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Old 12 December 08, 21:23   #1
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Default GTL & GTR decrypted. Anyone have any thoughts??

First off let me say that I am NOT advocating the use of the decrypted files if you do not already own either one of these awesome sims. With that being said I was wondering what some of you think. Some know that both GTL and GTR have been decrypted and the files are out there. I've read where people were calling the files cracked but I wonder if that really is the case. It seems to me that someone got their hands on the tool used by Simbin to encrypt the files, and adapt Starforce to it. I may be totally wrong but both decrypted files (GTR & GTL) were released at that same time. I know a little about reverse engineering using IDA and it is not a simple or quick process. So for both of these files which are HUGE in terms of being reverse engineered to be released at the same time is kinda suspicious. What are the chances a Simbin or Blimey employee either current or former released these files and the little batch program used to decrypt it into the public? Anyone have any thoughts???
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Old 12 December 08, 23:06   #2
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While I did wonder the same thing initially, I seriously doubt it was an "inside job". First, other Starforce games have been cracked even if it took ages to do so. Secondly, any insider would realise that removing the encryption also removes the cheat protection and I think its unlikely that they would do this. Thirdly, Simbin/Blimey insiders have access to the decrypted files (rather than the encryption tool) and I can't see an insider releasing the defective sound files which were released with the cracked files.

Last edited by David Wright; 12 December 08 at 23:19.
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Old 12 December 08, 23:29   #3
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I agree with much of what you said, but if I'm not mistaken the sound files were not so much defective but misnamed(decrypted to the wrong spot??). Still think about what it would take to decrypt these files using a proggy like IDA Pro. You would have to go through it line by line. It would take a looooooong time. For there to be almost no errors in either programs seems way too unlikely. Thats kinda why I figured a disgruntled ex employee. Or maybe one who wanted it to be open like GTR2.
Cheating does not seem like it would be to much of an issue to me cause the only ones playing these sims now are the hardcore bunch like us. Not the little script kiddies who would cheat cause they think it would be cool. They are all to busy playing newer titles.
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Old 15 December 08, 20:31   #4
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No they were defective, there is a 4th party fix somewhere.
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Old 15 December 08, 21:40   #5
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There were two steps involved in this:

1. The Starforce protection was removed for the download version of the game, forgot the name of the service, but it's similar to Steam.

2. With Starforce being removed, it was possible to set breakpoints etc and find the blowfish decryption key.

The game is 3 Years old and I don't think this will hurt any sales figures anymore, especially since the game goes for $10 nowadays. And keep in mind that Starforce freaked up lots of peoples PCs (I burned many coasters because of it) plus it's still not possible to play online without a proper serial number. On the plus side, this made the conversion to Evo possible and may have even sold the odd copy of the game.
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Old 15 December 08, 22:06   #6
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Quote:
Originally Posted by ****** View Post
keep in mind that Starforce freaked up lots of peoples PCs (I burned many coasters because of it)
Sorry to go off topic here, please send me a pm with all you know of these Starforce problems. I thought I'd escaped the difficulties but the quote above gives me cause to worry.
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Old 15 December 08, 22:55   #7
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"2. With Starforce being removed, it was possible to set breakpoints etc and find the blowfish decryption key."

correct!

decryption is basicaly trivial. When we asked Luigi to produce the rFactor decrypter it took him a little less than 2 days to have working decryption code, which was AES256/Blowfish. As for EVO, onlly a small shift of bytes was needed for the new algo.
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Old 28 April 09, 17:16   #8
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Is there anyway to get (all) the decrypted GTR 1 tyres so I could use them in GTR 2? The GTR 2 tyres seem to have a massive tolerance to losing traction. I'm pretty sure flooring a 400hp car in first gear will spin out the tyres like a drag strip burn out, never mind a 500hp G2 or a 600hp GT class car. You can spin tyres under too much power even in 3rd gear with GTR 1 tyres as they are more in line with realism (similar to GTL's tyres). However GTR 2 will only let a GT class car really spin in 1st gear.

