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Katie Cookie

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  1. Thanks
    Katie Cookie got a reaction from Djey for a file, (DIY HC/Casual+ mode, ffb tweaks) TDU2 physics tweaks   
    Release history:
     
    TDU2 Physics Tweak
    Nudge tdu2 overall car handling to your own liking, along with force feedback tweaks 😄
    https://github.com/Kethen/tdu2_physics_tweaks
    Video demo of the example config below, speedometer is in kph (Streamable)
    Video demo of the adjustable steering wheel mode (Streamable), enabled by setting "steering_wheel_mode" to true
    Known issues
    - The plugin causes game crashes on the 21MB exe and I have yet to find out why, considering how it would only crash after roughly 3 races of driving, I believe the 21MB exe might have some sort of exe integrity check that was not fully patched out
    ---
    Installation on Windows
    Place dinput8.dll, MinHook.x86.dll, tdu2_physics_tweaks_config.json, dinput8_ffb_tweaks_i686.dll and tdu2_physics_tweaks_i686.asi next to TestDrive2.exe.
    Installation on Linux+WINE
    Copy the file next to TestDrive2.exe following the Windows instruction.
    After that you'd likely also have to declare a dll override before the asi loader as dinput8.dll will be picked up. It can be done in winecfg or with the below environment variable.
    export WINEDLLOVERRIDES="dinput8=n,b" Alternatively, if you are already using dxvk, chances are you have a d3d9.dll override ready to go. Simply install dinput8.dll as d3d9.dll instead.
    ---
    Usage
    After installation, edit tdu2_physics_tweaks_config.json to nudge the game closer to your taste.
    Some values can be adjusted while the game is running. Check the in-json string comments for when values are applied.
    The following examples adjusts vanilla cars to feel somewhere between tdu2 and tdu1 hc. Time trials and license tests will become relatively more challenging.
    ---
    Controller Hardcore Lite Example
    { "only_modify_player_vehicle":true, "allow_road_cars_on_dirt": true, "overrides":{ "d1":"changes gravity constant, applies once on game start", "gravity":-9.81, "d2":"overrides extra gravity values in Physics.cpr, applies on change. set to 0 to remove extra downforce when airborne", "min_extra_gravity":0.0, "max_extra_gravity":0.0, "extra_gravity_accel_duration":0.1, "extra_gravity_accel_delay":0.1, "d3":"beta, disabling abs and tcs, weird to do in tdu2, let me know how each item feels", "abs_off":true, "tcs_off":true, "hand_brake_abs_off":true, "d4":"override angular damping values in Physics.cpr, higher values means more resistance to rotations (both turning and rolling), applies on car spawn/change", "override_angular_damping":true, "new_angular_damping":0.0, "d5":"steering wheel mode like in tdu1, values overrides only applies when enabled, applies on car spawn/change", "steering_wheel_mode":false, "steering_velocity":900.0, "steering_max_angle":40.0, "d6":"analog settings (controller configuration), applies on change", "override_analog_settings":false, "d7":"strength of damper and spring effects, more than 1.0 will cause clipping", "ffb_strength":1.0, "d8":"strength of sine effects, happens during surface change, driving offroad, and redlining", "ffb_vibration":0.5, "steering_sensitivity":0.25, "steering_speed_factor":0.0, "steering_damping":0.0, "steering_deadzone":0.0, "clutch_linearity":0.5, "throttle_linearity":0.5, "brake_linearity":0.5 }, "multipliers":{ "d1":"multiply some values available in tdu2vpe during load, applies on car spawn/change", "suspension_length_front":1.0, "suspension_length_rear":1.0, "spring_front":0.75, "spring_rear":0.75, "dampers_front":0.75, "dampers_rear":0.75, "ride_height_front":1.0, "ride_height_rear":1.0, "anti_roll_bar_front":2.5, "anti_roll_bar_rear":2.5, "anti_roll_bar_damping_front":0.5, "anti_roll_bar_damping_rear":0.5, "lift_drag_ratio":1.0, "down_force_velocity":1.0, "down_force_front":1.0, "down_force_rear":1.0, "lateral_grip_front":0.65, "lateral_grip_rear":0.65, "grip_front":0.7, "grip_rear":0.7, "brake_power":1.0 }, "ffb_tweaks": { "d1":"force feedback tweaks, applies on change", "enabled": false, "d2":"to log all effects sent to dinput8 or not", "log_effects": false, "d3":"reduce damper effect as the car go faster more than the game originally does, how it feels depends on how your wheel renders damper effect", "reduce_damper": false, "d4":"adjust spring effect begin and end force scaled on car speed, 0-10000, more than 10000 will cause clipping", "spring_effect_max": 10000, "spring_effect_min": 6500 } } Wheel Hardcore Lite Example
    Notable options are override_analog_settings, steering_sensitivity, steering_deadzone, steering_wheel_mode, steering_max_angle under the overrides section, as well as the ffb_tweaks section
    TDU2 sadly do not render wheel physics using constant force effect, but with spring and damper effects, basically asking the wheel to do it instead.
