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Unread 19 June 10, 17:01   #1
hardjack79
Richard Jackett
 
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Default Grinding Tranny Mod - Official Thread

Attention: This is the info for version 1 of the plugin, version 2 is now out and is a lot simpler to use. See guidance for version 2 look here and for detailed info see this document

The Grinding Tranny Mod
Version 1.0.0 for rFactor by Richard Jackett
Download from here
See it in action

1 Introduction

The Grinding Tranny Mod is a plugin that attempts to provide another dimension to the gearshifts in rFactor by monitoring your rev-matching and use of the clutch during gear changes, and then taking action if you get it all wrong -- you don't complete the shift. It certainly won't make you any quicker around the track, but it will definitely make you more careful about how you change gear and perhaps for the first time give you a real reason to use the clutch pedal while shifting. Ultimately I hope that it adds to your enjoyment of rFactor.

What is wrong with rFactor as it is?

The racing simulation rFactor will let you shift into any gear at any time regardless of the state of the clutch and throttle, or the relative speeds of the gears and output shaft. There are some very good reasons why ISI don't enable gears to be missed, but its not completely realistic.

Race car drivers in real-life face the prospect of missed shifts when the dogs/teeth on the gears and the selector are spinning at different speeds and can't engage. Boxes with dog-engagement have an advantage in this respect, and as long as the shifting movement is swift (compared with the relative speeds of the two surfaces) then they usually engage. Boxes with toothed selectors need the destination gear and the selector to already be spinning at similar speeds before they will engage and are therefore a lot more difficult to use in a race (synchromesh is great in road cars, but doesn't cope with the quick shifts required in racing). With either type of selection it is possible to mess up a shift by some combination of accelerator, clutch, stick movement, or rev-matching error, and when that happens the dogs/teeth make a grinding sound, the gearbox stays in neutral, and the car cannot accelerate until a gear is successfully engaged. This mod brings some of that behaviour to rFactor.

Enough with this so-called "real life", what does this mod actually do to rFactor?

First of all you must be manually shifting using an H-pattern shifter (Fanatec wheels, G25, etc) otherwise this mod is not for you. With the mod installed, if you change gear using the clutch then you will always shift successfully (see section 3.7). If you are attempting a clutchless shift and you match the revs closely then your gear change will be successful, but if you do not match the revs closely enough you will hear the gearbox grinding, and you will be held in neutral for a small amount of time to simulate the missed shift. A real gearbox would refuse to enter the gear properly and you'd feel it, but because this mod can't mechanically pop your H-shifter back out of gear we have to make do with forcing the car into neutral for a short time before letting it accept the gear you have physically selected.

Any features worth bragging about?
  • Detects when gearshifts should not have been possible and makes the gearbox react accordingly
  • Automatically loads the current gear ratios for your car every time you hit the track (not foolproof, but pretty good)
  • Customisable experience via the ini file
  • Loading of parameters from the ini file every time you hit the track so that you can quickly try out different settings
  • Uses rFactor's own (mostly unused) horn function to generate the gear thrashing sounds, which keeps CPU load down
  • Choose from a range of gear grinding sounds provided, or substitute one of your own
  • Sneakily over-rides the gear-selected messages coming from DirectX to force the gearbox into neutral
  • Telemetry can be written to a console and a text file to help you analyse your shifting technique in detail (aka post-mortem)

Anything else I should know before I install it?
  • The rFactor horn sound is replaced by the grinding gears sound, so effectively you no longer have a horn. Think of it as a weight-reduction
  • For some addon cars, some car files may need to be edited to get the best results (see section 4: Troubleshooting)
  • It is possible that for some addon cars the gear ratios will need to be manually entered in the ini file (although I haven't come across one yet)
  • As for any rFactor plugin, the extra code will require additional CPU cycles, which may lower fps on older systems (unlikely, but see section 4 for tips)
  • Installing and using this mod won't cause any online mismatches (yay!). However for some addon cars you may need to edit the <model>_Upgrade.ini file to get the mod to work optimally, which may cause online mismatches (boo!).

That's really all you have to know about what it does. If you are up for the adventure then follow the installation instructions below, and if you run into any problems check out the Troubleshooting section. If you feel like learning a bit more about how it works or want to customise it to your needs then read through the Tuning section.

Finally, if you enjoy using the mod or have suggestions (or heaven forbid, bug reports) then email me or leave me a message on nogrip, I'll be very happy to hear from you.


2 Installation

I have tried to make installation as easy as possible, but there are few things you must do to get the mod to work properly.

Note: You must be manually shifting using an H-pattern shifter (any Fanatec wheel, Frex, G25, etc). In your Controller.ini you should have "Gear Select Button Hold" enabled. In your plr file you should have"Auto Clutch", "Auto Blip", and "Auto Lift" disabled. In the game controls, Upshift and Downshift should not be mapped to anything.

Warning: The standard horn sounds in \rFactor\GameData\Sounds\Secondary will be over-written. A backup of the original rFactor horn wav files will be installed to \rFactor\GameData\Sounds\Secondary\Horns_Original. zip. No other files will be over-written or altered by installing this mod.

