IFM 2009 v1.3 released

Well, it’s out, no big whoop.

Version 1.3 brings you some adjustments to the Force-Feedback and Proview settings. Thanks to SandroX we could also add improved damage textures and improved driver hands animations.

In Germany, today is Mother’s day, so how about, you show her your favorite racing sim today and have her try it for a few laps?!

IFM goes hillclimb with version 1.2

Two months after the initial release of the International Formula Master (IFM) addon for Assetto Corsa, we bring you version 1.2. This is not only a maintenance release, to address changes from the new version of AC, but brings you whole new content. The IFM was a supporting series during the European WTCC races from 2007 till 2009. The series was subsequently retired.  Several small independent teams have utilized, with success, the former IFM Tatuus cars for various Hill Climb Events and have entries in FIA’s European Hill Climb Series. You can now run these cars on the hillclimb tracks of Assetto Corsa.

Have a look at the Changelog to see all other changes this update brings you. Or go ahead and download.

Enjoy driving and keep the feedback coming!

Cough, silence, drumroll, open curtain.

Today, we are proud to announce and also release our newest game addon. We bring you the International Formula Masters 2009 series for Assetto Corsa.
This is our first addon for this game and the first addon release since 2010. While originally announced as testbed project for rFactor2, we switched to Assetto Corsa during production.

After stepping away from the modding community and going on a long hiatus of several years now for reasons already written, CTDP has chosen to complete the 2009 International Formula Masters series formula car for Assetto Corsa. With most of the model and texture work finished a while ago, James ‘Juluka’ Bendy took on the job of implementing the mod in AC. We worked hard to implement the features the platform is offering at this point. Along with developing the proper physics of the car and bringing the model to the platform standards of Assetto Corsa, our goal wass to provide a quality open-wheeled addition to this platform that is not only a great experience to drive, but also a competitive car that many drivers will find an attractive option for multiplayer use.

We hope you enjoy the new series as we are excited finishing this project.

Installation

To install, simply unzip the file “ifm_2009” and place it in the following location where your Assetto Corsa game file path is located:

(Your Drive Letter): Program Files (x86): Steam: SteamApps: common: assettocorsa: content: cars

As the car was developed and built by Tatuus, the car will be located In the car selection menu under the Tatuus Icon

Status update on IFM-2009

Status is, there is not much update.

We feel in a stalemate situation at the moment. As we wrote a couple of months ago, CTDP has had some hard years and we have awaited rFactor2 with high hopes. To boost morale in the team, we pushed the developed of the IFM-2009 mod forward in favor of F1-1994. We had to adjust and get results with less people, and a smaller mod such as IFM-2009 was just the way to go. rFactor 2 Beta was released in January and looking back on the past months, we realized, many of our hopes have yet to be fullfiled. Beta means rFactor2 is not stable and in a constant change. This is software, this is normal, however, this has consequences on the community and on the modders in particular. For us it feels like the community has been holding it’s breath since the first release of rF2. Very few leagues switch and embrace the new platform, even fewer mod teams. And we can understand this, as CTDP is also experiencing the disadvantages of being cutting edge: sometimes you cut yourself. We discovered several bugs in export tools and shaders, we have been embracing the new platform and sometimes we had setbacks and wrong decisions. That’s alright, however what makes it frustrating is, that even after 10 months it feels like developing against a moving target. Software is supposed to evolve and change, but especially interfaces to external components (ie exporters, shaders, physics, packaging) need to be frozen at one point to allow for third-party devs to get things done and build upon it. This has not happened yet and every new build requires to update things on our current alpha of the IFM2009 mod and reexporting the models. Sometimes for the better, sometimes for the worst. Bleeding edge.

While the community held its breath waiting, modding within CTDP appears to suffocate. We have all but one car textures ready. 15 helmets are left to do and no texture artist is motivated to work on it. We have basic physics who need work especially on the tire model, which is its very own story with rFactor2. We have a running alpha version, and no testers who provide solid and helpful feedback. We are down to a handful of people and not sure what to wait for right now.
We are considering other platforms, but right now there is no alternative available/suitable to us.

We are still innovative and full of ideas. We have better tools and utilities for modding than ever before. If we had the same means 4 years ago when we were working on F1-2006, I would shed tears of joy. Still all the tools don’t help it if modding is not enjoyable. And right now it isn’t and we don’t know what we can do to help it. 🙁

IFM-2009 status report

A little status report to get you up to speed.

Since our open letter, we got a new designer, we welcome Neil to the team, who immediately began work on the helmets.
And helmets we need, as we have roughly 1/5th finished and many remain to be done.

For the cars the situation is much better. Dahie has been reviewing all textures and created the export scripts. We find small issues every now and then, collect and fix them. One official team texture hasn’t been finished yet.