    You'd likely need to raise spring gain and adjust damper gain in your wheel's setting software to have better wheel feedback (eg. my g29 on linux, https://github.com/berarma/new-lg4ff driver along with https://github.com/berarma/oversteer gui allows adjusting overall, friction, damper and spring effect gains; Ghub on windows on the other hand seems to not expose any of those settings and Logitech Wheel Helper seems to have stopped working with the newest Ghub)
    Additionally when ffb tweaks are enabled, front wheel slipping feedback is simulated in a best effort manner
    Perhaps one day the game physics engine will be studied enough for re-implementing steering phyiscs entirely
    { "only_modify_player_vehicle":true, "allow_road_cars_on_dirt": true, "overrides":{ "d1":"changes gravity constant, applies once on game start", "gravity":-9.81, "d2":"overrides extra gravity values in Physics.cpr, applies on change. set to 0 to remove extra downforce when airborne", "min_extra_gravity":0.0, "max_extra_gravity":0.0, "extra_gravity_accel_duration":0.1, "extra_gravity_accel_delay":0.1, "d3":"beta, disabling abs and tcs, weird to do in tdu2, let me know how each item feels", "abs_off":true, "tcs_off":true, "hand_brake_abs_off":true, "d4":"override angular damping values in Physics.cpr, higher values means more resistance to rotations (both turning and rolling), applies on car spawn/change", "override_angular_damping":true, "new_angular_damping":0.0, "d5":"steering wheel mode like in tdu1, values overrides only applies when enabled, applies on car spawn/change", "steering_wheel_mode":true, "steering_velocity":900.0, "steering_max_angle":40.0, "d6":"analog settings (controller configuration), applies on change", "override_analog_settings":true, "d7":"strength of damper and spring effects, more than 1.0 will cause clipping", "ffb_strength":1.0, "d8":"strength of sine effects, happens during surface change, driving offroad, and redlining", "ffb_vibration":0.5, "steering_sensitivity":0.25, "steering_speed_factor":0.0, "steering_damping":0.0, "steering_deadzone":-0.05, "clutch_linearity":0.5, "throttle_linearity":0.5, "brake_linearity":0.5 }, "multipliers":{ "d1":"multiply some values available in tdu2vpe during load, applies on car spawn/change", "suspension_length_front":1.0, "suspension_length_rear":1.0, "spring_front":0.75, "spring_rear":0.75, "dampers_front":0.75, "dampers_rear":0.75, "ride_height_front":1.0, "ride_height_rear":1.0, "anti_roll_bar_front":2.5, "anti_roll_bar_rear":2.5, "anti_roll_bar_damping_front":0.5, "anti_roll_bar_damping_rear":0.5, "lift_drag_ratio":1.0, "down_force_velocity":1.0, "down_force_front":1.0, "down_force_rear":1.0, "lateral_grip_front":0.65, "lateral_grip_rear":0.65, "grip_front":0.7, "grip_rear":0.7, "brake_power":1.0 }, "ffb_tweaks": { "d1":"force feedback tweaks, applies on change", "enabled": true, "d2":"to log all effects sent to dinput8 or not", "log_effects": false, "d3":"reduce damper effect as the car go faster more than the game originally does, how it feels depends on how your wheel renders damper effect", "reduce_damper": false, "d4":"adjust spring effect begin and end force scaled on car speed, 0-10000, more than 10000 will cause clipping", "spring_effect_max": 10000, "spring_effect_min": 6500 } }  
    Changed values are logged in tdu2_physics_tweaks_log.txt for db tuning reference.
