Storm Entertainment ATHENASWORD InstalledPath mod DInput8 8971 Red Orchestra. NFL 2005 Install Dir DInput8 11211 Tiger Woods PGA Tour 2005 TW PGA Tour 2005 TW2005.exe. DInput8 18711 GT Legends GTL.exe D3D9 None. Studios GTR2 InstallDir DInput8 23571 Scarface Scarface.exe D3D9 None. Dec 31, 2010 - Back in 2001 at the Geneva Motor Show, Smart introduced a quirky roadster concept with no doors, no roof and no windscreen called the.
Super GT is a racing series that began in 1993. Originally titled as the Zen Nihon GT Senshuken ( 全日本GT選手権), generally referred to as either the JGTC or the All Japan Grand Touring Car Championship, the series was renamed to Super GT in 2005. It is the top level of sports car racing in Japan. The series is sanctioned by the Japan Automobile Federation (JAF) and run by the GT Association (GTA).
Has served as the title sponsor of the series since 1998. Unlike GT500, both works-backed and independent teams compete in GT300, so the field tends to be much more varied in terms of types of cars entered. As in GT500, the major Japanese automakers participate in this class, entering cars such as the and, which comply with JAF-GT regulations. However, the GT300 class is predominantly composed of -class cars from European manufacturers such as and, although Lexus and Nissan are also represented in the class by GT3 cars. This reflects a growing interest in the series from European manufacturers, with Audi and BMW fielding works-supported entries. Lexus, Nissan, and Subaru also campaign works-supported cars in the class.
The GT300 class used to host more exotic cars from the likes of, Mooncraft, and Vemac (a tuner). However, starting in 2006, teams increasingly chose instead to campaign European GT cars, a trend that accelerated in 2010 with the introduction of GT3 cars to the series.
In response to the decline of locally produced entries from specialist manufacturers, the GTA worked with to create the “Mother Chassis”, a low-cost GT300 platform, with the first MC car entering the series in 2014. Mother Chassis cars utilize a standard Dome-produced tub and GTA-branded engine, while maintaining the appearance of production cars such as the,. The MC concept proved to be popular with independent teams, as well as competitive, with the Toyota 86 MC winning the GT300 championship in 2016.
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Updates:. Model texture bias correction. Performance correction of vehicle Issues & Notes: Model data equivalent to the vehicle of the standard of GTR2 is not prepared, the display capability of high level is required. Q2 makes 1 lap time attack. Install: Delete any old versions before installing.
Extract with WinRAR or else and drop the GameData folder into your GTR2 main-directory – allow to overwrite existing one with “YES ALL” – done.
2018-10-14: TrackIR users probably want to set Video options World Movement to 1% (not zero) to stabilize the vertical angle of the cockpit camera to the angle of the car so that when you’re going up or down a steep hill you don’t lose sight of the bonnet of your car looking too far up while going downhill or end up looking at your feet looking too far down going uphill. Zero World Movement is lock-to-horizon, I guess, and to me that doesn’t work for TrackIR users. World Movement greater than 1% causes your cockpit camera to stabilize with the car angle but the “world” (ie. What you see of the car and the track) ends up bouncing around so a high World Movement number isn’t great, either.
So 1% seems to minimize ‘world shake’ and stabilize the cockpit camera to help when you’re going up and down hills. Update 2018-09-28: Certified new HQ Cars with significant grip increase changes. No more of the wheel going super light. The downside is non-direct drive wheels might not convey the grip information that is still there as well as before.
A Pre-2018-09-28 download is still available if you don’t like it. Update 2018-09-28 – 2: Added DTM 2012-2016 Mod to. Update 2018-09-09: I’ve been working on a significant update to the HQ Cars FFB settings (which should benefit other car sets in the future) involving tuning the ‘light wheel during grip loss’ effect for more realistic behaviour and I’m very pleased with my results so far. In some cases it can feel rFactor2-like(!) such as when regaining grip when going light over high-speed ridges. I even posted about a particular finding over at with respect to actually feeling very specific front-left whee lockup on heavy braking into left-hand corners (same would apply to right-hand corners, of course).
