GTR2 Official!

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:cheers: Your lucky to be in the USA. So in Amazon USA they can all be sent to you. But for me in NZ they only send to US. And the cheapest in UK is $36. And considering your money is in US money that's $28, not including shipping which will be another $7, which I don't find believable. :odd:
 
Wouldn't it be in Japanese though? And GTR 2 isn't on Steam from what I know.

Anyway, I am currently stuck with a GTR 2 demo, and the past 12 hours I've been working on getting the other cars working, I've half done it. They're showing up in the showroom. But crashes when I load them up. I've spent the past few hours trying to figure it out but it's not going well. Does anyone know where the problem is?

Please keep in mind I am a novice in this sort of thing, I've never worked with game files until about two or three weeks ago.
 
I'm going to post the Julien Regnard's FFB guide because I cannot longer find at Nogrip and I don't want it get lost. This guide helps to understand the basics of .PLR file and FFB editing. All credits go to Julien Regnard.

*******************************************************
* Force Feedback Tweaking Guide for Simbin Games
* Julien Regnard v1.0
*
* Disclaimer (a tradition as soon as it deals with hardware):
* I assume no responsibility for any damage.
* Don't forget that the energy you spend turning the wheel always
*
* end mostly as friction heat and gears ageing.
* Too strong and jerky FFB will shorten the life of your wheel.
********************************************************

1. Why

Recently I was lucky to buy a G25, and I wanted to configure FFB in GT Legends for it, as there is no preset for G25. Quickly it appeared that the only thing I could do was to download and test various setups other people did or to change randomly FFB parameters until I was satisfied.

As the setups I downloaded didn't solve the problems I had with GTR2 (FFB spikes on every track polygon when turning hard with Porsche) I finally had to change the parameters.

This way I finally managed to understand better the role of each FFB parameter in PLR files, and I discovered that the FFB setup accounts for a very large part in the sim.

A good setup can make a sim feel more realistic, or easier to drive, and a bad setup can ruin it, or even give the impression the physics model is wrong or limited.

There are so many wheels, with different motors, different linearity, different lock-to-lock angle, and so many drivers with different taste that default FFB setups can feel good only for a minority.

FFB is a matter of taste, everyone has it's own setup, I hope this guide will help you to find quickly a setup that fits your taste and your wheel.
Personnaly, I wanted to find a setup that feels more like a real wheel (even if it means slower laps) rather than a "magical" setup to go faster.
2. FFB forces
A. Available forces...this is what you can feel in Simbin games:

* The most important, steering force:
How the tyres are pushing the wheel through the steering column. With this force you can feel how the car weight is "moving" from one side to the other, and back to front, and road holes, bumps, grass, 3D strips...

This is the most important thing, even more than grip, because this force will warn you before grip is lost, and you will feel where car limits are.

This force countersteers when the car is oversteering, brings the wheel in line when you let it turn.

* tyre grip:
In Simbin games, tyre grip is massively exagerated in FFB and added to cornering force, to make the wheel loose when you have lost grip. This helps to understand quickly what are the grip limits of a car, but it often masks very valuable information like slight changes in steering forces.

* steering column Friction and Damper:
All steering columns use a steering multiplication, and sometimes a power steering assistance. It helps the driver a lot, and it makes the steering less direct.

Friction and damper FFB allow you to simulate this effect. This is not calculated by the physics engine, just FFB. And it can entirely change how the sim feels !!

This is what gives steering column a mass, some inertia, makes it loose or very reactive, realistic or not. Without friction and damper the wheel is as light as the internal FFB mechanism allows.

* additional FFB-candy:
- brakes vibration: vibration added when you brake. Helps you to feel how strong you brake, as the vibration slows down with car.
- throttle vibration: vibration added when you accelerate. Helps you to feel how strong you accelerate, as the vibration accelerate with car.
- steering vibration: vibration added when you turn.
- strips vibration and force: vibration and force added when a tyre is over a strip, as some strips are not physical objects, but textures generating no forces on tyres.
- jolts: FFB spikes when you touch another car or a wall.
B. FFB levels

* Low:
steering force (steering+grip)

* Medium
steering force+ damper+ friction+ strips rumble

*High
steering force+ damper+ friction+ strips rumble+ brakes vibration

*Full
steering force+ damper+ friction+ strips rumble+ brakes vibration+ throttle vibration+ steering vibration
3. FFB parameters (highlight added by – AMA_King = works in RACE 07 too!)

