These are the mod Read Me Notes. As no one ever takes the time to read them upon installing a new mod, the mod team felt it important that you have a chance to look over them before the mod is released. Please do so now as they will answer many of your questions.
1967 SPORTS CAR MOD RELEASE NOTES:
1. The mod assumes you have a basic gpl.exe file updated to v184.108.40.206 located in your mod installation directory as the source for GEM+ patching. We recommend that you install over a fresh, unmodded installation, but the mod will work fine with other mods in the same installation directory. If you are installing GPL for the first time, be sure to see the Easy Installation Guide located here:
The mod should not modify your existing rasterisers, but If you have trouble getting the mod to run, try Nigel Pattinson's V2 rasterisers. Both OpenGL and D3D7 V2 rastererisers along with their Read Me file are included with the mod.
The mod was not rigorously tested with Pribluda or GPLShift; however both patches MAY work. Nor was it tested with the 60 Hz patch, but v1 with the AI disabled MAY work.
2. Start GPL using the gpl.exe program in your mod installation directory, create a new player for the mod, then exit GPL. Although not recommended, you may skip this step and use an existing player. Unless there is at least one player in your mod installation directory, GEM+ will not create the mod specific .exe program.
3. Prior to installing the mod itself, install the tracks as described in the TRACKS section below to the GPL directory where you will install the mod. This is necessary as the mod installs specific files for each track. If you install the mod first and then install the tracks, you may not have the mod specific track files and will have to manually install them yourself.
4. Run the mod installer and point it to your GPL directory.
5. Use GEM+ to create the gplcgt.exe program file. You should be using the latest version of GEM+, v2.5.32. You do not need to select the "Patch Carset For Carsound" checkbox in GEM+ as support for different engine sounds for all nine cars is automatically included. Here are detailed instructions for GEM+:
1) Start GEM+.
2) Click on the "INSTALLS" button.
3) Click on the "ADD" button.
4) Navigate to your Sports Car Mod installation directory and double click on the "gpl.exe" file which closes the window.
5) Click on the Installs selection drop down list and select the Sports Car Mod installation.
6) Click on the Player selection drop down list and select your player.
7) Click on the "CARSETS" button.
8) In the left column, click on the "GPLGT (1967 Sportscars)" item.
9) Click on the right arrow button (>). This will move the GPLGT item to the right column.
10) Click on the "OK" button. This will place the "GPLGT (1967 Sportscars) item into the MOD selection drop down box which is just to the right of the CARSETS button.
11) Click on the CARSET selection drop down list and select the "CARSGT" item. The drop down list is just to the left of the "SEASONS" button.
12) Click on the SEASONS selection drop down list and select the "GTSEASON" item.
13) Click on the green button to start GPL.
You should download and install the eight championship tracks prior to installing the mod in order to get the full season of races. Dayto24h, Sebr67, and Mnz1000K are new tracks created especially for this mod. It is vital that you download and install them for the mod to work properly as the track layout and distances are different from the older Daytona Rolex, Sebring International Raceway, and Monza tracks. For example, at Sebring the chicane was moved and at Monza, two chicanes were added before the bankings.
The mod includes special driver, track, program, and map files, and GEM+ compatible pictures for all eight championship tracks. The two nonchampionship tracks, Reims and Montlhery, don't include new driver and track files as the mod doesn't have unique car skins for those races, but special program files are included.
Here is a list of the eight championship tracks and where to get them:
1) Dayto24h--has its own installer located at http://gpltd.bcsims.com/?sbtd=dayto24h
2) Sebr67--has its own installer located at http://gpltd.bcsims.com/?sbtd=sebr67
3) Mnz1000K--has its own installer located at http://gpltd.bcsims.com/?sbtd=mnz1000k
4) Spa--Papy original
5) Nurburgring--Papy original
6) Targa Florio 1967--has its own installer located at http://gpltd.bcsims.com/?sbtd=targa
7) LeMans Sarthe 1967--has its own installer located at http://gpltd.bcsims.com/?sbtd=bsarthe
8) Brands Hatch 1967--has its own installer located at http://gpltd.bcsims.com/?sbtd=brands67
The two nonchampionship tracks, Reims and Montlery, aren't necessary, but will add to your enjoyment.