Give if you’re interested. Just copy&paste the FFB lines into your own PLR. Make a backup of your own, of course!:) When I’m satisfied with tuning I’ll update the official. Update 2018-09-02 (2): Added the free Bill’s Process Manager as the primary recommendation for the section Update 2018-09-02: Check out my new post – I’ve recently got back into Race 07 after watching a and discovering that my GTR2 FFB settings worked really well in Race 07. Beware SimXperience AccuForce owners: Disable Dynamic Oscillation Control – Stationary or the FFB will feel incredibly dull and extremely over-dampened. Update 2018-08-28: Correction to instructions.
ProjectImmersion.com’s vFOV value is used as-is not a calculation against default value. Update 2018-06-13: Fixed PLR link for FFB settings for Original Cars under.
2018-06-08 – 3: Updated with some potentially helpful notes on how to get started installing it. Update 2018-06-08 – 2: Added my NVIDIA Inspector customization notes for improved graphics under. Update 2018-06-08: I’ve now certified my new FFB settings for DTM Classics cars which are now rebased on the benchmark 2005 FiaGT Mod FFB settings. Check out for the PLR download. Update 2018-06-04: There’s an. Check it out for the latest on what happened to NoGripRacing.com and details on how we might be able to help recover the site!
There are full backups! Sounds like unpaid bills to pay before they’re released:( Update 2018-06-03: I’ve now certified my new FFB settings for HQ Cars which are now rebased on the benchmark 2005 FiaGT Mod FFB settings. Check out for the PLR download. Update 2018-05-30: has been down for most of today.
Anyone have any news? It would be a crying shame if it were permanently lost – there were so many downloads there and lots of good people. I would be happy to provide some kind of mirror hosting if anybody knows how to get in contact with the owner.
Update 2018-05-25: I’ve now certified my FFB settings for Original Cars. Check out for the PLR download. Update 2018-05-21 – 2: I have now certified my FFB PLR for the FiaGT 2005 Mod. Check out for the PLR download.
In my opinion, FiaGT 2005 is currently the best mod available. It doesn’t try to do too much, just provide the FIA GT 2005 season, and that’s how it keeps everything tight and polished and feeling high quality.
Give it a try if you haven’t already, it’s well worth it! Update 2018-05-21: Updated for FiaGT 2005 Mod. This is now my best feeling FFB + Mod set. Update 2018-05-13: Added to the. Update 2018-03-25: Introducing the: A system to match pledgers with modders to improve the game we all love, GTR2.
Take a look at the available bounties and consider pledging to see if we can gather some interest in keeping GTR2 alive and kicking! Update 2018-03-24: Updated with advice for FFB adjustments when your wheel goes numb, like it’s clipping, even though you’re not at max FFB strength. Update 2018-03-23: Correction on: This problem seems to have been due to bad files in my GTR2 folder. I started again with a clean, brand new GTR2 installation, and tested with crash-prone cars and tracks and haven’t had a black screen freeze crash again, yet.fingerscrossed. Update 2018-03-05: Updated to (1) recommend NOT raising Max Vehicles on tracks to avoid some pit issues, and (2) provided a ‘plain’ championship that allows for custom race durations (in minutes) and avoids repeating tracks.
Update 2018-02-16 – 3: Updated for WSGT Mod cars but unfortunately, due to consistency issues with the cars physics and handling in the mod, FFB could be tuned for one car but not for all. You’d have to tune each car separately which I’m not willing to put the effort into. There are also tire heating/cooling problems with the mod.
Sadly, will have to avoid this mod for now. Update 2018-02-16 – 2: Updated for EEC GT3 cars bringing it to a Candidate quality level. Update 2018-02-16: Added, inspired by the Project Cars 2 Race Engineer, which is an in-game question and answer car setup tweaking interface, to help narrow down how to tune force feedback in GTR2.
Update 2018-02-15: Added All Cars (Baseline) FFB settings under for those people who just one one, simple FFB setup and don’t want to find the perfect one or who don’t want to change them in and out. Note, the All Cars (Baseline) FFB settings are simply the Certified HQ Cars FFB settings that I use as a baseline when starting to test any other car set. They just so happen to provide an acceptable FFB experience with most cars. I wouldn’t use it for everything but I can understand if some people prefer to just have one set of FFB settings. Update 2018-02-11: Updated for Original Cars bringing it to a Candidate quality level. Also added some methodology info for how I got about tuning FFB.