For GTL, GTR2, RACE 07 - FFB parameters are in each player setup (.PLR files). You can find these files in the folder UserData/*UserName*.

For WTCC Race, FFB parameters are in a .rcs file located in UserData/ControlSet. The file is named like the controller setup you choose in game (for example “Logitech G25 Stick shift.rcs”).

When you change these parameters, don't forget to make a backup copy of your PLR (or rcs) file. If you chose a FFB preset in the game, it will override all changes you made previously in the file.

FFB parameters are at the end of file.
Here is a list of the most important parameters with their role (what I think I understood with some tests and experiments, it may be wrong but is seems to work as expected):
A- Global parameters

*FFB Effects Level="4" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.

If you set it to 1, you just have cornering and grip forces. Other levels activate artificial vibrations. Parameter present in game UI. See 2.B.

*FFB Gain="0.66000" // Strength of Force Feedback effects. Range 0.0 to 1.0. This is overall FFB strength, parameter present in game.

B- Steer force (cornering+grip)

*FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).

This parameter should be changed only if wheel is pulling in the wrong direction. All Logitech wheels have a negative value

*FFB steer force output max="1.70000" // Maximum force output of steering force, recommendation 0.8 to 2.0

This is the maximum output allowed for steering force.

*FFB steer force average weight="0.90000" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency.

Every frame, steering force you can feel is an average of previous frame force and new calculated force using this weight.

0.01 means new force is 99% previous frame force and 1% newly calculated force.
0.02
0.90 means new force is 10% previous frame force and 90% newly calculated force.

Note that it is framerate dependant...this causes FFB to feel different between two computers with different speed!

In rFactor, this way of smoothing steer force was replaced by a framerate independant algorithm.

This is a very important parameter...a lower value will give you smoother FFB with some latency. For example, with 0.30, it will remove the annoying FFB spikes you can feel in GTR2 with Porsche without adding a noticeable latency!

*FFB steer force exponent="0.75000" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity.

This parameter changes the way FFB output is filtered (how the forces increase when you turn the wheel…slower or faster than linearly). Defines how the steering feels (loose or sharp) in the center.

Lower value will give you a sharp steering feeling but will introduce oscillations around center and you will lose details in forces.

Higher values give you a loose steering in center, but more details in forces.

*FFB steer update thresh="0.0001500000" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more frequently = lower frame rate.

FFB forces generated by the wheel are updated only if their value has changed more than this threshold.

To get the most accurate FFB, and if you have no framerate issues, this parameter can be set to 0

*FFB steer force grip weight="0.90000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9. How much weight is given to tire grip when calculating steering force.

This parameters changes the way cornering forces and grip are mixed together.
0.9 means steering force equal 90% grip and 10% cornering. This is a very important parameter. It seems that in Simbin games this parameter is massively exagerated to focus on grip level.

Unfortunately this exageration has a cost: when you lose grip you suddenly lose 90% of forces and it is quite difficult to recover during oversteer as you have only 10% of force to guess what to do.

*FFB steer force grip factor="0.60000" // Range 0.0 to 1.0, recommended: 0.2 to 0.6. How much of a factor the front wheel grip is on the steering weight.
This parameter changes the weight of front and real tyres in the grip force.
0.6 means grip force is 60% front tyres grip and 40% rear tyres grip.
C - Steering column friction and damper

Friction forces are resistive forces that depend on the forces applied on the wheel (even if the wheel is not turning). The stronger you push, the stronger it resist.

A high friction steering will be easy to turn in straight line or at low speed (in such condition tyres are easy to turn, you need to apply a moderate force to turn the wheel, and so friction resistive force will be moderate).

But in conditions like high speed and strong turns where tyres are more difficult to turn, resistive friction forces will become stronger (as you are pushing stronger on the wheel). Increasing friction is like removing lubricant.

Damper forces are resistive forces that depend on wheel speed...the faster you turn the wheel, the stronger it resist. Like turning something into a thick fluid. Increasing damper is like increasing fluid thickness.