The car model itself is done and ready. While shaders may change with future rFactor2 builds, The current look, is quite stable at the moment. Mianiak was working on the driver body (which was based on the shortly released ISI model). We had the first version ingame, but the animation didn’t convince us. The problem was not the animation itself, it was more or less caused by the insufficient rigging/weighting. Somebody within the team pointed out, it would look like the driver has broken wrists. So it didn’t fullfill our expectations and we changed plans. For the initial release we will go for a non animated driver. We will create our complete own driver model including rigging. But this may take a little bit longer. That’s why we’re using the non animated version as place holder.

Pier and Erale are working on the physics. Next to the official car manual erale already had, we got some more specs from Tatuus – the car manufacturer – helping us with some of the missing data. Grip levels, aerodynamics, suspensions are some of the usual suspects, they are trying to figure out at the moment. On a positive node, the car doesn’t spontaneously jump into the air anymore.
We recently started larger physics tests to see, how the mod handles in multiplayer and to get more feedback from users.

Outside of the mod preparations for release began. Note, the release is still a bit away, but preparations are a good way to see what’s missing and can be done easily in parallel. What’s done is done.
As we do with all our mods, we are going release templates for the IFM-2009 and with a high probably before the actual Mod-release. Dahie is working on these, the documentation and a special treat, we won’t reveal just yet.

Regarding the release, we have one big feature missing, which is rather important for a release: Sounds.
We don’t have a sound specialist at the moment and right now we’d be stuck with reusing ISI’s sounds from any of their rF2-mods released so far. We feel this wouldn’t do the mod justice, so we invite people interested and skilled in sound design to help us recreate the real feeling.

That’s it for today.

The times they are a-changin’

The truth

In every life, there is a point where you have to be honest to yourself and to everybody around you. This point has come now and we (CTDP) want to let you (our fans & followers) know, about our current status. The truth is, after CTDP 2006, a lot of the guys disappeared. In order to compensate the loss, we said CTDP2006 was maybe our most complete mod and will ever be. It was just perfect, it was something nobody has done before and maybe nobody will ever do again. The details and blood, sweat and tears we put into that mod was impressive. Not only to everybody who played the mod. Especially to everybody who was part of the develpment team. But with the release of the mod there was a turning point. Almost four years of develpment demanded its price – and it was very high. While right after the release motivation was high to start new projects, within months we lost many people which caused us to cancel the 2009 mod. Some members quit because they got offers from game developers, some just disappeared and never showed up again, most got job, girlfriend, life.

So what was the next goal to aim for? Our very much awaited 1994 mod should come back to life and should get released at some point. We started the project with our even more limited resources, did a very good research and even built up our own wiki for this season. We were ready to start over, but there is the point we struggled. We thought, it would be enough to give our “old” cars a smart overhaul to get them up to today’s standards, but after had our Wiki and about 5GB of photo material, we discovered, that lots of proportions are wrong and each car has a lot of visible mistakes. Our philosophy turns out as a “neckbraker”. We always wanted to achieve nothing else as the best we can do. And knowing about all the faults it wasn’t good enough for us anymore. So we started fixing the mistakes or even completly redid cars. So far we have 2 cars ready and 3-5 more on a good way. That makes 7 in total, but we’re far from coming even close to a release.

You may ask why?

To answer that question I have to explain what the motivation is the members in CTDP work for.

In a recent comment we were asked if it’s worth the extra time doing all the track specifiy upgrades, liveries etc. for CTDP 2006. That’s a tough question and I think that you can answer it with yes and no. No, because in hindsight it was a huge project that cost us so much time and yes because it’s shows the spirit of CTDP.

The spirit

We are always willing to improve ourself and keep pace with the professional developers in the industry. In case of CTDP 2006 we did something that even professional developers never did before and probably never will: recreate a complete F1 season with every upgrade that was raced during that season. We’ll probably never again create a mod to such an extent but we will always try new ways and technologies in creating our mods.[nbsp] In the end we’re not just modders that create the content, we’re also hackers and gamers. We have certain expectations on how a game/mod should look and feel – like everyone else out there and we work and fight to get the means to do it the way we want it.

Personally if I play a game like Forza, pCARS etc. I look at the graphics – especially the models and textures – and analyze them, to get inspired, to develop new techniques for myself. I wonder how they did this and that and then I try to do something similar to improve my work.

The consequences

The price of the high quality our mods comes in the time and sometimes money spent. Creating more detailed models and textures that look better ingame requires time and skill to create. And to get that skill you need to spend time to practise, improve and experience. To create more realistic physics you again have to invest time and also money to get your hands on books and/or magazines. Creating a mod is much more time consuming than 5 years ago; at least if you go with the time and exhaust all possibilities the engine offers you.