Update 2018-02-10: Updated for Japan SGT300 Mod after some further work to get it to above average standard. Some of those Porsches feel really good, especially when you throw out the backend and feel it catch itself:) Update 2018-02-10: Updated for Super GT500 2005-2013 Mod and Japan SGT300 Mod after getting these to acceptable standards, although they still need work.
Also added grades here to indicate how good the FFB for these cars feel. For example, HQ Cars have Grade A, or very good, FFB feel, EEC3 GT3 have Grade B, or acceptable/still needs work, FFB feel, and DTM Classics Mod has Grade C, or not really acceptable/needs work, FFB feel. I’ve added grades for each car set.
Update 2018-02-09: Noted my latest parameter, now 40. Updated 2018-02-07: Updated for Super GT500 2005-2013 Mod. I really enjoy seeing the FFB come into its own as you narrow in on the tuning. Feeling these cars come to life is an amazing experience.
Sight and sound these cars are great and reviving the FFB brings the whole package together in a great experience. Update 2018-02-30 – 2: Updated with some WIP thoughts.
Added link and encourage taking advantage of the websites involved in the GTR2 community. Update 2018-02-03: Added including a table of FFB settings organized by Car Sets. Removed Force Feedback My Personal Force Feedback Settings and Tweaking Notes as it was a little redundant after adding the Shovas Custom FFB Files section. Update 2018-01-28: Added, (I’m impressed!).
Update 2018-01-27 -2: Added, and minor edits to. Update 2018-01-27: Added and sections. Update 2018-01-25: I’m a fan of Simracing Youtuber and he recently noticed my post and posted a video about his direct drive experience on GTR2 using the force feedback settings I recommended in that post: Check it out, he seems to like it! I’m really happy to help some people get more enjoyment out of this oldie-but-goodie game. Update 2018-01-25 – 2: Organized and cleaned up a lot of stuff in Getting Started, Mods and Force Feedback sections.
There was a lot of clutter that I tried to weed out to make things more readable. Update 2018-01-25 – 3: Posted my latest HQ Cars and Tracks “certified” UserData PLR and FFB tuning notes under. Update 2017-12-29: Added. Update 2017-12-08: CORRECTION: Time Acceleration is OKAY.
Skipping qualifying sessions is a problem! Relevant notes about Time Acceleration updated. Update 2017-12-03: Added. Update 2017-12-02: Updated my latest personal UserData PLR file and my force feedback tuning notes under.
I’ve been experimenting going back to baseline ffb values and trying to reach a more iR/AMS/RF2 feel. I definitely prefer this in terms of drivability and reliability on the road. Update 2017-11-10: Added. Updated to clarify wrong interpretation and now using default FFB parameter value. Update 2017-11-09: Clarified works for regular race sessions but not 24 Hour races – they automatically time scale to race length setup when first starting the 24 Hour race. Update 2017-11-08: Added. The GTR Engineers Handbook is particularly excellent for describe car setups better and more informatively than any in-game descriptions I’ve encountered before and the Q&A with real-life experts is also incredibly helpful.
Update 2017-10-31: Added Racing How to Set AI Difficulty Level and Tips for Practicing and Qualifying for a Race sections. Also emphasized tip to avoid Time Acceleration as it causes a bug which results in overly quick AI lap times no matter what your AI difficulty level is set to.
Update 2017-10-29: Cleaned up and clarified. It’s now easy to understand and has an example. Fleshed out with latest tuning adjustments. Update 2017-10-12: Now using AI to AI Collision Rate=”40″ (max) as there’s no FPS loss for me so why not. Added Tips and Tricks Avoid Time Acceleration to AVOID AI Bug Actually, skipping qualifying is the bug, Time Acceleration is fine.