    When log_effects under ffb_tweaks is enabled, effects sent to dinput8 are logged to dinput8_ffb_tweaks_log.txt
    ---
    Trouble shooting
    Make sure your edited config is a valid json file and contains all the keys this tool needs.
    Check tdu2_physics_tweaks_log.txt if the game refuses to start/self closes.
    If tdu2_physics_tweaks_log.txt or dinput8_ffb_tweaks_log.txt don't change / don't get created, make sure the directory and the log files are not readonly.
    ---
    Building
    On windows, install cygwin, along with mingw64-i686-gcc-core and mingw64-i686-gcc-g++ toolchains, then run build.sh at the project root in cygwin shell.
    On linux, install podman from your package manager then run build_podman.sh.
    ---
    Credits
    TDU2VPE https://turboduck.net/forums/topic/33748-tdu2vpe-release/ I would not know where to start at all without TDU2VPE tdudec https://aluigi.altervista.org/papers.htm For Physics.cpr encryption and decryption Xarlith https://turboduck.net/profile/15055-xarlith/ Tips on suspension adjustments MeFisto94 https://github.com/MeFisto94 https://turboduck.net/profile/38775-mefisto94/ Tips on suspension adjustments ---
    External projects used
    MinHook https://github.com/TsudaKageyu/minhook json https://github.com/nlohmann/json Ultimate-ASI-Loader https://github.com/ThirteenAG/Ultimate-ASI-Loader
  2. Like
    Katie Cookie got a reaction from DriverD for a file, (DIY HC/Casual+ mode, ffb tweaks) TDU2 physics tweaks   
    Release history:
     
    TDU2 Physics Tweak
    Nudge tdu2 overall car handling to your own liking, along with force feedback tweaks 😄
    https://github.com/Kethen/tdu2_physics_tweaks
    Video demo of the example config below, speedometer is in kph (Streamable)
    Video demo of the adjustable steering wheel mode (Streamable), enabled by setting "steering_wheel_mode" to true
    Known issues
    - The plugin causes game crashes on the 21MB exe and I have yet to find out why, considering how it would only crash after roughly 3 races of driving, I believe the 21MB exe might have some sort of exe integrity check that was not fully patched out
    ---
    Installation on Windows
    Place dinput8.dll, MinHook.x86.dll, tdu2_physics_tweaks_config.json, dinput8_ffb_tweaks_i686.dll and tdu2_physics_tweaks_i686.asi next to TestDrive2.exe.
    Installation on Linux+WINE
    Copy the file next to TestDrive2.exe following the Windows instruction.
    After that you'd likely also have to declare a dll override before the asi loader as dinput8.dll will be picked up. It can be done in winecfg or with the below environment variable.
    export WINEDLLOVERRIDES="dinput8=n,b" Alternatively, if you are already using dxvk, chances are you have a d3d9.dll override ready to go. Simply install dinput8.dll as d3d9.dll instead.
    ---
    Usage
    After installation, edit tdu2_physics_tweaks_config.json to nudge the game closer to your taste.
    Some values can be adjusted while the game is running. Check the in-json string comments for when values are applied.
    The following examples adjusts vanilla cars to feel somewhere between tdu2 and tdu1 hc. Time trials and license tests will become relatively more challenging.