2.1 Download from here and unpack to your rFactor installation folder (e.g. C:\Program Files\rFactor).

2.2 Open the GrindingTranny.ini file from \rFactor\Plugins and complete the field "PLRName" with your player name. The mod uses this to find the tempGarage.svm file in the \UserData\<Player Name>\ directory, so make sure it matches that path exactly. There should be no space between the equals sign and your player name.

2.3 Also in the GrindingTranny.ini file, set the "NeutralKey" parameter to the keyboard key you would like to map to activate 'neutral' in rFactor (use lower case). The default is 'n'.

2.4 Start rFactor, go to the Controller panel, and map the key you defined in step 3 to activate "Neutral" (it will appear as upper case, but don't worry about that).

2.5 To check the basic functionality of the mod, I recommend testing with a default car such as the rTrainer at first and following the trouble shooting guide below if your experience does not reflect what was described in the introduction.

2.6 Disclaimer

There is nothing in this mod that will intentionally do anything terrible to you or your computer or your rFactor install or your favourite of Newton's laws or anything else that I could list. Your lap times may suffer, but other than that you should have no worries about installing and using the files supplied. However, should anything bad happen as a result of downloading/installing/using these files, or acting on any information contained therein, I won't be held responsible for it. I'll be very keen to hear about it, but you'll still be on your own. In other words, the choice to install is all yours, as is the risk.

2.7 Associated Files

\Plugins\ holds GrindingTranny.dll, GrindingTranny.ini, GrindingTranny_ReadMe.html (this file), GrindingTranny_Telemetry.txt (created)
GameData\Sounds\Secondary\ holds Grind_Sounds.zip, Horns_Original.zip, and horn*.wav and Grind_RJ*.wav files

Last edited by hardjack79; 12 February 11 at 12:37.
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Unread 19 June 10, 17:01   #2
hardjack79
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3 Tuning

The ini file contains most of the information you need to tune the mod to your liking, but I will go over the main tuning features here because I have the luxury of a bit more space to describe how things work.

3.1 Telemetry

The telemetry output is written to the console in realtime, and logged to a text file. It is really useful to find out why you are missing some shifts, and for troubleshooting the mod if you have problems during setup (more on this in the troubleshooting section). Setting 0 or 1 recommended.
0 -- None Console not displayed and no information written to txt file
1 -- Low Console displays information when entering realtime and then only during gear shifts. Also written to txt file.
2 -- High Console displays full information after every frame. Also written to txt file -- generates big files fast!

3.2 Enable Sound

If you are sick of hearing the grinding sound every time you miss a shift then set this to 0. Often you will still be able to hear a pum-pum-pum sound as the car tries to shift back into the gear.

3.3 Activate Neutral

If you want to learn how to match revs without the punishment of actually missing the shift (wimp), then set this to 0 and the gearbox will not be forced to neutral, but the grinding gear sound will still play (if you have it enabled).

3.4 Time in Neutral

This is the number of seconds that a missed shift will be delayed by before the gear finally engages. I think a value of about 1.0-1.5 second feels about right, but play around with it.

3.5 Sound Duration

This is the length of time (in seconds) that the grinding sound will play for when you miss a gear. Depending on the particular grinding sound you have installed, you may need to play around with this to get it right.

3.6 Key Repeat Rate

More of a troubleshooting option, this is the time (in seconds) between the push and the release (and then the re-push) of the virtual neutral key. It should be as low as possible, but if its too low the keypress might not be recognised at all. If it is too long then it won't be able to over-ride the gear-engaged messages being sent to rFactor from your wheel's H-shifter and you'll see and hear the gears switching between engaged and neutral very rapidly.

3.7 Clutch Threshold

With the clutch (mostly) disengaged the engine is no longer applying (much) torque to the layshaft, and therefore the ratios are able to be (forcefully) matched to the output shaft. In practice it should still be possible to miss a shift with the clutch disengaged if the dogs/teeth were very poorly rev-matched, but for this mod if the clutch is disengaged I assume you smashed her into gear hard enough to get the dogs to engage no matter what their respective revs are. This parameter determines the point that we consider the clutch to have disengaged, as a fraction of the raw clutch pedal travel: 0.0 is unpressed, 1.0 is pressed to the floor. For example, the default of 0.7 requires the clutch pedal to be depressed to 70% of its maximum travel before you can guarantee that the shift will be successful. However you still have to time the clutch press correctly, don't blame me if you're getting on the pedal too late or coming off it too soon! (Tip: use full telemetry to study your timing during gear changes, and also check out 4.8)

3.8 Rev-Match Tolerance

Rev-matching is all about correctly judging what engine revs will be required to match the speed of the output shaft for the next ratio. Too many revs, or too few, and the differential between the speeds of the gear and the selector will be too much, the dogs/teeth won't engage, and you'll be left in neutral. This parameter defines how close is 'close-enough', and the change will be successful if abs(GearRPM/OutputRPM - 1) <= RevMatchTolerance. Think of RevMatchTolerance as the fraction above or below the ideal, within which the matching was good enough. The smaller this number, the harder it will be to match the revs closely enough to make the shift. A value of about 0.2 (+/-20%) is probably a good place to start, and you can adjust it as you become more skilled or to model a different type of gearbox. Note: Dog-engagement boxes are much more forgiving than tooth-engagement boxes.

