Muscle training

“no spare mental capacity left to multitask on devblog right now” afborro

Afborro already wrote such a nice posting about his work on the driver body, but didn’t take the last step, glad I help out. This is what he wrote:

Not been doing much bug fixing lately so what have I been doing ?
driver model and rigs

Over the next few days. The old driver wil be removed from the game and replaced witht the new one. Shaun been doing a few paints and having me made the last few model tweaks I put him in the Ferrari.


I never liked drivers in mods that have stick fingers and arms Hope this a bit of an improvement over that. Also the arms and hands can be easily customised via a bones and kinematics driven implementation for rF1 to fit each car as needed, but also that it can be animated in rF2, (or may be in rF1 via Gonzo’s rtfm=1 )

So I thought would be fun to show the bit in him that reminds me of terminator 2, with 20 hand bones and 4 arms bones, the rig that controls it.


This rig is separate from the biped to be used for the spinner, largely to produce somethign that was a lot friendlier in polycount for ingame, the biped didn’t work well or look good after poly optimisation, so this new way of doing it for ingame, the polycount including LODs of the driver is the same as the original.

In the meantime Whata is working on the driver body textures.

Full-resolution video

Gonzo recorded a “small” ingame video in full gaming resolution (1680*1050, 60fps). One lap in monza. The video-file is obviously very large, more than 800mb. It’s compressed with divx. I got some reports, the playing of the video doesn’t work. I tested with VLC and it run good. Due to the big resolution it may stutter during the first run. Let it run through and watch a second time, it should be smooth then.

Monza-Lap in full resolution (~800mb)

Bugs to hunt down

We are currently busy hunting down bugs. While the physics test are still running, we collect bug reports and fix them. Just to give you a small sense of this, here a screenshot of our today’s bug tracking screen.

So with more than 100 liveries (or is it 150?) and trackvariants, there is a lot of potential for bugs and we put a lot of effort in getting them.

Status & other things

First of all, sorry for delay on posting news on the devblog.

We were quite busy working on the mod the last few weeks. I was working on the Safety Car cockpit. The cockpit is ingame now while Shaun is working on the textures. Erale, who did the DTM 2007 mod, will do the rev gauges for us (thanks for that!). Alex (afborro) is working on the new driverbody for the mod and some stuff to increase the performance of the mod (new lod’s etc.)

Now to the most important point of the mod, physics. We are at about 90% and we’re doing intensive testing now. Each weekend we’re racing 2 50% races on 2006 tracks to gain the data we need for the physics.  We finished the Races on Melbourne and Imola last weekend so you can calculate when we’re about to finish. It’s possible that we do more tests after the betatest season is completed but we’ll keep you updated about that.

Another point we’re thinking about is a PSE (public server edition). It’s not a version of the mod with equal physics for each car (like MMG did). It is an installation for the dedicated servers. There you have only the really needed files, e.g. no car textures etc. to get a smaller installation for the dedicated servers.  But we’re not sure if there is really need for it. So comments on this point are more than welcome.