As I wrote above I often take a look at the techniques used in other games or even mods and try to recreate them or even improve them. It’s time that I could have spent in creating another model or whatever. But I think in the end it serves the mod more to create a better looking experience than to release the mod a few weeks earlier with models that look like they were already out of date two years ago.

The consequences – Part II

Our high standards have another negative side effect: it’s hard to find[nbsp] people that have the talent and more importantly the WILL to improve themselves. As every modding group knows members will come and go over time. That’s pretty normal and also understandable – quite often we loose members to the industry. So you’ll try to compensate your losses by recruiting new people. The best thing would be to get someone that[nbsp] already has the skills to work on your level so that you can continue your work without any transition.

As we’re already reached a pretty high quality standard it’s hard to find those people. It’s much more likely that you’ll find some less experienced modders that you’ll have to teach some of the advanced techniques.

I remember back in the days when I started modding with community 3D app that loads in GP2/GP3 models. In this app you can manipulate just the vertics a model had by clicking on it and entering x/y/z co-ordinates. That has tought me the real spirit of modding back in the days and I still remember these days with joy. As for textures, you had your common template and by today’s means you got create a mod within a few weeks.

Modding is constantly evolving and games like rFactor2 will provide us with new[nbsp] features that we want to and should take advantage of. Complexity and difficulty have become harder and where more possibilities were created, the amount of people who is actually able to use them diminishes.

The consequences – Part III

So if you haven’t stopped reading you now know how CTDP ticks, how we define our spirit and what consequences that spirit is asking for.

While we still have talented guys in our rows, it’s not enough. The amount of work for 24 cars is just too much. The IFM mod was a good way to see if we can effort single car mods with just one model and it was a good testing ground for us to get known to rF2 and its new techniques and limitations. So what are our learnings from IFM, if we reduced it to the team work and not to the technical part of the job.

The part of the team that is left, did a great job and we covered almost 80% of our todo’s.

Who is actually part of CTDP right NOW?

  • Stefan Triefellner (3D artist, Physics artist, 2D artist)
  • James Bendy (2D artist)
  • Dennis Schmidt (2D artist) – inactive atm
  • Andreas Neidhardt (3D artist)
  • Daniel Senff (2D artist, Website) – inactive atm

Volunteers who help us on occasion:

  • Michael Borda (ISI)
  • Luc Van Camp (ISI)
  • Tuttle (3D artist, 2D artist, Physics artist)
  • Ben (2D artist)
  • radu teo (3D artist)
  • AndreasT (Research)

Friends long gone or M.I.A:

  • afborro
  • Codan
  • Gonzo
  • Raulungo
  • Shaun Stroud
  • Paulo
  • Ennisfargis
  • Roberto Yermo
  • Eugenio Faria

What does that mean?

Maybe we have luck and 20 new, talented and well experienced members will join right after that post. But that would be something quite unrealistic to expect and actually not easy to handle as well ;). So for now, we will focus on IFM and then we will decide IF, HOW & WHEN we continue work on CTDP 1994.

It’s also possible, that IFM is CTDP’s last mod ever released. If CTDP will be gone, we want to see it go in glory and on a highnote, but we will let you know, as soon as we know. It will not be a decision easily made.

Thanks for your attention, patience and your support.

Your CTDP Team (everybody who was & is still part of the team).

Written by
Andreas ‘Neidryder’ Neidhardt

Signed by
Daniel ‘Dahie’ Senff
James ‘Juluka’ Bendy
Pier ‘tuttle’ Murru
Stefan ‘erale’ Triefellner

Getting started to … package a rFactor2-Mod

Next in our series of tutorials for Modding is the topic of packaging for rFactor2. The Packaging is a new feature of rFactor enabling modders to deliver Mods as complete closed packages, that enforce untempered multiplayer racing. The packaging topic is still very much debated in Modding circles and we figured the available tutorials are not a good point to start. So Stefan Triefellner sat down to summarize his experience.
This tutorial is a how-to mainly aimed for car mods! It does not cover the topics of updating an existing mod. We will write another tutorial on this topic later.

This tutorial was written for rFactor2 build 60-90, newer builds may behave different and have different processes. Continue reading Getting started to … package a rFactor2-Mod

IFM 2009 : More liveries

While Andy and erale continue their detail modelling work on the car: such as rims and lods, our painters are busy working on liveries. Due to the normals issue, this work has been on hold for a little while and is back on track now. Dennis ‘mediocre’ Schmidt is working on JD Motorsport.
Meanwhile, we welcome our new member Patrik ‘AtomAmeise’ Bartnik, who also worked on the LMT DTM mods. His first textures for CTDP are the various liveries of Cram Competition and Trident Racing.