Ultimate release of ultimate patches

We are happy to announce a big release day. We have new versions for F1-2006, rfDynHUD and the DDS-Utils. Checkout the full news on our website.

As you will see the Mod is available only via torrents for the moment. In a few days once the big load decreases, we will add traditional HTTP-mirrors.
Speaking of mirrors. We need new mirrors and if you want to support us by hosting our mods you are welcomed. Contact us for details and we will link to you from our site. Please note, that our download volume is pretty high due to the big file sizes, so be aware, that we produce alot of traffic.

Thank you all and have fun with the Mod and the tools!

User-Manual for F1 2006

Back in 2008, when we were preparing for the release of the F1-2006 mod, I hit a dry-spot when working on the user manual. After posting here in the Blog, 658 send this awesome montage, so I went back to work. Working on the manual was always a pain and today I’d like to introduce you to a new idea.

I mentioned beta-testing for the F1-2006 version 1.2 patch is commencing and it will contain two new features.
This is not one of them!

For the 2005 and the 2006 mod we created a full user manual, which was even translated in 4 languages. It was designed to be printed out and it was quite an effort by Michael and Arioch explaining the basic physics, basic setup options and new features on the mod. The writing was good, but even though I designed the book and the layout, I found it highly unpractical. It is hard to use and even harder to maintain.

I really liked the idea of a manual, because the mod as it is is complicated and giving some guidance on how to use would pay of when we don’t have to explain everything over and over again. So I went out 2 weeks ago to find a suitable replacement, which I found with the website generator webgen. Basically I moved all contents from the old PDF into single pages, which generate a full-styled website. This is multilingual, static and can easily be packed with the mod or uploaded on our website.

Here you can see the working prototype/beta of the user manual.
The english version is nearly done, but translations and illustrations are missing.

So much for the theory. In practice I have to ask, who is interested in this?
Right now we have 3 translations for the manual, which can be finished nearly immediately. The only constraint I have is my time, which is always limited and even more for tasks, like formatting manual pages. However I see potential in this.

So my idea is this:
I uploaded the sources of the new Manual to a public git-repository. They can be browsed online, downloaded, forked, then edited, extended, translated, updated, improved and last of all, all changes you do can be reintegrated in the website. Especially if you know how to use git (not necessary, but nice) this procedure is rather simple and wouldn’t take a lot of effort. Of course everybody who contributes to the manual will get credited and together we could actually build a user manual for the community by the community. It’s Open Source/Creative Commons.

This is the theory, in practice, working with the manual requires some technologies. For effective use I suggest git as version-control system, it’s free, it may take some getting used to, but I love it. Secondly, for building the website on your system you need webgen and for this a ruby-installation. No problem on Mac or Linux, but you don’t have it native on Windows. The last thing you need is to learn the markup I used in the source-pages: Textile. This is strong and flexible and allows to do everything we need. git or webgen are not necessary for working on the manual, they are optional. Textile is not, but learning it is as simple as your everyday bb-forum-markup.

The timing may make it hard to include this manual in the next version of the mod. However, making the manual a separate website will make it independent from the mod
This depends greatly on the response I get. So if you like the idea comment here or in our forum or write me by email: dahie _at_ ctdpworld.org

What was going on in March…

The past weeks have been very quiet here in the blog. This had several reasons.

As a matter of fact one was not a lack of progress. At the moment we are working on two fronts.
Andy, AndreasT and myself are reviewing the 1994-cars which have the furthest progress.
We found several huge issues on Pacific and Ligier, which we are correcting right now. At the same time we work hard to avoid the mistakes on future cars and be more thorough. Actually this is worth a lot more to talk about, but not now.

In other news, every now and then we get the question when CTDP F1-2006 version 1.2 will be released. The ultimate patch for the mod was announced a year ago fixing some remaining issues and improving tire physics. During the SLF-Game work on the patch was on hold, which caused the long postponement. Michael ‘Speed12’ Borda, and our betatesters are currently testing the patch to find the last issues.
While the patch itself is mostly maintenance and bugfixes, there will be two new exciting features, we will announce another day. 🙂

And the last reason for the lack of activity here: I took a week off, flew to Valencia and visited Raül ‘raulongo’ Gullón, fellow painter here at CTDP. This marks the 4th person from the team I met in person. It was a great little vacation. 🙂

More to come soon…

The Honda Project in 1994

Another article in the series of anecdotes and stories we find around the year 1994, while researching for the mod. We all know that Honda has a certain relationship to Formula 1 Racing, but people only know about the rise and fall of Honda F1 Racing in the last couple of years and perhaps also the phase in the 1960s when they have already been involved in Formula 1.

However, Honda has been on the verge of joining the sport more often than they actually did. In 1999, they bought a chassis from Dallara and made some first tests under the direction of Harvey Postlethwaite. Nevertheless, the project never got beyond that test drive, which was performed by Jos Verstappen, as Postlethwaite died from a heart attack. Honda instead decided to rejoin Formula 1 as engine supplier, joined BAR and you all know about the rest.

Today, though, I stumbled over the story of the Honda RC100, which was supposed to enter F1 in 1993 after Honda’s withdrawal as engine supplier. It was developed without official Honda-backing, but with acknowledged by the company. The first car was completed at the end of 1992 and was due to enter in the next season, but unfortunately, the car didn’t survive the crash test. This is why the car was evolved and they eventually did succeed to do some testing in Suzuka with Saturo Nakajima as their driver. However, he destroyed the car in the crash, so no further testing was possible.