9) Reims 1967--has its own installer located at http://gpltd.bcsims.com/?sbtd=reims
10) Montlhery 1966--has its own installer located at http://gpltd.bcsims.com/?sbtd=montlh66
The two original Papy tracks, Spa and Nurburgring, may be enhanced from various sources, but it isn't necessary to do so to use the mod. However, here are links to two good updates. Click on the SRMZ button to take you to the downloads:
The mod installer does not modify your existing season.ini files; rather it adds two new ones; "GTseason.ini" which contains the list of all the tracks you may want to use with this mod and "GT.ini" which contains the list of the eight tracks used for a championship season. Do not modify the "GT.ini" file; however, you may add or delete extra tracks to the "GTseason.ini" file via GEM+.
The BAPOM collection of track program files are included with the mod. Two mod specific program files are automatically installed for each track and will display for this mod only. These files are:
1) "page0gt.pbf"--mod specific version of page0.pbf, the program cover page. Do not rename this.
2) "bwpicGT.pbf"--mod specific version of bwpic.pbf, the newspaper photograph. Do not rename this.
Four other mod specific track program/map files are included for each track, but are not installed. They won't display unless you copy them to the respective track directory and rename them. Then ALL mods will use them so be sure to back up your old files first.
1) "eventgt.pbf"--mod specific version of "event.pbf", the smaller map when you are at the track.
2) "page1gt.pbf"--mod specific version of "page1.pbf", the inner left page of the program
3) "page2gt.pbf"--mod specific version of "page2.pbf", the inner right page of the program
4) "xxx.jpg"--mod specific version of the program/map picture that GEM+ displays. This file name must be the same as the track directory. For example, the Sebr67 track file must be named "sebr67.jpg".
Because of the way GEM+ handles the program/map .jpg pictures, the mod specfic program/map picture .jpg placed in the track directory may not display. Look into your "GPLSecrets/GEM+/Pictures" directory and delete the same named file from there. Then the picture in the track directory will properly display.
GPL Setup Manager v1.1.8 is updated to work with the sports car mod. You can use this program to modify and save your setups for use by GPL. It displays the actual engine torque and horsepower curves that the mod uses.
The mod default setups are designed to get the average driver started and should result in an easy handling car. However, your personal technique has an influence and you can modify your setups as you desire. Remember that these cars (with the exception of the Porsche 910) are much heavier than the F1 cars you've been driving with the other mods. For example, the Ford GT40 MkIIB weighed about twice as much as a 1967 F1 car. So the wheel rates, antirollbar settings, and damper settings should be higher to compensate. Like any new mod, it will take practice to achieve the best times.
The default setups that come with the mod use 4"/10 cm ride heights as these were the approximate ride heights that the cars used in 1967.
The player car setup menu ride height can be set as low as 2.5"; however, this MAY cause clipping between the tire and fender as the suspension compresses under load. Tests with the 1967 ride heights of 4" or more do not cause major clipping problems however.
The reason clipping may occur is that we currently don't have the capability to limit GPL's minimum ride height to more than 2.5". Also, GPL uses a 19 cm/7.5" suspension travel that we also cannot limit. So under heavy loads, especially with light wheel/spring rates, the suspension may compress so much that the top of the tire moves above the fender. If this is a problem for you, either use a higher ride height or a stiffer wheel/spring rate. Or you may contact your automobile dealership for a full refund of your purchase price.
The Chaparral 2D and 2F only had three gears; however, GPL displays four gears in the setup menu. We currently don't have the ability to display only three gears so disregard the fourth gear setting as it has no effect.
The Porsche 910 optimum tire pressure is 28 psi while the rest of the cars use 32 psi. You may need to adjust your cold tire pressure so that your tires achieve these optimums when warm.
The gear and differential ratios are based on the LeMans track. You may need to increase the differential ratio to achieve the proper gearing at other tracks such as Brands Hatch.
The steering ratios, brake bias, and differential ramp and clutch settings are personal preferences.
The maximum fuel capacity for each car should allow you to complete a "Sports Car" (Grand Prix) length race without running out of fuel. The real world cars had smaller fuel tanks which required the cars to refuel. Obviously, refueling is currently impossible with the player cars so it is better to carry too much fuel rather than too little. Use the setup menu number of laps prediction with caution as it is based on an estimated fuel consumption of 4 miles per gallon (mpg) for all cars which should be conservative. This is approximately correct, but each car is slightly different...the MkIIB being the most thirsty at 4.25 mpg and the Porsche 910 being the most fuel efficient at 7.70 miles per gallon. All the other cars vary between 4.40 and 5.30 mpg. These figures are based on LeMans and fuel usage at other tracks will vary.
The AI files were extensively tested and are the best we can do within the known limitations of the GPL code. Each race has the specific drivers with their helmet colors that they used at each of the eight championship tracks. The driver performance settings are based on the combination of the two drivers that drove each car; therefore, their overall performance is the the average of the two. In some cases, such as Hulme and Brabham who drove a Lola at Brands Hatch, their combined performance setting will be very high; however often a good driver was paired with a driver of lesser ability. For many of the drivers however, we don't have data as we do with the F1 drivers and their performance is assumed to be somewhat worse than the F1 drivers.