3.9 Upshift /Downshift Tolerance Factors

These factors enable you to increase/decrease the Rev-Match Tolerance to behave differently between upshifts and downshifts. They multiply RevMatchTolerance in the equation in 3.8, so setting one of these above 1.0 makes that direction shifting easier, and setting below 1.0 makes that direction shifting more difficult. The default for downshifts is 1.0, and for upshifts is 2.0 to reflect that with a fast movement its relatively hard to miss an upshift with a dog box. You might find that you are never challenged by upshifts but downshifts are a nightmare (or vice versa) for a given RevMatchTolerance and this is the way you can even that up a bit.

3.10 Ratio Detection Method

This will mainly be used for troubleshooting badly behaved mods, so you should only need to change this if the gear ratios are not being correctly detected automatically.

Method 0 Force use of user defined ratios (use this only if methods 1 and 2 fail)
Method 1 Only works for ratios that are stored as decimals, but is slightly more precise than method 2 (4sf vs 3sf)
Method 2 General use, works with ratios stored as either decimals or fractions (recommended setting)

If you happen to only use cars that store their ratios as decimals then you can use Method 1, but I really recommend you stick with Method 2, which will work with either fractions or decimals. The final gear ratio can be read using either method as long as it is decimal. If it is not recorded as a decimal then the mod will do its best to include the final ratio in each of the gear ratios and set the final ratio to unity. If both of the automatic methods fail to determine the gear ratios correctly then you probably have an issue with how your Player Name was recorded (section 2.2) or a particularly belligerant mod, but you can always set the ratios by hand in the bottom of the ini file and use Method 0. Every time you change car or gear settings you'll need to edit the ini again before you rejoin the track.

Last edited by hardjack79; 19 June 10 at 17:15.
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Unread 19 June 10, 17:05   #3
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4 Troubleshooting

TIP: Run rFactor in windowed mode at less than your native resolution to see the telemetry console in real time.

4.1 Instead of going into neutral when I miss a shift it just judders / holds constant revs / feels like its still in gear / neutral feels muddy

The mod forces the car into neutral with a bit of a hack: your gear shifter is constantly shouting "in gear" to the game, so the mod has to shout "in neutral" louder after you've missed a shift. If there is a slight delay (> 0.02 s) between the game hearing "in gear" and actually engaging that gear then the plugin has time to shout another "in neutral" instruction and everything works great. But if the gear change is nearly instantaneous then we end up toggling between in gear and in neutral very fast and the result is not satisfactory (the missed gear pause in neutral is not free-revving). The Historix mod in particular suffers from this, but solutions 2 and 3 work well to solve it.

Solution 1: Decrease the KeyRepeatRate, however you may find you are already as low as you can go on this.

Solution 2: Edit the car files to introduce a small delay to the shifts, even 0.03 seconds is enough in most cases. You can edit the hdv file of the car you are using (look for the parameters UpshiftDelay and DownshiftDelay). This will definitely result in online mismatches.

Solution 3: A more elegant solution is to add the following code to the bottom of the car's <model>_Upgrades.ini file so that you can change back to default settings at any time in game. Note that this might (?) result in online mismatches, so make a backup first. [PS: I have come across some upgrade files that don't close the final set of { these brackets } so you might want to check that the previous section is closed when you add the code].

UpgradeType="Grinding Tranny Mod"
{
UpgradeLevel="Leave Everything Alone"
{
Description="Use this setting if you are not using the Grinding Tranny Mod, or if it working fine already."
}
UpgradeLevel="Fix Muddy Neutral Syndrome"
{
Description="Use this setting if you use a Gated Shifter with the Grinding Tranny Mod and miss-shifts don't leave you in a free-revving neutral."
HDV=[DRIVELINE]
HDV=UpshiftDelay=0.04
HDV=DownshiftDelay=0.04
}
}

4.2 Instead of making a vicious grinding sound, I hear a horn / nothing when I miss a gear

The mod hi-jacks rFactor's horn function to play the sound of gnashing gears, but if the car is using a non-default horn sound then you'll hear that instead (e.g. Historix). You have a few options to solve this (listed worst to best).

Solution 1: Disable the sound in the ini file.

Solution 2: Open up the <model>.sfx file for the car you are using and under the "AMBIENT SOUNDS" section you should be able to see the path of the wav files that it uses for the horn (VS_INSIDE_HORN and VS_OUTSIDE_HORN). I'm not sure if you'll get an online mismatch if you change the path\filename to another wav file here. If you hear no sound you may need to add the paths in yourself: VS_OUTSIDE_HORN=secondary\Horn.wav and VS_INSIDE_HORN=secondary\Horn.wav

Solution 3: Alternatively, after finding the location of the wav file (see Solution 2), replace it with the grinding sound of your choice (no danger of mismatches).

Solution 4: Add the following code to the <model>_Upgrades.ini file for the car model you are using (not sure if this will cause mismatches) and chose the sound you prefer from within the upgrades menu. For Historix you'll need to extract the contents of Grind_Sounds.zip to \GameData\Sounds\HISTORICGT\Secondary.