This shows in the lap times of the tracks (including the built-in ones) The lap times set by the AI and myself seem to be much faster than even the real world fastest lap records set by the GT cars. In Silverstone GP for eg. I can easily set a 1:36/37 however if you check the real world times for the same cars, they are like 7 to 8 seconds slower: 1:44 to 1:45 for the 600 hp GT class cars of the same year/championship.

I own all 3 games so if someone can tell me how to decrypt them myself them I'd appreciate it.

Cheers

Last edited by fredsas; 28 April 09 at 17:22.
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Old 28 April 09, 17:24   #9
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I don't think that this would change much for you, because a ex-SimBin dev said that the problem with GTR2 was the tire patch algorithm, i.e. the simulation of how the tire patch interacts with the asphalt. In fact I wouldn't be surprised if the tire physics data (i.e. width, amount of grip, heating etc) is more or less identical between GTR1 and GTR2.
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Old 28 April 09, 17:45   #10
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Quote:
Originally Posted by ****** View Post
I don't think that this would change much for you, because a ex-SimBin dev said that the problem with GTR2 was the tire patch algorithm, i.e. the simulation of how the tire patch interacts with the asphalt. In fact I wouldn't be surprised if the tire physics data (i.e. width, amount of grip, heating etc) is more or less identical between GTR1 and GTR2.
Hmm. So its really the engine itself that limits the traction loss. Damn. Would there be a tyre mod of some kind that that tries to simulate GTR 1's tyres? I tried other ways, like reducing the grip in the tracks themselves, basically setting the dry grip to the same as the wet grip and reducing the wet grip by the same amount, but I have to do that with every track I have and it is a sort of a dirty solution to it.
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Old 28 April 09, 18:23   #11
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I'll make a few points on what is a very old chestnut.

1. Although Simbin/Blimey did talk about the changes to the tyre patch physics, having tried GTR2 tyre files with the GTR1 engine, the tyre files are very important, and they are quite different to the GTR1 files - primarily the shape of ths slip curve. It was only at low speeds that weakness of the GTR1 engine was strongly evident.

2. The laptimes in GTR1 (both AI and human) were also much faster than the real-life lap times. GTR2 isn't much quicker than GTR1.

3. The default setups supplied with GTR2 are very safe. If you want more skill in throttle application then increase the power side locking % of the limited slip diff.

4. It is easy to confuse grip with how forgiving tyres are on the limit, but they are not the same thing. While the overall grip levels may be a bit too high in GTR2 (and indeed in GTR1), the consensus from those who drive the real cars is that GTR2 is more realistic than GTR1 in terms of how forgiving the tyres are on the limit.

5. If you are looking for an alternative to the standard GTR2 physics, I'd try the NAP mod rather than use the GTR1 files.
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Old 28 April 09, 19:38   #12
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The main reasons you are faster than the real drivers are:
- You have probably more laps on Silverstone than even Alain Prost...
- You have also more guts than Alain Prost, sitting comfy behind your PC...
- You also do not have to pay the bill for al the ars you carshed (OK, neither may Alain Prost...)

What would you say if in a real-life race 50% of the field did not finish due to massive crash?
I bet you'd not say much eh, ifr you were in the wrong 50%...
Oh, but I bet the few survivors would be very fast indeed...
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Old 29 April 09, 01:10   #13
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Quote:
Originally Posted by Pizzaman View Post
The main reasons you are faster than the real drivers are:
- You have probably more laps on Silverstone than even Alain Prost...
- You have also more guts than Alain Prost, sitting comfy behind your PC...
- You also do not have to pay the bill for al the ars you carshed (OK, neither may Alain Prost...)

What would you say if in a real-life race 50% of the field did not finish due to massive crash?
I bet you'd not say much eh, ifr you were in the wrong 50%...
Oh, but I bet the few survivors would be very fast indeed...
lol, I get you. but I also checked GTR 1 though and the ai and myself seem to get very close to the real world lap times for that season. I did some comparison tests on a few built-in tracks as well as Silverstone and high speed tracks such as Road America on both. The NGT class in GTR 2 seem to get the same times as the GT class real world cars. If you ask me that is pretty extreme in difference.

