Just to let you know, we are still here, but at the moment there is not much to show. Work is progressing, we have a few new members who are doing their first steps and we are busy, we just have not much to show yet. So stay tuned. News will come sooner or later. 🙂
Category: Anything else
Looking for 3ds-viewer on OS X
Hey, I have a short personal request. At the moment I only have my Macbook and I’m looking for some 3D-Tools, actually a 3ds-viewer for models and textures to use on Mac OS X 10.4.
I already tried blender, but it didn’t work well, looked horrible and is much to large for my purpose. I tried Google Sketchup, but the axis are inverted and there is a problem with redrawing when working, which messes up the view.
Are there any other slim tools I could try?
Dahie
RIP Duke
Duke Nukem Forever, RIP
Duke, we will miss you! Thanks for making us look not quite as bad with our postponed mod releases. We appreciated that! Goodbye!
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 🙂
Instructions
- Download from http://rapidshare.com/files/227051946/3d-arms-addon.rar or http://www.megaupload.com/?d=3B206XNA
- Extract the contents from the rar file and run the installer.
- 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.
- Pick the option to have arms in tvcockpit, arms in both tvcockpit and cockpit view, or no arms.
- 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.
Updated blog theme
Guess you will notice, I updated the wordpress-theme of the blog to fit with the basic theme for our (still new) forum. The original theme for the blog was PopBlue and it was a very quick job back then. This is still based on the old one, but has revised colors, fonts and a new header. Hope you like it, I do. 🙂
(Un)remarkable
Personally I see it this way, on release day everybody wants to have it and have it asap. Everybody means between 350-500 people at any given moment for 2-3 days, who expect to download with at least 300kpbs. On a mod our size, the download takes quite a few moments, so you can calculate what kind of load is put on the download servers. (1.2 TB since monday night!)
We underestimated this in the past and therefore decided a torrent-only release. The release was boring, because it just worked perfectly! No outages, no exploding servers, very few people who are desperately looking for download mirrors to catch the mod. In my opinion the torrent-only release is a big success and we will proceed this way on future mod-releases. We already thought about it for the initial release of CTDP06, but with 11 mirrors we were sure, this couldn’t bring us down. You know the story, we were proven wrong and I couldn’t imagine any release without torrents. This one is a quiet release. We released the files out of the blue and so the tracker took off gently in the night from monday to tuesday. Imagine an announced release, the numbers of concurrent users would be off the scale.
At this point I’d like to thank all of you who were or still are seeding. Everyone keeping his programm open and helping to distribute is part of this release and helped to make it as flawless as it was. Thank you!
However few people have been about quite verbal about their dislike of the fact, that we didn’t add any webservers.
At first let me tell you, that HTTP-mirros will be in place once the storm is over. We are monitoring the statistics and when the speed of the torrent is dropping, we will add the mirros to the download list. In this case you just have to wait. Yep I said it “wait”. I think it is quite arrogant to expect to ask for webservers at this point. For once, they would just break-down under the load anyway and cause trouble for their hosts (I know the last release had at least 2 consequences) and actually costs alot of money!
Secondly, the nice thing about a torrent-release is a fairness-aspect. When you download, you help to spread the file by uploading at the same time. The moment you download via torrent, you become part of the network and you help to improve it. Especially once you start seeding, you are not just downloading for your own personal interest, but you help others to get the mod as quick as you want it to have. I read several reasons why people didn’t want to try torrents. From “I’m too old” to “they spread viruses” I heard the most stupid excuses. Sorry, torrents are a great technology, and we provided a small headstart if you have never used it before. Expecting webserver-mirrors is arrogant, because you only want the download for yourself, you put stress on the server and fight for every bit of bandwidth. The smart one is, who has the patience to wait a few days. I don’t expect everyone to download via torrent, but I think it pathetic to cry about not getting the mod immediately, when they don’t want to fullfill their end of the burgain. How selfish is that?
This is why I ignore requests for other download mirrors. They will be set up later. Until then, happy bittorrenting. 🙂
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 – 4 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 – 100% 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 😉
CTDP pointing south
Enzojz pointed me to CTDP’s Google Trend statistics.
The first graph is nothing special, a graph of the last year, witzh a big peak in December when we released the CTDP06 mod. However, I wonder what the news-peak in April/May was,
The second graph is more interesting. It beginns in 2005 and covers the complete time since CTDP relaunched its websites. The first peak in November 2005 was the release of CTDP05 for F1Challenge. The following three month without data result from a bad redirection on the website I think. Otherwise I couldn’t explain it. In April 2006 I fixed this and we released the expansion pack for 05 and Bahrain for rFactor in May. The big peak in August 2005 was the release of the 2005 mof for rFactor. Since then CTDP is in steady decline and even the release of CTDP06 last december will seemingly not stop us from dieing. We are so doomed! 😀
I take this with a grain of salt, still certainly intersting. I always like to know, which countries has the most racers. 🙂
And a third time
I got the new mapping for Benetton from Marco and started to update the old texture to the new layout. The changes could have been much worse. On the contrary, Marco adressed my issues brilliantly and it’s much better to work now. Thank you! Here are a few early work-in-progress shots. Marco, I’m sure the final version will meet your expections and your changes will make it a great car! 🙂