UpgradeType="Gear Grinding Sound"
{
UpgradeLevel="Horn"
{
Description="Use the original horn sound"
SFX=VS_INSIDE_HORN=secondary\horn_original.wav
SFX=VS_OUTSIDE_HORN=secondary\horn_original.wav
}
UpgradeLevel="Grind 1"
{
Description="Long, low-pitch, rough gear grinding sound"
SFX=VS_INSIDE_HORN=secondary\Grind_RJ3.wav
SFX=VS_OUTSIDE_HORN=secondary\Grind_RJ3.wav
}
UpgradeLevel="Grind 2"
{
Description="Long, high-pitch, metallic sound"
SFX=VS_INSIDE_HORN=secondary\Grind_RJ7.wav
SFX=VS_OUTSIDE_HORN=secondary\Grind_RJ7.wav
}
UpgradeLevel="Grind 3"
{
Description="Long, harsh toothy sound"
SFX=VS_INSIDE_HORN=secondary\Grind_RJ6.wav
SFX=VS_OUTSIDE_HORN=secondary\Grind_RJ6.wav
}
}

4.3 The gear grinding sound is too quiet / is too loud / just sucks

The gear grinding sound is stored as a wav file (see section 4.2 for location details) that you can edit or replace if you like. In fact I encourage you to do exactly that, and if you find/make a better sound then please share it online so others can try it. The sounds I included in the install are real recordings (not always from cars) that I have edited with Audacity, and they definitely suit some cars better than others. In my opinion the synthesised sound from nKPro is better.

4.4 Having this mod installed slows my framerate

Plugins for rFactor operate in soft-realtime, so if your CPU takes longer to process the commands in all your plugins than the GPU takes to render the next frame then you'll see a drop in framerate. I've tried to make the code in this plugin work efficiently, but if it slows down your machine too much there are still a few things you can try, one at a time, to see if it is one thing in particular that is causing the problem.

Test 1: Disable the telemetry
Test 2: Disable the sound
Test 3: Disable the forced neutral
Test 4: Increase the KeyRepeatRate

4.5 Crashes

Obviously this mod works on my system, but there is always the possibility that it won't work on yours. I used ISI's example telemetry plugin as a base, and compiled it with MS Visual C++ 2010 Express (its totally free, go get programming!) in Windows 7 x64. If the example plugin from www.rfactor.com works, but if this one doesn't then please let me know the details.

4.6 It doesn't go into neutral when I miss a shift

There could be a few reasons for this, so let's start with the really embarrassing ones first:

Solution 1: Enable Telemetry level 1 and make sure that you are actually missing the shifts (it will say "UPSHIFT FAILED" or similar). To make sure its a bad shift you should not use the clutch and then upshift slowly with the accelerator flat to the floor.

Solution 2: Make sure that your ini file has Activate Neutral enabled (ActivateNeutral=1).

Solution 3: Check that you have mapped the "Neutral" function in game to the same keyboard key as you entered in the ini file. The ini file should have NeutralKey set to the character that appears if you press that key on its own (without using Shift, Alt, etc.) and with no spaces. e.g. the {[ button it would be NeutralKey=[. If you have Telemetry set to 1 or 2 then you should see this key mapping each time you drive out of the garage in rFactor. I use a US keyboard, and I'm sure that different language keyboards will exhibit different behaviours for some keys, but you have the choice to change the mapping from the default 'n' to 30+ other keys so I hope that you can find one that works for you.

Solution 4: Experiment with the rate that the virtual key is pressed, KeyRepeatRate. Its possible that your computer can't keep up with the default rate of 0.01 seconds between push and release, so try 0.05 and see if that helps.

Solution 5: Try starting a LAN session, join the track, then press 'T' (default) to enable real time chat. If you now miss a gear you should see your NeutralKey repeating like crazy in the chat box. If there is only a very few repeats then you need to adjust the KeyRepeatRate. If you don't see anything repeating there then there is a big problem because the virtual key press is not being detected by rFactor.

4.7 It doesn't register that I have missed a shift... or show any telemetry... its like it was never installed at all

Solution 1: It might pay to check that you have GrindingTranny.dll and GrindingTranny.ini in the \rFactor\Plugins\ folder... just in case.

Solution 2: You might have plugins disabled, the default to toggle plugins while on track is the 'G' key.

Last edited by hardjack79; 19 June 10 at 17:18.
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Unread 19 June 10, 17:19   #4
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4.8 I'm a great driver, I never miss a shift, this mod is conspiring against me!

Make sure that in your Controller.ini file you have "Gear Select Button Hold" enabled.
In your plr file you should have "Auto Clutch", "Auto Blip", and "Auto Lift" disabled, and have auto-clutch turned off in game.
In the game controls, Upshift and Downshift should not be mapped to anything.

Solution 1: Set Telemetry to level 1 and check that the input and output revs are similar to within the RevMatchTolerance when you change gear. If they are way out even though you are sure you are matching revs correctly then perhaps the gear ratios weren't loaded correctly (see 3.10 for your options). The main thing to check is that you have provided the correct current Player Name in the PLRName field of the ini file. Also make sure there is no space between the equals sign and the name. In the first few lines of the telemetry stream the path to the tempGarage.svm is printed, check that this path is correct and that the file exists.