    ---
    Controller Hardcore Lite Example
    { "only_modify_player_vehicle":true, "allow_road_cars_on_dirt": true, "overrides":{ "d1":"changes gravity constant, applies once on game start", "gravity":-9.81, "d2":"overrides extra gravity values in Physics.cpr, applies on change. set to 0 to remove extra downforce when airborne", "min_extra_gravity":0.0, "max_extra_gravity":0.0, "extra_gravity_accel_duration":0.1, "extra_gravity_accel_delay":0.1, "d3":"beta, disabling abs and tcs, weird to do in tdu2, let me know how each item feels", "abs_off":true, "tcs_off":true, "hand_brake_abs_off":true, "d4":"override angular damping values in Physics.cpr, higher values means more resistance to rotations (both turning and rolling), applies on car spawn/change", "override_angular_damping":true, "new_angular_damping":0.0, "d5":"steering wheel mode like in tdu1, values overrides only applies when enabled, applies on car spawn/change", "steering_wheel_mode":false, "steering_velocity":900.0, "steering_max_angle":40.0, "d6":"analog settings (controller configuration), applies on change", "override_analog_settings":false, "d7":"strength of damper and spring effects, more than 1.0 will cause clipping", "ffb_strength":1.0, "d8":"strength of sine effects, happens during surface change, driving offroad, and redlining", "ffb_vibration":0.5, "steering_sensitivity":0.25, "steering_speed_factor":0.0, "steering_damping":0.0, "steering_deadzone":0.0, "clutch_linearity":0.5, "throttle_linearity":0.5, "brake_linearity":0.5 }, "multipliers":{ "d1":"multiply some values available in tdu2vpe during load, applies on car spawn/change", "suspension_length_front":1.0, "suspension_length_rear":1.0, "spring_front":0.75, "spring_rear":0.75, "dampers_front":0.75, "dampers_rear":0.75, "ride_height_front":1.0, "ride_height_rear":1.0, "anti_roll_bar_front":2.5, "anti_roll_bar_rear":2.5, "anti_roll_bar_damping_front":0.5, "anti_roll_bar_damping_rear":0.5, "lift_drag_ratio":1.0, "down_force_velocity":1.0, "down_force_front":1.0, "down_force_rear":1.0, "lateral_grip_front":0.65, "lateral_grip_rear":0.65, "grip_front":0.7, "grip_rear":0.7, "brake_power":1.0 }, "ffb_tweaks": { "d1":"force feedback tweaks, applies on change", "enabled": false, "d2":"to log all effects sent to dinput8 or not", "log_effects": false, "d3":"reduce damper effect as the car go faster more than the game originally does, how it feels depends on how your wheel renders damper effect", "reduce_damper": false, "d4":"adjust spring effect begin and end force scaled on car speed, 0-10000, more than 10000 will cause clipping", "spring_effect_max": 10000, "spring_effect_min": 6500 } } Wheel Hardcore Lite Example
    Notable options are override_analog_settings, steering_sensitivity, steering_deadzone, steering_wheel_mode, steering_max_angle under the overrides section, as well as the ffb_tweaks section
    TDU2 sadly do not render wheel physics using constant force effect, but with spring and damper effects, basically asking the wheel to do it instead.
    You'd likely need to raise spring gain and adjust damper gain in your wheel's setting software to have better wheel feedback (eg. my g29 on linux, https://github.com/berarma/new-lg4ff driver along with https://github.com/berarma/oversteer gui allows adjusting overall, friction, damper and spring effect gains; Ghub on windows on the other hand seems to not expose any of those settings and Logitech Wheel Helper seems to have stopped working with the newest Ghub)
    Additionally when ffb tweaks are enabled, front wheel slipping feedback is simulated in a best effort manner
    Perhaps one day the game physics engine will be studied enough for re-implementing steering phyiscs entirely
    { "only_modify_player_vehicle":true, "allow_road_cars_on_dirt": true, "overrides":{ "d1":"changes gravity constant, applies once on game start", "gravity":-9.81, "d2":"overrides extra gravity values in Physics.cpr, applies on change. set to 0 to remove extra downforce when airborne", "min_extra_gravity":0.0, "max_extra_gravity":0.0, "extra_gravity_accel_duration":0.1, "extra_gravity_accel_delay":0.1, "d3":"beta, disabling abs and tcs, weird to do in tdu2, let me know how each item feels", "abs_off":true, "tcs_off":true, "hand_brake_abs_off":true, "d4":"override angular damping values in Physics.cpr, higher values means more resistance to rotations (both turning and rolling), applies on car spawn/change", "override_angular_damping":true, "new_angular_damping":0.0, "d5":"steering wheel mode like in tdu1, values overrides only applies when enabled, applies on car spawn/change", "steering_wheel_mode":true, "steering_velocity":900.0, "steering_max_angle":40.0, "d6":"analog settings (controller configuration), applies on change", "override_analog_settings":true, "d7":"strength of damper and spring effects, more than 1.0 will cause clipping", "ffb_strength":1.0, "d8":"strength of sine effects, happens during surface change, driving offroad, and redlining", "ffb_vibration":0.5, "steering_sensitivity":0.25, "steering_speed_factor":0.0, "steering_damping":0.0, "steering_deadzone":-0.05, "clutch_linearity":0.5, "throttle_linearity":0.5, "brake_linearity":0.5 }, "multipliers":{ "d1":"multiply some values available in tdu2vpe during load, applies on car spawn/change", "suspension_length_front":1.0, "suspension_length_rear":1.0, "spring_front":0.75, "spring_rear":0.75, "dampers_front":0.75, "dampers_rear":0.75, "ride_height_front":1.0, "ride_height_rear":1.0, "anti_roll_bar_front":2.5, "anti_roll_bar_rear":2.5, "anti_roll_bar_damping_front":0.5, "anti_roll_bar_damping_rear":0.5, "lift_drag_ratio":1.0, "down_force_velocity":1.0, "down_force_front":1.0, "down_force_rear":1.0, "lateral_grip_front":0.65, "lateral_grip_rear":0.65, "grip_front":0.7, "grip_rear":0.7, "brake_power":1.0 }, "ffb_tweaks": { "d1":"force feedback tweaks, applies on change", "enabled": true, "d2":"to log all effects sent to dinput8 or not", "log_effects": false, "d3":"reduce damper effect as the car go faster more than the game originally does, how it feels depends on how your wheel renders damper effect", "reduce_damper": false, "d4":"adjust spring effect begin and end force scaled on car speed, 0-10000, more than 10000 will cause clipping", "spring_effect_max": 10000, "spring_effect_min": 6500 } }  
    Changed values are logged in tdu2_physics_tweaks_log.txt for db tuning reference.
    When log_effects under ffb_tweaks is enabled, effects sent to dinput8 are logged to dinput8_ffb_tweaks_log.txt
    ---
    Trouble shooting
    Make sure your edited config is a valid json file and contains all the keys this tool needs.
    Check tdu2_physics_tweaks_log.txt if the game refuses to start/self closes.
    If tdu2_physics_tweaks_log.txt or dinput8_ffb_tweaks_log.txt don't change / don't get created, make sure the directory and the log files are not readonly.
    ---
    Building
    On windows, install cygwin, along with mingw64-i686-gcc-core and mingw64-i686-gcc-g++ toolchains, then run build.sh at the project root in cygwin shell.
    On linux, install podman from your package manager then run build_podman.sh.
    ---
    Credits
    TDU2VPE https://turboduck.net/forums/topic/33748-tdu2vpe-release/ I would not know where to start at all without TDU2VPE tdudec https://aluigi.altervista.org/papers.htm For Physics.cpr encryption and decryption Xarlith https://turboduck.net/profile/15055-xarlith/ Tips on suspension adjustments MeFisto94 https://github.com/MeFisto94 https://turboduck.net/profile/38775-mefisto94/ Tips on suspension adjustments ---
    External projects used
    MinHook https://github.com/TsudaKageyu/minhook json https://github.com/nlohmann/json Ultimate-ASI-Loader https://github.com/ThirteenAG/Ultimate-ASI-Loader
  3. Like
    Katie Cookie got a reaction from andrey zyb for a file, (DIY HC/Casual+ mode, ffb tweaks) TDU2 physics tweaks   
    Release history:
     
    TDU2 Physics Tweak
    Nudge tdu2 overall car handling to your own liking, along with force feedback tweaks 😄
    https://github.com/Kethen/tdu2_physics_tweaks
    Video demo of the example config below, speedometer is in kph (Streamable)
    Video demo of the adjustable steering wheel mode (Streamable), enabled by setting "steering_wheel_mode" to true
    Known issues
    - The plugin causes game crashes on the 21MB exe and I have yet to find out why, considering how it would only crash after roughly 3 races of driving, I believe the 21MB exe might have some sort of exe integrity check that was not fully patched out
    ---
    Installation on Windows
    Place dinput8.dll, MinHook.x86.dll, tdu2_physics_tweaks_config.json, dinput8_ffb_tweaks_i686.dll and tdu2_physics_tweaks_i686.asi next to TestDrive2.exe.