At most of the eight championship races, the AI will set a pole time very close to the mod team's goal time with an npt_override setting of 1.00 and using the Pro Long race length. As usual, you may speed up or slow down all the AI by using higher or lower npt_override settings respectively. GEM+'s AI Speed setting does exactly the same thing by setting npt_override for you.
The goal times at each track are not based on the historical qualification times as our track models are often slightly different than the actual tracks. So we used the mod team's fastest test driver's time plus a 2% pad. The goal times at each track are:
If you can match or better these times, then congratulations; you are a very fine sports car driver.
The spread between the fastest and slowest qualifiers are not historically accurate either as the mod team decided for the sake of better competition to make the spread smaller. Typically, the spread will be about half or less of the historical qualification spreads. For example, at LeMans the actual spread was over 30 seconds while the mod uses about 14 seconds.
There are some problems that we could not overcome. The AI do not pass well on long straights such as the Mulsanne at LeMans. So cars that are clearly faster such as the Ford GT40 MkIV will not usually pass slower cars such as the Porsche 910 on the straight. Also, at the Targa and Nurburgring, the pole times are typically much slower than the race times. This is because the faster drivers get caught behind slower cars and cannot pass on the narrow track during the qualification run. The performance settings are set so that the AI will achieve the goal lap time sometime during the race; usually toward the end as they get lighter.
For long races, the AI will be very heavy and their performance will suffer accordingly. This is because the AI are fueled to complete the entire race without pitting. The alternative was to fuel the AI to the real world tank capacities which would have caused them to limp back to the pits as they ran low on fuel, then sometimes pit again as they often miscalculate the number of laps remaining.
Sometimes IGOR will give you an error message that you do not have a track loaded when, if fact, you do. This is a known bug with IGOR and the workaround is to connect directly to the server using the server's IP address after starting GPL.
FRAME RATE NOTES:
This mod is very hard on frame rates as the full bodied cars require more graphics memory and processing than previous mods. Those of you with older, slower computers may find your frame rates to be lower than with other mods.
You may also notice that the cars "flicker" and slightly change color and detail when viewed at different distances. This is not really a bug, but a feature of the mod that increases frame rate.
When the initial seven cars were designed by Rory Gibson, he actually made three different 3D models for each car which are included in the car 3DO file. The three 3D models have different levels of resolution so the most detailed model is used for near views, the least detailed model is used for the far views, and the mid level model is used in between. The use of three different resolution models maximizes the frame rate as much as possible.
Also, each car has two different skin mips. The most detailed resolution mip is used at the near distances while the least detailed mip is used at the mid and far distances.
The view distances at which the three models and two mips are used is controlled by your screen resolution, your detail bias setting, and some software switches. We set the switches as a compromise between good viewing resolution and frame rate. You can attempt to increase frame rate and decrease the flickering effect by decreasing your screen resolution or by using a lower detail bias setting.
MOD SPECIFIC TRACK INI AND LP FILES:
It is now possible to use mod specific track ini (trackGT.ini) and lp files (.lGT) as needed for other tracks without affecting other mod files. The track ini can be used to adjust the AI performance while the lps can be used to create different AI race and pass lines.
track.ini = trackGT.ini.
lp = .lGT
MOD SPECIFIC TRACK GRAPHICS:
Users can now create track graphics specifically for the 1967 sports car season using one track folder.
An example of this is installed with the mod for Brands67. The makers of Brands67 included an option for adding the Lucas building at Paddock and the Dunlop bridge before Druids which were added to the track in 1968.
To use your own 3DO, mips, srb or trk files for extra track graphics that are specific to the sports car mod, rename the file extensions to:
3DO = 3GT
mip = mGT
srb = sGT
trk = tGT
Place your sports car mod specific graphics into the track directory. These will only be seen when using the sports car mod.
This software is freeware (i.e. non commercial use)
No part may be distributed on any media (such as CD Rom or Diskette) for which money is charged nor on media distributed with (for example) a magazine for which money is charged without the mod team's permission
This software is provided " as is " without warranty of any kind, either express or implied, You use at your own risk.
No updates to the sports car mod may be posted for SIX MONTHS after the initial release of the component updated without prior permission from the mod team.
No conversions to other sim platforms should ever be done without prior permission from the mod team.
Edited by Lee200, Nov 07 2010 - 09:09 AM.