Solution 2: Set Telemetry to level 2 and check how you are using the clutch before, during, and after a shift -- it is easy to get the timing wrong, but easy to lean to do it right.

Solution 3: If the car has a long delay time on gear shifts (rFactor does this to eliminate instantaneous sequential shifting) then you may be doing everything right, but the mod can only assess your performance at the instant the new gear is engaged. If this happens some time after you physically selected the gear then you may have already come off the clutch and the shift may fail. The solution here is the same as 4.1 solution 2, except you'll want to decrease UpshiftDelay and DownshiftDelay. The snippet of code for the upgrades file should also work here.

4.9 This mod is totally unrealistic, its impossible to make / miss a gear shift with a dogbox / standard box by doing this / that

Gearbox performance and traits differ greatly between all the different cars that rFactor allows us to drive, and no single set of settings is going to work for all of them. Likewise there are limitations in what can be achieved by back-ending a gearbox model into the application (and certainly in my skill in doing so). The mod offers a reasonable level of tunability, so ultimately its up to you to find the best settings for your application. Whether 'best' means the most accurate, or the perhaps the most (or least) enjoyable to drive is also up to you. Please discuss and debate, and if there are things I can change to improve the mod then I'll certainly consider it.

Last edited by hardjack79; 11 August 10 at 18:44.
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Unread 20 June 10, 11:58   #5
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Looks like an awesome plugin. Will test it later or sure when i'll have the time. Thanks in advance!
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Unread 21 June 10, 13:51   #6
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On vacation right now but can't wait to give this plugin a try. Thanks for your time making this!
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Unread 21 June 10, 13:59   #7
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That sounds very neat!
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Unread 24 June 10, 07:03   #8
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Yep. It worths a try at least

Thanks for the effort of doing rF even better

Regards
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Unread 24 June 10, 11:45   #9
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i can't use this because i have DFP but..thanks really much for your work!!
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Unread 24 June 10, 12:06   #10
hardjack79
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Thanks for the nice comments guys, I really do appreciate it

It's not completely plug and play, but IMO the installation is not too taxing and it should work straight off the bat for the stock rFactor cars. Mods may require a bit of extra work, but that is what the troubleshooting guidance is for.

There have been 180+ downloads so far, but I haven't heard anything back about its install or use, so if anyone has had either success or failure with it I'd really like to hear about it (so I can fix it). I assume that it works on PC's and wheels other than my own (Win7x64, XP32, 911 Turbo), and I hope that other people enjoy the additional challenge as much as I do, but at the moment its quite frustrating not knowing!
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Unread 24 June 10, 14:56   #11
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It sounds really cool and clever, seems I just haven't been driving cars lately where you'd have to do the shifting properly
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Unread 24 June 10, 16:16   #12
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I'll definitely be trying this with the Historics mod, sounds great Rich.
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Unread 24 June 10, 17:12   #13
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Yeah, it goes great with Historix Freddy. The only problem is that Historix is the mod that gives my plugin the most problems. It'll work to some extent straight off the bat, but not perfectly. The fix is relatively easy, but it involves editing the upgrade file for the car model you want to drive.

1) Put the following code in your car _Upgrades.ini file*:

UpgradeType="Grinding Tranny Mod"
{
UpgradeLevel="Leave Everything Alone"
{
Description="Use this setting if you are not using the Grinding Tranny Mod, or if it working fine already."
}
UpgradeLevel="Fix Muddy Neutral Syndrome"
{
Description="Use this setting if you use a Gated Shifter with the Grinding Tranny Mod and miss-shifts don't leave you in a free-revving neutral."
HDV=[DRIVELINE]
HDV=UpshiftDelay=0.04
HDV=DownshiftDelay=0.04
}
}

UpgradeType="Gear Grinding Sound"
{
UpgradeLevel="Horn"
{
Description="Use the original horn sound"
SFX=VS_INSIDE_HORN=secondary\horn_original.wav
SFX=VS_OUTSIDE_HORN=secondary\horn_original.wav
}
UpgradeLevel="Grind 1"
{
Description="Long, low-pitch, rough gear grinding sound"
SFX=VS_INSIDE_HORN=secondary\Grind_RJ3.wav
SFX=VS_OUTSIDE_HORN=secondary\Grind_RJ3.wav
}
UpgradeLevel="Grind 2"
{
Description="Long, high-pitch, metallic sound"
SFX=VS_INSIDE_HORN=secondary\Grind_RJ7.wav
SFX=VS_OUTSIDE_HORN=secondary\Grind_RJ7.wav
}
UpgradeLevel="Grind 3"
{
Description="Long, harsh toothy sound"
SFX=VS_INSIDE_HORN=secondary\Grind_RJ6.wav
SFX=VS_OUTSIDE_HORN=secondary\Grind_RJ6.wav
}
}

* check that the previous {UpgradeType} has been bracketed off properly in the ini file

