hockenheim http://www.nogripracing.com/details.php?filenr=1004 

Hungary http://rfactorcentral.com/detail.cfm?ID=Hungaroring%20EMG 

Brianza (Monza)   http://rfactorcentral.com/detail.cfm?ID=Brianza 

China http://rfactorcentral.com/detail.cfm?ID=Jiading http://rfactorcentral.com/detail.cfm?ID=Shanghai 

Japan/Suzuka  http://rfactorcentral.com/detail.cfm?ID=Suzuka%20GP4 http://rfactorcentral.com/detail.cfm?ID=Suzuka%20EOAA 

Interlagos  http://rfactorcentral.com/detail.cfm?ID=Interlagos%20EOAA http://rfactorcentral.com/detail.cfm?ID=Interlagos%20GP4 

This is by no means the entire a list but something to get you started.

Q. A mismatch is reported when joining a dedicated server, why?

A. Due to  a collision geometry error a mismatch will be reported when the LOD slider setting in the control center graphicsettings tab is set to medium High.  Three ticks from the left or exactly set in the middle . Use either a lower or higher setting will resolve this.

Q. I am missing car sounds for the safety car

A. When using an rF lite installation the safety car has no sound due to missing sound files.  Copy the sound folder  GameData\Vehicles\Sounds\50V8FPEngine from a full rfactor installation to your CTDP installation will solve this.

Q. Where are the moving arms.

A. They are on their way in the next 2 – 3 days ūüėČ

Patch 1.1 Progress part 2

Good afternoon,

Some you may be wondering what is it with the patch, moving arms and what else¬†, when when and when ūüôā¬† Probably¬†you¬†know us well enough by now, that it is done when it’s done, but I’ll give you a little update.

The patch has been in testing¬† now in the last week(s) or so.¬† We’ve also had some feedback from top leagues such as FSR since the initial release, such that we have been able to tweak the physics. This has been mainly in the hands of our Physics Guru Michael Borda (aka speed12) , who probably had to endure most of the stresses for this patch,¬† but ultimately we are limited in resources, and we have no intention of releasing it without feeling the job is done.¬† Nevertheless, ¬†the iron is¬†getting hot, and the time drawing nearer , so completion looks more likely by the day.

The cars wont feel very different from the base release, it is mostly minor tweaks, but the tyres have had quite a significant overhaul with better heating and tyre wear.   So now you really got to test those componds every race and decide which one works best for you over a stint. 

In addition, the tyre slip curves have been improved with increased resolution, to provide a more precise TC response, this means that both for the non-TC and TC drivers,  this gives a better feeling to the driving experience, however, it has alse been received with some mixed feelings, hence, the TC system is currently being tweaked, and hopefully finalised today. Your previous setups for V1.0 will probably need revising, personally I have found this to be the case.

On the multiplayer side of things, ¬†I have been working on making a compact version of the dedicated server version.¬†¬†An idea I had some time ago that dedicated servers don’t need to¬† nearly as big as the actual mod itself,¬†this will make an interesting story that I’ll write about some other day.¬† However, while this¬†idea is true,¬†it didn’t come witout some issues in testing, which hopefully have now been resolved.¬† Currently, the uncompressed version of the dedicated server is around 70 Mb, around 10 times smaller than the compressed version of the installer for the V1.0¬† dedicated server release.¬† After encrpytion this server size will increase by 20% or so, but still, the dedicated server installation would be less than 100 MB uncompressed.¬† It is however still in the hands of a few testers, to see if this¬† idea holds ground in all scenarios, before we can definitely promise this compact version, but we hope so, and it is looking more likely by the day.

This kind of server installation is useless as a client, you simply wont see any cars in the showroom if you tried, it is for the dedicated server only and nothing else.

As said before the moving arms will also be released,  we only need an installer for it, but it will not be on the same day and will not be part of the main installation, but as promised, shortly after.

That’s about it from the CTDP world and patch V1.1.

Thanks for reading ūüôā

CTDP 2006 V1.1 patch progress

I am back in full swing¬†after an extended Xmas vacation.¬† We have had many reports about things from various forums, some of these things we fix.¬† In some cases¬† we’ve ignored¬† requests if they are not deemed serious enough, or they are simply too much work at this stage, that is mainly things like an extra or new feature.

In spite of that a substantial amount of work has already been put into the patch.  For sure we hope that we will have addressed ALL the serious issues in the new version, with a few more minor things and extra requests thrown in as well. 

I hope to see this patch close to finalisation at the end of next week ready for packaging. I still have to check with some of our physics guys how much there is to do, so it is an approximate figure, but for sure we are not talking months but weeks/days.

We now all have other things to work as well, so ultimately we have to draw the line on CTDP 2006¬† mod, that was such a joy, but at some point we have to say “END IT”¬† Hopefully that will be the 1.1¬†patch.¬†¬†A v1.2 would only address anything that was overlooked in 1.1, or gone seriously wrong¬† i.e. mistakes that are “crtitical” but hopefully¬†a 1.2¬†will not¬†be needed.

I made the 3D arms addon too, so that will be ready around the same time as this patch. I have send them to one external tester to try out already, he reported no bugs in an earlier version I sent. so that addon will be delivered too.

Fake 3D arms and plastic trees

Fake plastic trees , when I think of the 3d arms in rfactor it reminds me of a Radiohead song and that is exactly what any of the 3d arms are in rfactor ūüėȬ†¬†but it gets raised again and again, today we had a post about,¬†and people want them, and as some may have read, I did promise some some time back¬†after release I would do something.

I appreciate this is also an area that is a must have for some and not for others, nevertheless I wouldn’t want to deny poeple enjoying our upcoming ctdp06 mod, if not having those fake¬†plastic trees¬†prevented them playing it at all.

I¬†am not going to spend a great deal perfecting them, this took all of 15 minutes for a team to make, so it is literally not much to do for all teams, but I did these some time back and only Ferrari done right now to try it. If you don’t like them sorry ūüôā I made these based on our biped driver model used for the current driver with static arms.

As such we wont support it, it wont be part of the install at release time, and I am not sure how soon afterwards I will release them, but probably of the order of the same week or fortnight or so I will make available a download, so it is simply a question of extracting some files to the team folders (and it wont cause mismatches).

Also  I will add some notes about how if you wanted to disable them in cockpit view, but only have them working in the tvcam, this is also possible.

So no more need to email us about fake plastic trees, or ask ūüôā¬†

Regarding the CTDP05 arms email we had the other day, it has not been discusssed yet what to do, we are in a busy period right now and expect delays in replies to such things. Until they have been dicussed internally but as was asked nicely and  done the right way, you will hear from on of us, at some point.

Steering wheels, the last one …

It’s the last one. The Honda steering wheel ready for a lick of paint, all others are ingame now. Kizz’s¬†modelled this¬†wheel some time ago¬†and I have¬†reworked it a bit, mainly to make it a bit more consistent and the same as the others I did, ¬†so they all have a consistent look and feel throughout.¬†

¬†Kizz already did a large amount on the paint, which I will rework to fit the modified/remapped wheel,¬† that should¬†be done by tomorrow / Friday,¬† …. after that I’ll begin LOD work.¬† The last steering wheel¬†screenshot and post ūüôā¬†¬†¬†


a Little help needed

Hi all,

Anyone out there in the community that has any decent photos of the Super Aguri SAO6 steering wheel would be greatly appreciated.  We have some but they are not suffcient to recreate the model accurately.  

As a little progress update, all wheels are ingame except the Honda wheel by Kizz which is WIP,  and the Aguri which I am about to model. 

Many thanks in advance for any material you may be aboe to provide

 Best Regards,