In Simbin games, steering mechanism effect on feel (usually very important, can kill a good sim) is only simulated using these parameters.

*FFB steer friction coefficient="0.10000" // Coefficient to use for steering friction. Range: -1.0 to 1.0

This parameters defines how strong the steering column friction is.
0.10 means that the steering friction makes the wheel 10% more difficult to turn than the steering force alone.

Higher value give the impression of an old, rusty, non-assisted steering mechanism.

*FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0

This parameter defines the maximum value friction force can reach. (it has to be compared to FFB steer force output max)

*FFB steer damper coefficient="0.10000" // Coefficient to use for steering damper. Range: -1.0 to 1.0

This parameters defines how strong the steering column damper is. This coefficient is somehow multiplied by wheel speed to give a resistive force.
Higher value give the impression of a heavier steering column that takes more time and effort to move.

*FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0

This parameter defines the maximum value damper force can reach (it has to be compared to FFB steer force output max)
3. Tweaking FFB parameters

Here is a kind of “strategy” in 5 steps (+2 optional) you can apply to obtain whatever feeling you want from Simbin games force feedback. I only take care of most important parameters to make it shorter.
A - Start from a simple FFB setup
To keep the process under control, start from a simple FFB setup.

I start from this setup, no vibrations, no damper, no friction, no tyre grip, 1.0 gain, 1.0 exponent.

FFB Effects Level="1"
FFB Gain="1.00000"
FFB steer force exponent="1.00000"
FFB steer force grip weight="0.00000"
FFB steer force grip factor="1.00000"
FFB steer friction coefficient="0.00000"
FFB steer friction saturation="1.00000"
FFB steer damper coefficient="0.00000"
FFB steer damper saturation="1.00000"

Try it...what you feel is tyre load and cornering forces...of course, the wheel is too light in center, jerky, it moves a lot, but you can feel mass transfer information.
B - Introduce front wheels grip level.

Increase parameter "FFB steer force grip weight". This is the weight of grip information in the forces you can feel. It makes the wheel lighter when you lose grip. Too low and you feel nothing, too high and it kills some info like mass transfer.

If you increase it reasonably, you feel the wheel slightly lighter when understeering. I try to increase it until the wheel becomes as light when I understeer (grip info) than when I oversteer (mass transfer info).
C - introduce rear wheels grip level. (Optional)

For the moment, grip information you added is 100% front grip. You feel oversteering through mass transfer. This is what happen in real steering and can be enough for wheels with sharp FFB like G25.

If you really want to add rear tyre grip information, you can change parameter "FFB steer force grip factor".

Currently the value is 1.0 It means the grip info added is 100% front grip. If for example you set it to 0.8 grip info becomes 80% front, 20% rear.
If you want a realistic setup, keep it 1.0. If you want more information, lower it.
D - Adjust steering force smoothing to get rid of FFB spikes and feel better car mass.

Steering force output is filtered every frame, using the parameter "FFB steer force average weight".

Output for current frame = calculated steering force for currentFrame *coeff+(1.0-coeff)*Output for previous frame
It allows to get rid of FFB spikes occuring on tracks polygon limits but introduces latency.

This table shows, for different values of the "FFB steer force average weight" parameter, events which are filtered...this is also roughly equal to the latency introduced.


For example, when parameters value is 0.32, you will not feel anymore FFB spikes that last less than 2 frames. If your average framerate is 50 fps, it means you get rid of spikes lasting less than 2*1/50=0.04s

Coef value Duration of events filtered = latency (in frames)
0.95 0.25
0.79 0.5
0.54 1
0.32 2
0.23 3
0.18 4
0.145 5
0.12 6
0.106 7
0.093 8
0.083 9
0.075 10

Note that this is framerate dependant (rFactor changed this algorithm to avoid this dependancy). It means that computers with a higher framerate filter less and less the spikes and have a jerky FFB.

Try to decrease this parameter until you are satisfied with FFB smoothness without being disturbed by latency. FFB overall strength will decrease when filtered but this will be corrected later.

With an average framerate of 60 I use 0.28 to get rid of spikes without any annoying latency. This was very helpful with Power & Glory mod and it allows to have a smooth steering without damper, which is nice because damper may have a bad effect in critical manoeuvers.
E- Adjust steer force output level to compensate for smoothing.