2) Extract the contents of GameData\Sounds\Secondary\Grinding_Sounds.zip to \GameData\Sounds\HISTORICGT\Secondary


3) In rFactor, go to the upgrades section for your car and choose Shifter Type = Heal and Toe, Grinding Tranny = Fix Muddy Neutral Syndrome, and Grinding Sound = Grind n

And you are good to go. (Sorry, the forum mutilates the spaces so that code looks rough, but its correct)
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Unread 24 June 10, 17:13   #14
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Hi,hardjack79
Thank you for sharing this great plugin. I tried your plugin and it worked so well. I feel that this MOD should be used by every SimRacer who want to drive a virtual car realistically
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Unread 24 June 10, 17:16   #15
hardjack79
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Thanks for the very kind words Nyamless, I really glad it added something for you.
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Unread 24 June 10, 17:17   #16
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Thanks Rich. I think the Bathurst Legends mods would be great with this too, just to add that realism.
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Unread 2 July 10, 17:12   #17
Stef Bord
 
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Thank you very much for this great grat addon. The race with that is more, more immersive...
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Unread 3 July 10, 00:16   #18
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Is this working for everyone so far?

I haven't tried it yet as I was waiting for some feedback.
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Unread 10 July 10, 10:38   #19
hardjack79
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I haven't heard of it failing to work for anyone yet (350+ downloads). You have to read the instructions (or failing that at least have a look inside the ini file and remember to map Neutral in game) but its not tricky.

EDIT: Actually it is tricky... tricky to stop the bloody HistorX Cortina from exploding if you miss an upshift.
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Unread 20 July 10, 15:09   #20
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hi, it sounds great, but i use a sequential shifter with a clutch pedal, could i use the plugin at least to shift using only if the clutch is pressed to change gear? or it has to be an H pattern only?
it could be nice it that could be possible, like in live for speed, I still have to use the clutch to shift gears even my wheel is a driving force gt (with an extra pedal as clutch)
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Unread 20 July 10, 15:16   #21
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Well done Rich!
This is certainly a step in the right direction, and something I have been hoping for from sims for a long time.

Love your work!
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Unread 20 July 10, 16:48   #22
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Just tried it and I'm very amazed.
Awesome job mate. This adds a lot of realism to the game.

Only the sounds themselves are not the best, but when driving you don't notice them to much.

Again, awesome job, 9,5/10.
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Unread 20 July 10, 17:20   #23
hardjack79
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Thanks for the comments guys

gtrNL: Yeah the sounds are pretty sh!t I spent ages trying to find a decent grinding transmission sound online, and came up with 1000 trucks and no performance cars. Hopefully someone can make/find one and we can all be freed of the abominations I supplied! I'm glad you like it. The instructions are a bit wordy, but necessary I think.

Iratafia: Yeah it will work as you say with a sequential. The only thing is that it'll put you into neutral if the shift fails, and you'll have to keep the foot on the clutch and climb up through the gears to where you should be. If you are man enough to drive it like that I'll be bloody impressed!

Trotty: Cheers mate.
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Unread 20 July 10, 21:16   #24
evphelps
 
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You could try 'Grand Prix' the movie,it has just the sounds you need ...
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Unread 22 July 10, 11:11   #25
Frenky King
 
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This is a great mod - something like shifting in Live for speed (in that game if you donīt press clutch properly, you miss the shift and gear is not shifted). But I canīt make it work correctly - I can hear only horn, but gear is shifted in place. How can I fix it? Please help. I play AMM and I drive Mustang BOSS 302.
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Unread 22 July 10, 11:19   #26
hardjack79
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Section 4.2 (3rd post in this thread), check out solution 2 (solution 1 was a joke) to find where the sound is stored, then use either solution 2-4 to get the grinding sound played instead. If you never use the horn then replacing the wav file with a grind sound (using the same filename) is probably best as it avoids mismatches and may also fix other mods. Solution 4 is the most elegant, but I still don't know if it causes mismatches online.

rFactor has the ability to play different sounds for external vs internal horn, so there may be two files/paths to change (or you get a grind in car, and honking on the replay).

Last edited by hardjack79; 22 July 10 at 12:01.
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Unread 24 July 10, 07:20   #27
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pretty cool, only two obvious problems so far, 1. When I grind the gears and it stays in neutral for a short time it makes the sound of a horn, idk if the horn sound was supposed to go away, but its just kind of weird to hear the horn every time I grind gears

and 2. I tried with the default Mustang-lookin car and it worked, but then I tried it with the add-on 1970 WSC mod (with the GT40's and 917K's etc.) and I straight up shifted without the clutch at all and it still shifted just fine, so is this mod just for default cars?
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Unread 24 July 10, 14:19   #28
hardjack79
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Issue 1, check the post immediately before yours

Issue 2, I haven't tried the 1970 WSC mod but you may have some luck trying out things in the trouble shooting section (4), on the first page of this thread. Given that you say it does go into neutral for the stock cars I would look at section 4.8, because its possible that either:
A) The path to the tempGarage.svm is incorrect and you're not loading the correct ratios; or
B) The ratios are written in some weird way that the plugin can't cope with.