I guess its actually a combination of things, such as tyres, drag coef, (eg the Lister Storm GT and the F550 GT racecars published drag coefs are about 0.35, where as in GTR 2 they are like 0.30), lack of downforce loss under sideways movement etc. I changed the FWLiftSideways=(0.0), RWLiftSideways=(0.0) and DiffuserSideways=(0.3) to "1" (full downforce stall) and it seems to handle much better in terms of loss of traction. The default diff torque power and neutral setting also seem to be much higher in GTR 1: 40% and 60% on average for a lot of the cars compared to 30 / 50 in GTR 2.

Problem is when you change all these things, you end up getting kinda lost on what might be the real differences between the games, and if whether they are the right things to change or not, and without really knowing that is an even more dirty fix than the track dry and wet tyre grip levels.

Last edited by fredsas; 29 April 09 at 01:25.
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Old 29 April 09, 09:24   #14
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In the end, it's still a game.
There's no way to emulate all the different factors.

I do GTLegends 100% - and the main difference is, I should build the whole PC into a barrel and then throw that down a hill when doing the sim...
I have raced Minis (and more) - not unusual to hit the ceiling a few times
THEN see how fast you are!
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Old 30 April 09, 21:18   #15
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Quote:
Originally Posted by fredsas View Post
(eg the Lister Storm GT and the F550 GT racecars published drag coefs are about 0.35, where as in GTR 2 they are like 0.30),
GTR2 does not use drag co-efficient. Nor is drag limited to the BodyDragBase.
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Old 30 April 09, 21:47   #16
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I think GTLegends uses drag coefficient.
I have modified it for the TCR and it does make a difference at high speeds.
It also calculates the frontal area, and stability (wind-effect) relevant to 'sideways action'.

Can't say anything about GTR2 though.
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Old 30 April 09, 22:09   #17
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If the car (game engine) does not use drag coefficient it will not slipstream.

And in game files of GTL (only one I'm 100% sure of) it has the drag coefficient for every car.

GTL and GTR2 both slipstream at moderately close distances.
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Old 1 May 09, 09:36   #18
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I repeat, you will not find the drag co-efficent in the GTR2 (or GTL) physics files. And it doesn't calculate the frontal area itself.

Drag is made up of several components in the hdc file

BodyDragBase
BodyDragHeightAvg
BodyDragHeightDiff
RadiatorDrag
BrakeDuctDrag

Where a car has wings/splitters

FWDragParams
RWDragParams

To calculate total drag you have to add up all these different components at the ride height and wing settings chosen.

The total should equal 0.5 x drag coefficient x frontal area x air density

GTL and GTR2 use metric units so make sure you do

The physics engine multiplies this number by velocity^2 to get drag.

This was confirmed by ISI - I'm not making this up.

Since the cars in GTL have a frontal area of around 2 m^2 and since the density of air is approximately 1.2 kg/m^3, when you multiply by 0.5 the "factor" used is not far from the drag co-efficient but it isn't the drag co-efficient.
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Old 1 May 09, 22:51   #19
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Quote:
[BODYAERO]
BodyDragBase=(0.30) // base drag
So that's not the Cw...??
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Old 2 May 09, 09:48   #20
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Quote:
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So that's not the Cw...??
No
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Old 2 May 09, 12:14   #21
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Awww cr...!

Then how can you calculate the total Cw?
I guess that's what you explained.