As you noticed, smoothing decreases the level of forces.79

Increase slightly "FFB steer force output max" until it feels better...stay in reasonable limit (recommended range is 0.8-2.0)
F- introduce damper and friction. (Optional)

What you can feel now are forces coming directly from tyres and suspension geometry, reproduced without distortion.

Steering multiplication mechanism (and power assistance) change dramatically how the steering feel.

They introduce smooth damper and friction forces you can feel all the time when you steer, and moderate tyre forces.

They make tyre forces more present close from center and less strong far from center to give a better feeling of the track.

If you want to simulate the direction column, set these two parameters:

FFB steer damper coefficient : defines how much dampered the steering is. 0.0 is unrealistic, 0.2 is reasonably dampered, 0.4 corresponds to a modern road car assisted direction, heavily dampered.

FFB steer friction coefficient : it should be negative, half the value of damper, to be sure that the wheel moves fast when required by the car movements. For example, if you like damper 0.2, friction between -0.1 and -0.2 gives nice results.
G- Adjust wheel behavior in center.

To adjust wheel behavior in center and change steering sensitivity, change "FFB steer force exponent".

Lower value will give you a sharp steering feeling but will introduce oscillations around center like if a centering spring was used, and you will lose details in forces.

Higher values will give you a loose steering in center, but more details in forces.

Tip: to adjust this parameter, check wheel countersteering behavior...when you heavily oversteer and then the rear is brutally coming back and starts oversteering the other way....wheel should countersteer quickly.

Lower the parameter until you are satisfied with wheel countersteering behavior in such situation.

For information, default Simbin value is 0.75 and you should not go lower than 0.5 otherwise the wheel will oscillate violently around center.

It’s done. Now you can increase FFB Effects Level to turn on all vibrations.

examples of modified .PLR files you may want to try:
http://www.nogripracing.com/details.php?filenr=22841
http://www.nogripracing.com/forum/showpost.php?p=271964&postcount=7
 
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Love gtr2. Gt Italia have a huge grid mod, all recent le man's cars... And a Toyota ts030 is on way from gtr24h:-/
 
Got this on Steam a few days ago. Only $3.60! Never played it before and I'm loving it. A bit dated of course, but the handling and trackday feel of the game is pretty top notch. Also the customization and options are nearly endless.

Anyone planning on buying the Steam version needs to be aware that its not completely the same as the retail version. All of its there, but the Ferrari's and Porsche's do not have liveries on initial download. These cars show up as silver/grayish cars all over the grid. Fear not, there is a workaround. Just have to of course download the game. Then download the 1.1 patch(US or EU) and install it into the GTR2 file. Then download the "no cd" patch into the GTR2 file. It will ask you if you want to replace a file and just click yes. And voila, all Ferrari's and Porsche's have liveries.

I'm off to run a 24h of Spa race accelerated down to 2 hours with a 60 car field of mixed class racing. This is going to be awesome!
 
Got this on Steam a few days ago. Only $3.60! Never played it before and I'm loving it. A bit dated of course, but the handling and trackday feel of the game is pretty top notch. Also the customization and options are nearly endless.

Anyone planning on buying the Steam version needs to be aware that its not completely the same as the retail version. All of its there, but the Ferrari's and Porsche's do not have liveries on initial download. These cars show up as silver/grayish cars all over the grid. Fear not, there is a workaround. Just have to of course download the game. Then download the 1.1 patch(US or EU) and install it into the GTR2 file. Then download the "no cd" patch into the GTR2 file. It will ask you if you want to replace a file and just click yes. And voila, all Ferrari's and Porsche's have liveries.

I'm off to run a 24h of Spa race accelerated down to 2 hours with a 60 car field of mixed class racing. This is going to be awesome!

What!! Gonna get this as soon as I get home!!
 
For those who have no idea about the US/EU patch and Nocd and don't know where to get them, TADAAA!

Also, just got GTR2 off of Steam today, decided to stop trying to get a hard copy within NZ because it's been almost 2 years looking around and there hasn't been a single one.