Either way your best bet is to enable telemetry (level 1 should be sufficient) and check what ratios are loaded when you hit the track. You should see either:
I) Each forward gear ratio correct AND the final ratio correct; or
II) Each forward gear ratio multiplied by the final ratio AND the final ratio set to 1.
If you see anything different then my guess is that this is your problem. You'll need to set the gear selection method to 0 in the ini and fill in the ratios manually (see section 3.10 of the documentation).
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Unread 26 July 10, 18:09   #29
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great work on this Richard, been waiting a long time for something like this.

BUT, it is not playing the grinding noise when I miss. Everything else is working perfectly, it goes into neutral, etc. I'm using the f1 1971 mod and it does not have it's own horn in it's secondary sound files.

I read all the troubleshooting but I didn't see anything that would apply.

Thanks in advance.
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Unread 27 July 10, 15:30   #30
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Well, I turned the engine sound all the way down and I definitely hear a kind of muffled fluttering noise when I miss the shift and it goes to neutral but it doesn't sound like any of the grinding Wav files. How do i choose one of those specific files and increase the volume of it?
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Unread 28 July 10, 02:18   #31
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Figured it out guys--solution 4.2. Added to the upgrades. Man, this is fun!
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Unread 6 August 10, 12:37   #32
hardjack79
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lol, good work hunting that down... over 3 days no less, I admire your stickability! (I've been away on a blissful holiday for a couple of weeks, hence no response)

BTW That muffled fluttering noise you hear is very likely the sound of the gearbox flicking between gear and neutral very fast after a missed shift. You might want to check that the UpshiftDelay and DownshiftDelay for that car (in the .car file? somewhere like that anyway) are greater than ~ 0.03 so that the virtual neutral keypress has time to work. In any case it sounds like its working well for you, and we're both pleased about that.
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Unread 11 August 10, 18:56   #33
hardjack79
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Minor additions to post 1:

"Gear Select Button Hold=1" is in the Controller.ini not your plr file (thanks Howie at RFC).

This addition is very important though:
In the game controls, Upshift and Downshift should not be mapped to anything.

If these are mapped then rFactor won't release the gear back to neutral properly when you physically move the shifter out of gear, which makes it nearly impossible to clutchless shift with just a lift or a blip. You may still see "N" briefly on your dash, but this is due to the Up/DownShiftDelay value for your car.
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Unread 12 February 11, 23:17   #34
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Congrats for this great plugin and tutorial. thx.
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Unread 14 February 11, 21:11   #35
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Wow, this mod keeps getting better and better. Best mod for rfactor ever for Vintage F1 guys.

I'm driving Tatino's 73, 76 and 77 mods and this mod adds huge immersion to these kind of cars.

Couple questions though: I saw a comment on Virtualr.net that there is instant output available to FFB shifters if I build one? Hardjack, can you comment futher on this?

Also, for future wish list: can you set it up so the mod telemetry keeps count of missing gears and after a certain number there is some type of mechanical failure? I know you can't simulate a gear box failure but maybe there is some other type of failure?

Also, I assume, apart from the mod, we can maybe take away the rev limiter and make it so that if we accidentally throw it into 2nd instead of 4th, it blows the engine?

Thank you again so much for this incredible mod!!
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Unread 14 February 11, 21:59   #36
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Quote:
Originally Posted by nicka117 View Post
Also, for future wish list: can you set it up so the mod telemetry keeps count of missing gears and after a certain number there is some type of mechanical failure? I know you can't simulate a gear box failure but maybe there is some other type of failure?


That would be indeed awesome.
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Unread 14 February 11, 23:14   #37
hardjack79
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Quote:
Originally Posted by nicka117 View Post
Wow, this mod keeps getting better and better. Best mod for rfactor ever for Vintage F1 guys.
Thank you very much, its good to hear that you're enjoying it. Although I'm not sure that 'enjoying' is ever quite the right word for it.

Quote:
Originally Posted by nicka117 View Post
Couple questions though: I saw a comment on Virtualr.net that there is instant output available to FFB shifters if I build one? Hardjack, can you comment futher on this?
Yes, its relatively untested, but I included a public method that can be called that will report the current state of the gearbox: grinding vs. not grinding. I haven't documented it yet, but when I get time I'll post some example code to show how to access it (its easy). I had an idea that it might be a fun project for someone to do, make their own FFB gearshifter and program it to work with rFactor + Grinding Tranny. When I say FFB I am just thinking vibration, but who knows what cleverer people could do?

Quote:
Originally Posted by nicka117 View Post
Also, for future wish list: can you set it up so the mod telemetry keeps count of missing gears and after a certain number there is some type of mechanical failure? I know you can't simulate a gear box failure but maybe there is some other type of failure?
Snap! I've been thinking about this for the last couple of weeks, and this is definitely something I'd like to look into for a future version. I figure that, at the most basic level, I could just make it progressively harder to shift the more missed shifts there had been. Might also be able to hack in some 'gearbox damage' when other parts of the car get banged up.

