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#1 |
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Join Date: Jun 2007
Location: Virginia USA
Age: 38
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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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#2 |
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Join Date: Jun 2006
Location: UK
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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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#3 |
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Join Date: Jun 2007
Location: Virginia USA
Age: 38
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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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#4 |
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Join Date: Sep 2007
Location: Ohio, USA
Age: 17
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No they were defective, there is a 4th party
fix somewhere.
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#5 |
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Banned
Join Date: Sep 2006
Location: Near Hockenheim
Age: 46
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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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#6 |
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Grumpy old Git
Join Date: Nov 2006
Location: Dorset UK
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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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#7 |
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Realistic Modders inc.
Join Date: Sep 2007
Location: Helsinki, Finland
Age: 47
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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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#8 |
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Join Date: Dec 2006
Location: United Kingdom
Age: 32
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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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#9 |
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Banned
Join Date: Sep 2006
Location: Near Hockenheim
Age: 46
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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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#10 | |
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Join Date: Dec 2006
Location: United Kingdom
Age: 32
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Quote:
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#11 |
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Join Date: Jun 2006
Location: UK
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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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#12 |
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Minifreak & Muscleman
Join Date: Feb 2007
Location: Groningen Centre of the Universe
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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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#13 | |
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Join Date: Dec 2006
Location: United Kingdom
Age: 32
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Quote:
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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#14 |
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Minifreak & Muscleman
Join Date: Feb 2007
Location: Groningen Centre of the Universe
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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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#15 |
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Join Date: Jun 2006
Location: UK
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#16 |
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Minifreak & Muscleman
Join Date: Feb 2007
Location: Groningen Centre of the Universe
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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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#17 |
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Join Date: Sep 2007
Location: Ohio, USA
Age: 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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#18 |
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Join Date: Jun 2006
Location: UK
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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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#19 | |
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Minifreak & Muscleman
Join Date: Feb 2007
Location: Groningen Centre of the Universe
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Quote:
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#20 |
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Join Date: Jun 2006
Location: UK
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#21 |
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Minifreak & Muscleman
Join Date: Feb 2007
Location: Groningen Centre of the Universe
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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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#22 |
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Join Date: Dec 2006
Location: United Kingdom
Age: 32
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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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#23 | |
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Join Date: Dec 2006
Location: United Kingdom
Age: 32
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Quote:
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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#24 |
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Banned
Join Date: Sep 2006
Location: canberra Australia
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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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#25 | |
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Join Date: Jun 2006
Location: UK
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Quote:
![]() 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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#26 |
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Join Date: Dec 2006
Location: United Kingdom
Age: 32
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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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#27 | |
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Join Date: Oct 2007
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Quote:
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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#28 |
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Minifreak & Muscleman
Join Date: Feb 2007
Location: Groningen Centre of the Universe
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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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#29 |
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Banned
Join Date: Sep 2006
Location: Near Hockenheim
Age: 46
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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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#30 | |
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Join Date: Jun 2006
Location: UK
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Quote:
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