Coming from GTL previously where I ran at 360 degrees rotation, 100% sensitivity and speed sensitivity at 100%, I would have thought that the same would be comfortable in GTR2. NOPE! I adjusted my settings and ended up at 522 degrees rotation, 100% sensitivity and 50% speed sensitivity. And over the 24 hours I've owned it I've already racked up 3 hours.
 
Bought it off Steam and applied patch and nocd. My question is am I able to join multiplayer games of people who haven't applied this patch? I tried joining a few games but had no luck, saying they were running a different version.

I was able to host a room and my friend could join after we opened up the tcp and udp ports on our routers. I understand not being able to join if we don't have the proper tracks that the server is running.

I have to say this game with a wheel is just fantastic, all of the options are crazy. I'm glad were able to install mods and addons like brighter headlights with the steam version.
 
Can anyone in any country get this game via steam (noob here)
also can my laptop run this ?
Processor: Intel® Core™ i7-3632QM 3rd Generation (2.2 GHz, 6M Cache, up to 3.20 GHz).
Processor Bus Speed: 5 GT/s.
RAM: 6 GB DDR3.
Hard Disk: 750 GB SATA (5400 rpm).
Screen Type: HD BrightView LED-backlit.
Screen Size: 14".
Screen Resolution: 1366 x 768.
Optical Drive: SuperMulti DVD±R/RW with Double Layer Support.
Display Card: Intel HD Graphics 4000.
 
Can anyone in any country get this game via steam (noob here)
also can my laptop run this ?
Processor: Intel® Core™ i7-3632QM 3rd Generation (2.2 GHz, 6M Cache, up to 3.20 GHz).
Processor Bus Speed: 5 GT/s.
RAM: 6 GB DDR3.
Hard Disk: 750 GB SATA (5400 rpm).
Screen Type: HD BrightView LED-backlit.
Screen Size: 14".
Screen Resolution: 1366 x 768.
Optical Drive: SuperMulti DVD±R/RW with Double Layer Support.
Display Card: Intel HD Graphics 4000.

I don't know anything about Steam but you should be able to run at least 30/40 cars on tracks at high frame rates and full details. GTR2 is similar to rFactor there is a huge comunity around the web. But this comunity is splitted in many sites you know, "Mod Wars" and BS like that.

Super GT mod is a must have. Register @ nogrip and f1classic, beware these two sites don't like each other.
 
I don't know anything about Steam but you should be able to run at least 30/40 cars on tracks at high frame rates and full details. GTR2 is similar to rFactor there is a huge comunity around the web. But this comunity is splitted in many sites you know, "Mod Wars" and BS like that.

Super GT mod is a must have. Register @ nogrip and f1classic, beware these two sites don't like each other.

Great news,was worried my Processor wouldn't run it.

Where do I get it from though?
 
Does anyone here have the culmone67 texture pack? And if so where do I go about downloading it? I seen it in a YouTube vid and looks pretty awesome.
 
I don't know anything about Steam but you should be able to run at least 30/40 cars on tracks at high frame rates and full details.
Nope. Not even close.

While it is true integrated graphic chips are a lot better than they used to be, the fact is they're still integrated graphic chips. Even though it would only be having to push to a 1366x768 display, it's still nowhere near the performance level of an actual dedicated video chip.
 
Nope. Not even close.

While it is true integrated graphic chips are a lot better than they used to be, the fact is they're still integrated graphic chips. Even though it would only be having to push to a 1366x768 display, it's still nowhere near the performance level of an actual dedicated video chip.
I can run rFactor 20 cars on track 50/60fps DX9 anti aliasing 2 on a MUCH worse laptop. 40 cars with GTR2 could be too much for his graphic card but we are still talking about a 2006 game. I think he can get at least 20/24 cars on tracks running smooth.

Also don't forget
- the 4gb patch http://www.ntcore.com/4gb_patch.php that helps.
- "Game booster" that indeed increase the performance.
- keep your register clean, use "Advanced system care" or something like that.
 
Ok, so after having bought the game from Steam I'm a bit lost... I downloaded the updates from No-Grip Racing but where do they go? Where's the game location?

Also, I went ahead and bought Race 07 this week wich was something stupid like 2.99. I'm having a blast with the WTCC cars, but what expansion do you guys recomend I get for it?
 