    Installation on Linux+WINE
    Copy the file next to TestDrive2.exe following the Windows instruction.
    After that you'd likely also have to declare a dll override before the asi loader as dinput8.dll will be picked up. It can be done in winecfg or with the below environment variable.
    export WINEDLLOVERRIDES="dinput8=n,b" Alternatively, if you are already using dxvk, chances are you have a d3d9.dll override ready to go. Simply install dinput8.dll as d3d9.dll instead.
    ---
    Usage
    After installation, edit tdu2_physics_tweaks_config.json to nudge the game closer to your taste.
    Some values can be adjusted while the game is running. Check the in-json string comments for when values are applied.
    The following examples adjusts vanilla cars to feel somewhere between tdu2 and tdu1 hc. Time trials and license tests will become relatively more challenging.
    ---
    Controller Hardcore Lite Example
    { "only_modify_player_vehicle":true, "allow_road_cars_on_dirt": true, "overrides":{ "d1":"changes gravity constant, applies once on game start", "gravity":-9.81, "d2":"overrides extra gravity values in Physics.cpr, applies on change. set to 0 to remove extra downforce when airborne", "min_extra_gravity":0.0, "max_extra_gravity":0.0, "extra_gravity_accel_duration":0.1, "extra_gravity_accel_delay":0.1, "d3":"beta, disabling abs and tcs, weird to do in tdu2, let me know how each item feels", "abs_off":true, "tcs_off":true, "hand_brake_abs_off":true, "d4":"override angular damping values in Physics.cpr, higher values means more resistance to rotations (both turning and rolling), applies on car spawn/change", "override_angular_damping":true, "new_angular_damping":0.0, "d5":"steering wheel mode like in tdu1, values overrides only applies when enabled, applies on car spawn/change", "steering_wheel_mode":false, "steering_velocity":900.0, "steering_max_angle":40.0, "d6":"analog settings (controller configuration), applies on change", "override_analog_settings":false, "d7":"strength of damper and spring effects, more than 1.0 will cause clipping", "ffb_strength":1.0, "d8":"strength of sine effects, happens during surface change, driving offroad, and redlining", "ffb_vibration":0.5, "steering_sensitivity":0.25, "steering_speed_factor":0.0, "steering_damping":0.0, "steering_deadzone":0.0, "clutch_linearity":0.5, "throttle_linearity":0.5, "brake_linearity":0.5 }, "multipliers":{ "d1":"multiply some values available in tdu2vpe during load, applies on car spawn/change", "suspension_length_front":1.0, "suspension_length_rear":1.0, "spring_front":0.75, "spring_rear":0.75, "dampers_front":0.75, "dampers_rear":0.75, "ride_height_front":1.0, "ride_height_rear":1.0, "anti_roll_bar_front":2.5, "anti_roll_bar_rear":2.5, "anti_roll_bar_damping_front":0.5, "anti_roll_bar_damping_rear":0.5, "lift_drag_ratio":1.0, "down_force_velocity":1.0, "down_force_front":1.0, "down_force_rear":1.0, "lateral_grip_front":0.65, "lateral_grip_rear":0.65, "grip_front":0.7, "grip_rear":0.7, "brake_power":1.0 }, "ffb_tweaks": { "d1":"force feedback tweaks, applies on change", "enabled": false, "d2":"to log all effects sent to dinput8 or not", "log_effects": false, "d3":"reduce damper effect as the car go faster more than the game originally does, how it feels depends on how your wheel renders damper effect", "reduce_damper": false, "d4":"adjust spring effect begin and end force scaled on car speed, 0-10000, more than 10000 will cause clipping", "spring_effect_max": 10000, "spring_effect_min": 6500 } } Wheel Hardcore Lite Example
    Notable options are override_analog_settings, steering_sensitivity, steering_deadzone, steering_wheel_mode, steering_max_angle under the overrides section, as well as the ffb_tweaks section
    TDU2 sadly do not render wheel physics using constant force effect, but with spring and damper effects, basically asking the wheel to do it instead.