Update 2017-09-22: Now using AI to AI Collision Rate=”32″ as I’m no longer experiencing FPS loss, maybe only stock tracks are affected and not HQ tracks. Try running HQ tracks if you have this problem. Adding Friction and Damper under Force Feedback My Personal Force Feedback Tweaking Notes. Added Force Feedback Settings under Getting Started Modernizing as, while it may seem obvious, I wanted to highlight the need to do more than is available in-game to get closer to modern standards for FFB feeling. Added note about preferring HQ Cars and Tracks due to improved handling and grip adjustments in Getting Started Modernizing Mod: GTR2 HQ Mods Collection. Update 2017-09-21: Added 4. Improving Corner Feeling under Force Feedback My Personal Force Feedback Tweaking Notes.
Update 2017-09-17 – 2: HQ Cars & Tracks is working for me again after a fix. See comments under Modernizing Mod: GTR2 HQ Mods Collection. Added Troubleshooting Enable Tracing. Update 2017-09-17: Added Troubleshooting section. Noted HQ Cars & Tracks was crashing for me.
This works now, see comments under Modernizing Mod: GTR2 HQ Mods Collection. Update 2017-09-16: Added Tips & Tricks regarding turning up tire scrub and tire skid volumes and regarding refreshing old mod files if you’re experiencing instability. Update 2017-09-15: Added Modernizing 4GB Patch notes. Added GTR2 HQ CARS & TRACKS – 10th Anniversary and GTR2 HQ AI under Modernizing Mod: GTR2 HQ Mods Collection.
Added note that I’ve stopped using the Changing Weather Patch due to suspected instability. Update 2017-09-14: Added Mod Spotlight DTM Classics Mod with details for getting it running in 2017.
Update 2017-09-11: Detailed my FFB tuning in the section “My Personal Force Feedback Tweaking Notes”. After a few rounds of FFB tuning I finally feel like I have a simple FFB setup that achieves car stability, quick response, and road feel. Added “GTR2 Crashes – It might Be Other Accelerated Graphics Apps” to the Tips and Tricks section. Update 2017-09-08: Added “Disable Auto-pit and ai control” under the “Tips and Tricks” section.
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Noted tweaks in the “Make GTR2 Use More Cores For Better Performance” section under Performance. Added “My Personal Force Feedback Tweaking Notes” under the Force Feedback section. Update 2017-09-06: Noted I’ve started over again from Julien Regnard’s FFB guide tuning FFB from baseline values instead of PLR defaults values under the “Helpful Guide for Advanced Force Feedback Tweaking” heading. Highly recommended. Don’t skip it like I did. Update 2017-09-01 – 2: Added main section Performance and sub-section Make GTR2 Use More Cores For Better Performance to describe GTR2’s single-core use and how to get it to use more than a single core for better performance. Update 2017-09-01: Added a Table of Contents for more convenient organization and to make it easier to find what you want.
Update 2017-08-30: Updated Force Feedback section to include more details on finding my optimal “FFB steer force average weight”, “FFB steer force exponent”, and “FFB rumble strip pull factor”. Also added “Force Feedback Tweaking Guide for Simbin Games by Julien Regnard” in Force Feedback section. Update 2017-08-25: Added Changing Weather Patch mod under Modernizing section and added to Mod Spotlight. Updated my latest FFB settings in the Helpful Guide for Advanced Force Feedback Tweaking section. Update 2017-08-20: Further FFB tweaking of “FFB steer force grip weight” which gives a feel of losing and gaining grip while cornering.
Added Tips and Tricks section Use Auto-Clutch With Paddle Shifters. Added main section Mod Spotlight. Update 2017-08-19 – 2: Added Getting Started sections: Mod: Track update for GTR2 Original Tracks, Mod: New GFX Mod, Field of View, Wheel Rotation and Wheel Lock, iRacing-like Brake Sensitivity for Potentiometer Pedals (eg. Added Adding Game Cars, Tracks, Mods and More main section.
Added Force Feedback main section with sub-section Helpful Guide for Advanced Force Feedback Tweaking. Update 2017-08-19: Welcome to the initial posting of Secrets of GTR2!
Check back from time to time as I add things and note the updates in this update box. Contents. What is GTR2?
From the, GTR 2 – FIA GT Racing Game is a sports car racing simulator developed by Blimey! Games and SimBin Studios (later Sector3 Studios) for the x86 PC and is a sequel to GTR. Since its release in September 2006, it has received widespread acclaim. The game simulates the 2003 and 2004 FIA GT Championship racing series.