It depends where you installed GTR2, but by default it should be something like "C:\GTR2". What do you mean by "updates" ? You mean the mods right ? There are usually 2 types : some are .exe (just follow the instructions like any program), but most are zip or rar folders that you decompress in the main GTR2 directory. If the decompressed folder is named "Gamedata", just drop it in the main GTR2 directory and allow to overwrite when prompted. For the cars and tracks there are also specific folders, but don't worry there's always a note in the mod that explains what to do.

I suggest you create a folder named "gtr2 mods" or "gtr2 downloads" because soon you will have MANY files :D
 
Jav
Also, I went ahead and bought Race 07 this week wich was something stupid like 2.99. I'm having a blast with the WTCC cars, but what expansion do you guys recomend I get for it?
I recommend STCC 2 for tracks and cars. You can drive GT cars better in GTR2 so I wouldn't chase Evolution like most tend to recommend. Also WTCC 2010 got gorgeous liveries but I found it no fun at all to drive diesel SEATs :(
 
It depends where you installed GTR2, but by default it should be something like "C:\GTR2". What do you mean by "updates" ? You mean the mods right ? There are usually 2 types : some are .exe (just follow the instructions like any program), but most are zip or rar folders that you decompress in the main GTR2 directory. If the decompressed folder is named "Gamedata", just drop it in the main GTR2 directory and allow to overwrite when prompted. For the cars and tracks there are also specific folders, but don't worry there's always a note in the mod that explains what to do.

I suggest you create a folder named "gtr2 mods" or "gtr2 downloads" because soon you will have MANY files :D
No, I mean the patches linked a few posts back. I'm using the default location chosen by the Steam installer. Thing is unlike rF, rF2, iRacing, P-CARS and Race07 I can't find the damn GTR2 folder anywhere! Or a hint on its location for that matter!
Oh yeah, I got tons of mods on rFactor and I do exactly that. I try to keep it all as clean and organized as possible!

I recommend STCC 2 for tracks and cars. You can drive GT cars better in GTR2 so I wouldn't chase Evolution like most tend to recommend. Also WTCC 2010 got gorgeous liveries but I found it no fun at all to drive diesel SEATs :(
Gotcha! I'll check them out!

Thank you for the help guys!! Really appreciate it!
 
Thing is the same as rFactor, the Steam version is just placed inside the Steam installation: X:\X\Steam\steamapps\common (or your username)
 
Also, since I'm not new to GTR2, and it is a bit different from GTL in it's stuffs... Can someone tell me how to make the Prototypes usable in normal races. You can do the championships which use the cars, and you can do the 24 hours races, but the class isn't available in practice, or race weekend, it's still only FIA GT 2003 and 2004. Pretty much I just want to make a class available in practice/single race mode without combining it with one of the FIA GT classes.
 
Prototypes SCC. From Perfectdark. It doesn't show for me in practice modes, only in 24 hours and championships. I don't know if it's meant to be like that, or if it's a problem with my download, or a problem with the person who is installing it. :P Most likely the last option, because I'm no pro at this stuff. :P
 
Jav
Also, I went ahead and bought Race 07 this week wich was something stupid like 2.99. I'm having a blast with the WTCC cars, but what expansion do you guys recomend I get for it?

Given this thread I just started, I'm going to be following this thread a lot more often.


The thread (I'm hoping) will serve as a general SimBin Studios discussion, for everyone and everything involved with SimBin. :)


As you can tell, Jav, I've been playing SimBin games for a few years now, and still love them. :)


But, yeah, WTCC/BTCC/STCC are the heart and soul of SimBin, Jav. You're best to go with STCC 2, like someone else said, and also try to grab those 2 BTCC cars if possible. (They're on Steam, so it should work.)


I also got the 2010 WTCC, and that was good fun. All in all, it's less than $20 from Steam, so you don't have much to lose. :)
 
Thanks for the tips on mods and stuff guys, and should there be any around, not forgetting any gals. G T Ace is right about the steam location, cheers 👍

All this stuff is a bargain for what you get, bit of a no-brainer really!

Finding the mods for Simbin stuff not as prevalent as those for rFactor, but if anything that means people only bother to convert the higher quality/more popular mods. And hey it saves some on the HD space :D

Late joiner into these mods as my old laptop could never cope with running anything, but already a fully converted fan :)
 

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