    You'd likely need to raise spring gain and adjust damper gain in your wheel's setting software to have better wheel feedback (eg. my g29 on linux, https://github.com/berarma/new-lg4ff driver along with https://github.com/berarma/oversteer gui allows adjusting overall, friction, damper and spring effect gains; Ghub on windows on the other hand seems to not expose any of those settings and Logitech Wheel Helper seems to have stopped working with the newest Ghub)
    Additionally when ffb tweaks are enabled, front wheel slipping feedback is simulated in a best effort manner
    Perhaps one day the game physics engine will be studied enough for re-implementing steering phyiscs entirely
    { "only_modify_player_vehicle":true, "allow_road_cars_on_dirt": true, "overrides":{ "d1":"changes gravity constant, applies once on game start", "gravity":-9.81, "d2":"overrides extra gravity values in Physics.cpr, applies on change. set to 0 to remove extra downforce when airborne", "min_extra_gravity":0.0, "max_extra_gravity":0.0, "extra_gravity_accel_duration":0.1, "extra_gravity_accel_delay":0.1, "d3":"beta, disabling abs and tcs, weird to do in tdu2, let me know how each item feels", "abs_off":true, "tcs_off":true, "hand_brake_abs_off":true, "d4":"override angular damping values in Physics.cpr, higher values means more resistance to rotations (both turning and rolling), applies on car spawn/change", "override_angular_damping":true, "new_angular_damping":0.0, "d5":"steering wheel mode like in tdu1, values overrides only applies when enabled, applies on car spawn/change", "steering_wheel_mode":true, "steering_velocity":900.0, "steering_max_angle":40.0, "d6":"analog settings (controller configuration), applies on change", "override_analog_settings":true, "d7":"strength of damper and spring effects, more than 1.0 will cause clipping", "ffb_strength":1.0, "d8":"strength of sine effects, happens during surface change, driving offroad, and redlining", "ffb_vibration":0.5, "steering_sensitivity":0.25, "steering_speed_factor":0.0, "steering_damping":0.0, "steering_deadzone":-0.05, "clutch_linearity":0.5, "throttle_linearity":0.5, "brake_linearity":0.5 }, "multipliers":{ "d1":"multiply some values available in tdu2vpe during load, applies on car spawn/change", "suspension_length_front":1.0, "suspension_length_rear":1.0, "spring_front":0.75, "spring_rear":0.75, "dampers_front":0.75, "dampers_rear":0.75, "ride_height_front":1.0, "ride_height_rear":1.0, "anti_roll_bar_front":2.5, "anti_roll_bar_rear":2.5, "anti_roll_bar_damping_front":0.5, "anti_roll_bar_damping_rear":0.5, "lift_drag_ratio":1.0, "down_force_velocity":1.0, "down_force_front":1.0, "down_force_rear":1.0, "lateral_grip_front":0.65, "lateral_grip_rear":0.65, "grip_front":0.7, "grip_rear":0.7, "brake_power":1.0 }, "ffb_tweaks": { "d1":"force feedback tweaks, applies on change", "enabled": true, "d2":"to log all effects sent to dinput8 or not", "log_effects": false, "d3":"reduce damper effect as the car go faster more than the game originally does, how it feels depends on how your wheel renders damper effect", "reduce_damper": false, "d4":"adjust spring effect begin and end force scaled on car speed, 0-10000, more than 10000 will cause clipping", "spring_effect_max": 10000, "spring_effect_min": 6500 } }  
    Changed values are logged in tdu2_physics_tweaks_log.txt for db tuning reference.
    When log_effects under ffb_tweaks is enabled, effects sent to dinput8 are logged to dinput8_ffb_tweaks_log.txt
    ---
    Trouble shooting
    Make sure your edited config is a valid json file and contains all the keys this tool needs.
    Check tdu2_physics_tweaks_log.txt if the game refuses to start/self closes.
