Honda NSX for rFactor – Released

Finally, the mighty Honda NSX is released — one of the greatest sports cars of the 90′s is now available for rFactor.  Big thanks to Niels Heusinkveld for the accurate physics and sounds! Graphics (3D and textures) is created by me. Merry Christmas!

Make sure you read the readme before driving.

Download (mirror1mirror2) (118 mb)

WIP: Honda NSX – Update #7

Not much progress, but I made wheels for the NSX Type-R. These wheels are not ENKEI RP-01′s, although they are very similar to them. It was very hard to find good reference material for these wheels.

WIP: Honda NSX – Update #6

Some new screens from rFactor. I’ve been working on the lights. Since rFactor does not support popup lights (well, you can create texture animations and map two instances of a mesh to a different location on a texture and then create the illusion of a popup light, but that does not really look very good), I opted for the solution where the user can choose between popup lights and fog lights.

Corvette C6 (version 2) – released!

Finally, the Corvette C6 (version 2 final; 2012 model year basically) is released for rFactor!

From the release thread:
**Beware, it is a standalone version of rFactor so don’t install it over existing rfactor installations!**

Read the readme PDF that is included in the download!!

Changes from the beta:
– slightly forward and fixed brake bias
– added head physics and very slight view shake
– higher res mirrors
– dashboard screen shows car info instead of nothing
– removed bogus z07 and pde vehicles, now only available through upgrades
– removed huge not used tga files
– minor bits and bobs

Download links:

EngineSoundEditor for rFactor

In rFactor, you have to set the engine sound samples to match correct rpm’s manually, by editing a text file. I created a little tool that would help to tune the values in real time, so you don’t have to reload the game over and over again after each small change. Works with rF1 and rF2 style SFX files.

It is currently in still in beta stage, many features are missing and bugs need to be sorted out. Basically, what you can do right now, is specify the sound base dir (for example <rFactor folder>/GameData/Sounds) and then open an SFX file of a car. You will be displayed a tachometer and a list of sound samples. You can rev the engine (either automatically or manually) and change the min/max/natural values of the samples. You can also save the result.

UPDATE 18-11-2012: Version 0.3 (and source code!) – Added missing ‘save’ functionality.
Download binaries: EngineSoundEditor-bin-v0.3
Download source: EngineSoundEditor-src