Hahaa, well, at least it is similar.
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Old 17 May 09, 04:41   #22
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Ok I got it!! I found out how to make the tyres similar to GTR 1, Now all cars have less grip at cold tyres temps, but once they start heating up to optimal they will have GTR 2's level of grip and forgiveness. All cars now burn out at a sudden flooring of the throttle, even the 200hp Lotus Elise. They now feel a lot more like light race spec machines and they drive more to the real world lap times for a given track.
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Old 17 May 09, 04:51   #23
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Quote:
Originally Posted by David Wright View Post
I repeat, you will not find the drag co-efficent in the GTR2 (or GTL) physics files. And it doesn't calculate the frontal area itself.

Drag is made up of several components in the hdc file

BodyDragBase
BodyDragHeightAvg
BodyDragHeightDiff
RadiatorDrag
BrakeDuctDrag

Where a car has wings/splitters

FWDragParams
RWDragParams

To calculate total drag you have to add up all these different components at the ride height and wing settings chosen.

The total should equal 0.5 x drag coefficient x frontal area x air density

GTL and GTR2 use metric units so make sure you do

The physics engine multiplies this number by velocity^2 to get drag.

This was confirmed by ISI - I'm not making this up.

Since the cars in GTL have a frontal area of around 2 m^2 and since the density of air is approximately 1.2 kg/m^3, when you multiply by 0.5 the "factor" used is not far from the drag co-efficient but it isn't the drag co-efficient.
You are right that for a racecar you would have to add in all the other drag factors under maximum downforce to total its entirety. The BodyDragBase is the coef of the body shell only.

It should match or be very close to the published total drag coef of the stock road going variants. This is typically the total for those cars as they normally don't have diffusers or wings.
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Old 17 May 09, 04:53   #24
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I also think it was a inside job on releasing decrypted files . it came out not long before they closed down. somebody seen the writing on the walls.

why don't you try the NAP mod.
http://www.racesimulations.com/GTR2/downloads/1067.html

Last edited by gazman; 17 May 09 at 05:47.
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Old 17 May 09, 08:55   #25
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Quote:
Originally Posted by fredsas View Post
You are right that for a racecar you would have to add in all the other drag factors under maximum downforce to total its entirety. The BodyDragBase is the coef of the body shell only.

It should match or be very close to the published total drag coef of the stock road going variants. This is typically the total for those cars as they normally don't have diffusers or wings.
I'm sorry - there is no polite way to put this - but you are wrong

As I said before - I'm not making this up - ISI who produced the physics engine have confirmed this at RSC.
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Old 17 May 09, 10:39   #26
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Hmm, drag coef usually refers to the frontal body drag of an object or vehicle. That's why its called the drag base in the game engine. Most of the figures for the race cars are close to the real world drag coef of their road going equivalents. But even if it is incorrect in the engine, it still does the same job anyway. So the argument that it is or isn't really doesn't matter.
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Old 17 May 09, 19:03   #27
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I also think it was a inside job on releasing decrypted files . it came out not long before they closed down. somebody seen the writing on the walls.
Before who closed down ? Simbin is still in business and Blimey basically only changed their name. 10tacle, the publisher, is pretty much history but it would be surprising if anyone there had unencrypted files so who are you refering to ?

I think you are assuming a conspiracy theory where one is unlikely. Other starfarce-infested games have been decrypted so what makes you think GTL is not just another one that has been run through the decrypter ?
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Old 17 May 09, 21:27   #28
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Har har, now we have our own da Vinci Code, it seems

Whatever and whoever did it, too bad they didn't leave some encryption on to prevent
A-holes abusing it online... though luckily it requires more than the two braincells most wreckers seem to have.
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Old 18 May 09, 20:59   #29
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AFAIK a special version of GTL with all the Starforce crap removed was released for a new company that offered games by download, i.e. without buying them on media. With SF removed, the regular way of hooking into the executable and extracting the encryption key was possible.
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Old 19 May 09, 15:03   #30
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Quote:
Originally Posted by ****** View Post
AFAIK a special version of GTL with all the Starforce crap removed was released for a new company that offered games by download, i.e. without buying them on media. With SF removed, the regular way of hooking into the executable and extracting the encryption key was possible.
The downloadable version still uses Starforce - the online version of their copy protection.
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