Quote:
Originally Posted by nicka117 View Post
Also, I assume, apart from the mod, we can maybe take away the rev limiter and make it so that if we accidentally throw it into 2nd instead of 4th, it blows the engine?
I've been working quite closely with the HistorX guys (top blokes all of them), and I seem to remember them saying that true limitless engines aren't possible in rFactor. However I've also blown up more of their Lotus Cortina engines than I care to remember (trying to get that little bit more speed by flat shifting from 3rd to 4th, miss the gear, over-rev.... pop!) so its something they've been able to work around.
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Unread 15 February 11, 00:05   #38
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Great stuff Richard, thanks!
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Unread 15 February 11, 09:57   #39
Com8
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indeed, best plugin since realfeel! keep up the good work, mate! enjoying it very much!
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Unread 15 February 11, 10:33   #40
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Hi , Richard .. i added a sound in your plugin

UpgradeLevel="Grind 4"
{
Description="short, destroem sound"
SFX=VS_INSIDE_HORN=secondary\Gear_mis.wav
SFX=VS_OUTSIDE_HORN=secondary\Gear_mis.wav
}

and if you do not hear (you can put "2.0" instead of "1.5")

UpgradeLevel="Grind 4"
{
Description="short, destroem sound"
SFX=VS_INSIDE_HORN=1.5,secondary\Gear_mis.wav
SFX=VS_OUTSIDE_HORN=1.5,secondary\Gear_mis.wav
}

http://www.mediafire.com/file/l01ce3...w/GEAR_MIS.zip

...and finally thank you for your plugin
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Unread 15 February 11, 12:21   #41
hardjack79
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Nice find, destroem. Can I include this sound in any future release or sound pack, please (with credit of course)?

Also I didn't know about this playback level trick with the upgrades file (=1.5,path), that is really cool!

It looks like you decided to stick with rFactor's sound engine instead of BASS, was there a particular reason for this? (I'm just curious). Or perhaps you had already done this nice Upgrades file trick before version 2.0 was released [the ini now allows for specifying a sound file and playback level].

Com8 - that's very generous mate! Cheers.
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Unread 15 February 11, 13:47   #42
caracalla
 
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Really nice alt. sound.

Here is my take on it, from a web I linked in the other thread:

http://www.mediafire.com/?kaatq0q0395bh7s

Edit: It's a truck transmission screaming FAAAAIL!

Last edited by caracalla; 15 February 11 at 14:03.
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Unread 15 February 11, 14:03   #43
destroem
 
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Yes ..i prepared this for your old version to include it in my mods.

...those who know me..know that i love edit the sounds mods , but I never give anything because there is a minimum of 20 versions for 1 sound.

.. you can include this sound for your futur release , no prob !
.. for the credits..it's like you want !
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Unread 19 April 11, 07:02   #44
tarnsman
 
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I just installed the mod and tried it with a few mods: WSC70, F1 75, and F1 71.

Two questions, Even though I hear the grinding sound I can still shift without the clutch sometimes. is this my great inherent skill or is the mod not fully supported by my mods?

Are the gear ratios I select in the garage auto recognized by your plugin?
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Unread 19 April 11, 07:13   #45
bozont
 
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from statistical view, time to time you must hit the gears just right
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Unread 19 April 11, 11:30   #46
hardjack79
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If the speeds of the 'engine side' and 'wheel side' of the selectors are similar then you can change gear without using the clutch. This is true of both real life gearboxes and the plugin's gearbox model.

In fact its entirely possible to complete a race using the clutch only off the startline, but you need to be accurate and consistent with your rev-matching (aka "lifting and blipping").

In practice you will likely find that:
1) The high gears (e.g. 4th, 5th, 6th) are easier to clutchless shift between because the difference between adjacent ratios gets smaller and smaller the higher up the gearbox you go (it might be as little as 10%).
2) Its harder to clutchless shift downwards because a throttle blip is far harder to control precisely than a throttle lift.

If clutchless shifting is too easy or hard then you can change the rev matching tolerance in the GrindingTranny.ini file.

As for the current ratios you have set, the plugin loads them every time you hit the track, so they should always be correct*.

* If the mod you are using writes ratios in a strange manner then its possible that my plugin won't be able to read them, but I haven't come across this yet.
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Unread 26 April 11, 16:29   #47
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I ran a F1 1988 mod race at Silverstone last night with your mod and it was great. It really kept me honest and I had a great dice with "Gerhard Berger" in the Ferrari. I could not just throw the gear lever around, I had to concentrate and do it right.

Thumbs Up.
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Unread 26 June 12, 21:28   #48
oppolo
 
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HI
can you make an option also for not synchronize gear box?

so even if clutch is on, rpm of engine side and wheel side should be near for changing gear

for the new 37 mod would be great

greets
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Unread 26 June 12, 21:51   #49
mrpowcz
 
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That would be nice indeed, believe it or not though, the 30s GP cars were synchronized. At least the merc sure had.
http://www.emercedesbenz.com/Aug08/1...And_1930s.html
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Unread 26 June 12, 22:54   #50
oppolo
 
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Quote:
Originally Posted by mrpowcz View Post
That would be nice indeed, believe it or not though, the 30s GP cars were synchronized. At least the merc sure had.
http://www.emercedesbenz.com/Aug08/1...And_1930s.html
ah ok, I didn't know
thanks
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