And here’s the official game trailer, Why a game from 2006? GTR2 was/is one of those rare occasions when a game developer is given the opportunity to produce a game as it was meant to be. All the features you see in one game or another but never all in one game these days was actually included in one game: GTR2. And it’s still being updated by modders 11 years on!
Here’s some links that may give you a better understanding of why a game from 2006 still holds its own in this day and age:. – Jimmy Broadbent.
– Jimmy Broadbent Getting Started Getting the Game is probably your best bet. Head over to the and pick up the game. It’s pretty inexpensive but still offers good bang for the buck.
Initial Game Setup Go ahead, setup your graphics, controls, and force feedback as you like. I don’t have any particular recommendations for the obvious in-game settings just yet. I will assume you’re like me and will play with all this stuff.
This post will concern itself with stuff that isn’t immediately obvious. Skip Intro Videos These are always annoying, here’s how to stop them :. Open Windows Explorer and find your Steam Library folder for the game: steamapps common GTR 2 – FIA GT Racing Game MovieFiles.
Rename (or delete) these files: Intro.bik, GameIntro.bik, SimBin.bik Fixing Missing Original Content Certain original content has been removed since the game was released, so. Hint: Install US/EU (as applicable) patch and then install No CD patch from. There’s a Digital Distribution patch but that didn’t work for my Steam installation. Just try the US/EU patch first. Modernizing GTR2 holds up remarkably well in the features department but shows its age in the level of quality we now expect of those features. Some things can be improved like textures, visual effects, sounds, even AI and new and improved cars and tracks, themselves. 4GB Patch You can allow GTR2 to use up to 4GB of memory (it was developed with a 2GB limit).
You may find this necessary as you add more and more mods with new assets that take up more and more memory. So you might as well just do it now. Simply download the, run it, find your GTR2.exe file, and press OK.
The 4GB patch appears to have successfully applied on the GTR2 NO CD patch GTR2.exe file I discussed above under the “Fixing Missing Original Content” heading. Dear Matt, God bless you for your desire to help others with your insights, it’s so very nice to see someone helping others in these so often greedy and selfish times:D Your guide is so well written and helpful for newbies like me, that I decided to flag it for other users on the nogripracing.com forum, GTR2 section, so other newbies could benefit from proper indications! Since there’s interest in adding your guide as a PDF file to their archive, I’m kindly asking if that could be possible, feel free to contact me on my email if you so prefer:) Have a nice day and God Bless, KalidhoS. Bounty for a steering input smoothing MOD I would like a mod that smooths out the steering input (I use a Rumblepad 2 but it would be applicable to wheels as well) to make GTR2 steering response like LFS response. I have spent years twiddling parameters but at the end of the day it is not possible to replicate the smooth rise and fall of LFS steering input.
What LFS does (I believe) is collect start and end points of an input then “gently” (small number of points between start and finish position per unit time at first then more per unit time as finish point is approached) send them to the SW that changes the car’s front wheels direction. With GTR2 the first (stick or wheel) movement causes a “twitch” which can be reduced by increasing slow bump/rebound, lock, steering linearity, etc. And other parameters but LFS smoothness cannot be achieved. This mod could be implemented as a piece of SW like the Logitech game SW that sits between the device and the game. I would also like to see a smooth return-to-center (as in LFS) so the car does not “snap” back and overshoot center, another problem with GTR2. (Same approach but from finish position to star position.) I know GTR2 will never have the feeling of being connected to the road that LFS has but the steering input smoother (which by the way does not have to be specific to GTR2 if it sits between the device and the game) would be a big help.
It should also work for GTR Evo, I will pay $50 on completion and believe (hope) there are scores of people out there who would like this and would contribute, to judge from the comments on e.g., NoGrip overt the years. I have tried a wheel as well.
The main issue is that the initial input – whether stick or wheel – makes an instantaneous change in the direction so it’s a game of tradeoffs between controllability and smoothness e.g., low steering lock; low steering response (I set mine at 0); higher values for steering speed sensitivity; high values for slow bump/rebound; high rear wing value; etc. All of which reduce performance and make the car’s handling somewhat mushy and nonlinear. Just a couple of minutes with LFS shows how bad the GTR2/EVO/SimBin steering input algorithms are.