What has this got to do with our mod? Honda still developed the car and the RC101B was ready for the first public test session at Suzuka in – you guessed it – 1994. After the test, though, Honda decided to concentrate on their CART program and it’s not known what actually happened to the car afterwards.

Now just imagine what kind of effect it would have on today’s Formula One world where one of the most important topics is whether manufacturers are good F1 or not.

Thanks to Nuppiz for bringing this story to my attention.

Sources:

Wikipedia: Honda RC100

Forix: Honda’s After-Hours project

F1Review Blog: A Honda ama a F1 e vai voltar, ô se vai

First steps on a Modding Database

Several months ago, when SimRaceway was just announced, many Modders, including CTDP withdrew their support of the platform due to a lack of communication from SRW. It’s predecessor rFactorCentral was dying a slow death and something new was required. However with SRW knocking themselves out of the picture, the question arose, what kind of replacement could possibly come up. This was before rF-Planet or any other ideas were begun.

At that time, early august, I was discussing with many people about such a new Mod Database. I elaborated on some of the ideas we pitched in my post the other day. We weren’t sure if somebody in the community would step up and deliver such a system. Often I felt the community kind of worships the guy working out a community homepage, rightfully as far as he had a great idea to start with. But sometimes the community acts as a gatekeeper, locking out people with other ideas. A homepage is not a big deal and a system like rFactorCentral is quite simple with some planing .
So my base theories were, that such a system could be implemented fast, using the right tools, that it could be easy to maintain.
I kinda felt motivated to proof the point, that such a website is nothing to be in awe about. It’s an application the important thing is the quality and the planing that goes into it.
Continue reading First steps on a Modding Database

Philosophy of an Alternative Mod Database

The other day we talked about some technical solutions to implement an Alternative Mod Database similar to the late rFactorCentral. While the technology is important and makes or breaks a projects, there are other aspects, which to have be kept in mind when considering such a project. I’d call it the philosophy or the spirit behind the project. Continue reading Philosophy of an Alternative Mod Database

WIP Ferrari 1994 part 4

Work on Ferrari is continueing. This is one of the last cars. It was originally painted by Mike Seymour and his work was recently picked up by James ‘Juluka’ Bendy.

Actually there is a story. When we were reassigning the car both Juluka and Raül ‘Raülongo’ wanted to paint the car. Juluka described the tough negotiations this way:

After a hard bargain and exchange of goods, Raül has graceously allowed me to continue with he upscale of the red car …

I get his friend’s black and white cat, … he gets my Blackberry, I get his iPhone, … he gets my 1995 Jeep Wrangler (he has to get it across the Atlantic though) … and he gets My Chicago Blackhawks Hockey Jersey … I could not get his guitar from him …

Cheers Raül … thanks

Now for the car 🙂

Alternative Modding Databases

As elaborated in the last post, CTDP had a few reasonable doubts when SimRaceWay opened and we took the cautious way. This post is not about SRW, but about ideas it inspired. Today I will focus on some technical starting points, tomorrow we take a look at some philosophies involved in such a Modding platform and the day after tomorrow I will present a starting concept I worked on last year, but didn’t continue.

rFactorCentral rightfully was a great site for browsing through the vast amounts of Mods this community has to offer. It was great to search for the series you like, to browse, to stay informed, to find surprises. As rFc is a living zombie today and SRW not being able to fill the void left behind. Me and many others wondered, what could possibly fill this position. The rFactor Community is in a stale situation right now, as everybody is waiting for news about the successor rFactor2, so the loss isn’t big right now. Rob provides great news with his VirtualR.net blog. Still the need and the benefits from an extensive Mod Database are still there and so I’d like to present some ideas I collected talking with people from various Modding teams, from the community and some outsiders.

Personally, we decided not pursue these ideas, as we are focused on Modding and the community needs more people than us to step up and realize good ideas. So even though we know we don’t want to be the one implementing them, I thing it’s worth spreading those ideas.

Obviously many of my considerations in this and the upcoming articles are centered very much on the perspective of Modders. Excuse this subjectivity, but as this is a blog about Modding this is all too natural.

The only alternative developed so far is rFactorPlanet. Frank is nice guy and did a good job recreating the basics you would expect from such a site. He doesn’t necessarily envisions the same things I’d expect from such software. This is fine, pluralism is great and there is room for others.

Technical Solutions

I spoke with several people about the technical site and the expectations in such a system. The latter are a different topic, but about the technical realization, we found several solutions, which could deliver good results in a reasonable amount of time. The first step would be deciding on the software and see what possibilities there are to implement a Modding Database.

In my discussions I found there are three approaches, which could be used. Each has different requirements, for example in required technical skills ranging from either program something on your own, or to see if you can use something of the shelf.

  1. The individual approach: Develop yourself a system of your choice. Using frameworks like Ruby-on-Rails or Symfony can make this an easy and quick process given the experience.
  2. The out-of-the-box approach: Use an existing repository system, that is developed outside and just needs to be maintained and updated once in a while. Such a system is for example Mozilla AMO most famously used in the Firefox Addon Repository
  3. The customization approach; Basically, you have a much bigger system, which you can configure as an Modding Database, but you have a lot more choices and freedom doing so, thereby also increasing the amount of work you have to put into it. Apache ACE, in rough is an enterprise software for building modular solutions.

Each approach has it’s  own merits and advantages. This only takes a look at the technical realization, not about the way it is run. The philosophy of such a project – the range, the spirit and the ethics are a whole different story.

I will leave with just this rough overview for the technical directions you can take, I will elaborate on one solution in more depth later. Tomorrow we continue looking at the philosophies you can pursue on such a platform. This covers a look at the interest groups, interaction with the community and some commercial considerations.