The LFS steering is smooth, progressive, and returns to center smoothly as well with none of the SimBin jerkiness that can lead to overcorrection and flip flopping. I’ve driven many real miles in many real cars and LFS feels like a real car’s steering. (The LFS physics are much more realistic/smooth as well but that’s not the issue here though an LFS physics mod for GTR2/SimBin would be fantastic and I’d pay $50 for that as well.) Thanks for including it in the Bounty list.. I have tried modding various.PLR tuning parameters with both a wheel and the Rumblepad 2 (I rarely use FFB with the RP2 and when I do I use it only to give a little “push back” to reduce the initial input “twitch”.) I also lengthened the RP2 steering stick so it gives longer linear distance for each change of degree/minute of arc. This helps but does not eliminate the initial twitch.
As I indicated what I am looking for in GTR2/Evo is the smooth, progressive feel of the LFS steering (again, setting aside the much better LFS “real feel” physics even with my RP2) which, right out of the box without any controller tuning, is twitchless and like steering an actual car with good algorithms for feeding in initial and subsequent input on direction changes. Thanks for adding this to the Bounty list. Thanks for the note. Please try comparing it to LFS. As I indicated, I have tried many (many many many) mods of parameters and combos of them in the game and in the PLR. It is possible to eliminate much of the initial “twitch” with in-game settings of controller params and car params e.g., slow bump/rebound but always at the sacrifice of directness of control.
In LFS, right out of the box with no controller or car param mods, there is a smooth, progressive, quite forgiving feed-in of direction change – and return to center. That’s what most cars I have driven in real life are like and that’s what I am looking for. Of course I can control the car well in GTR2 after so much practice but unless the steering response is numbed down to prevent inadvertent “twitches”, too much of my attention is used controlling the “Now” as opposed to being devoted to “Where I Am Going”.and “Who’s Nearby”. Not so in LFS. Thanks again. PS An idea: crank the Lock WAY up in both GTR2 and LFS and compare what happens. I think I get it when you describe it like “In LFS, right out of the box with no controller or car param mods, there is a smooth, progressive, quite forgiving feed-in of direction change – and return to center.” In GTR2 the default ‘feed in/out’ is quite abrupt.
Like, when you lose grip, by default the wheel weight decreases way too sharply to be realistic and when you gain grip it increases the wheel weight way too quickly. Is that the same thing you’re experiencing? Because I’ve definitely experienced that. I will try out LFS one day when I get some spare time:). Thanks for the comments. Yes, it is the GTR2 “abruptness” which is, in my experience with real cars (and LFS), unrealistic and disconcerting and what fiddling with e.g., slow bump/rebound and steering response etc. Can offset but – as I noted – at the cost of control and realism.
LFS’s smooth feed in/out (a good way to put it by the way) is a big part of the feel I am looking for. My understanding is that the LFS tire model is also different and probably helps give me a feeling of being connected to the road even with my USB RP2 and FFB off, which I don’t get with GTR2 even with a wheel and FFB; As I said in my first comment, it would also be great to have the LFS handling dynamics but it would be unrealistic to try to do a mod with the GTR2/Evo game engine. But smoothing out the steering feed in/out seems achievable by e.g., intercepting the controller inputs (like the Logitech Gaming SW does) and then doing some smoothing out of, say, the first 15% or 20% of the range the controller was moved both on direction change and return to center. Thanks again. Then I ask tyou, as a gentleman and a scholar, do any of the Race 07 games have joypad rumble?
If not, what game would you recommend for joypad play? Automobilista is a bit twitchy, as is Assetto Corsa.
Project Cars 2 works pretty well, but I can’t get high enough Anti Aliasing settings for my liking – the same story with F1 2017. Dirt 4 and Need for speed shift are great with controller. Shift 2 unleashed would be good but unfortunately the physics are odd, and with the ptmu mod installed, I get massive under-steer with a controller. In short, do you recommend any controller friendly but not too arcadey racing games?
Thanks Great Blogs by the way. I will check out your Automobilista one!
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