    If tdu2_physics_tweaks_log.txt or dinput8_ffb_tweaks_log.txt don't change / don't get created, make sure the directory and the log files are not readonly.
    ---
    Building
    On windows, install cygwin, along with mingw64-i686-gcc-core and mingw64-i686-gcc-g++ toolchains, then run build.sh at the project root in cygwin shell.
    On linux, install podman from your package manager then run build_podman.sh.
    ---
    Credits
    TDU2VPE https://turboduck.net/forums/topic/33748-tdu2vpe-release/ I would not know where to start at all without TDU2VPE tdudec https://aluigi.altervista.org/papers.htm For Physics.cpr encryption and decryption Xarlith https://turboduck.net/profile/15055-xarlith/ Tips on suspension adjustments MeFisto94 https://github.com/MeFisto94 https://turboduck.net/profile/38775-mefisto94/ Tips on suspension adjustments ---
    External projects used
    MinHook https://github.com/TsudaKageyu/minhook json https://github.com/nlohmann/json Ultimate-ASI-Loader https://github.com/ThirteenAG/Ultimate-ASI-Loader
  4. Like
    Katie Cookie got a reaction from BEight for a file, (DIY HC/Casual+ mode, ffb tweaks) TDU2 physics tweaks   
    Release history:
     
    TDU2 Physics Tweak
    Nudge tdu2 overall car handling to your own liking, along with force feedback tweaks 😄
    https://github.com/Kethen/tdu2_physics_tweaks
    Video demo of the example config below, speedometer is in kph (Streamable)
    Video demo of the adjustable steering wheel mode (Streamable), enabled by setting "steering_wheel_mode" to true
    Known issues
    - The plugin causes game crashes on the 21MB exe and I have yet to find out why, considering how it would only crash after roughly 3 races of driving, I believe the 21MB exe might have some sort of exe integrity check that was not fully patched out
    ---
    Installation on Windows
    Place dinput8.dll, MinHook.x86.dll, tdu2_physics_tweaks_config.json, dinput8_ffb_tweaks_i686.dll and tdu2_physics_tweaks_i686.asi next to TestDrive2.exe.
    Installation on Linux+WINE
    Copy the file next to TestDrive2.exe following the Windows instruction.
    After that you'd likely also have to declare a dll override before the asi loader as dinput8.dll will be picked up. It can be done in winecfg or with the below environment variable.
    export WINEDLLOVERRIDES="dinput8=n,b" Alternatively, if you are already using dxvk, chances are you have a d3d9.dll override ready to go. Simply install dinput8.dll as d3d9.dll instead.
    ---
    Usage
    After installation, edit tdu2_physics_tweaks_config.json to nudge the game closer to your taste.
    Some values can be adjusted while the game is running. Check the in-json string comments for when values are applied.
    The following examples adjusts vanilla cars to feel somewhere between tdu2 and tdu1 hc. Time trials and license tests will become relatively more challenging.
    ---
    Controller Hardcore Lite Example
    { "only_modify_player_vehicle":true, "allow_road_cars_on_dirt": true, "overrides":{ "d1":"changes gravity constant, applies once on game start", "gravity":-9.81, "d2":"overrides extra gravity values in Physics.cpr, applies on change. set to 0 to remove extra downforce when airborne", "min_extra_gravity":0.0, "max_extra_gravity":0.0, "extra_gravity_accel_duration":0.1, "extra_gravity_accel_delay":0.1, "d3":"beta, disabling abs and tcs, weird to do in tdu2, let me know how each item feels", "abs_off":true, "tcs_off":true, "hand_brake_abs_off":true, "d4":"override angular damping values in Physics.cpr, higher values means more resistance to rotations (both turning and rolling), applies on car spawn/change", "override_angular_damping":true, "new_angular_damping":0.0, "d5":"steering wheel mode like in tdu1, values overrides only applies when enabled, applies on car spawn/change", "steering_wheel_mode":false, "steering_velocity":900.0, "steering_max_angle":40.0, "d6":"analog settings (controller configuration), applies on change", "override_analog_settings":false, "d7":"strength of damper and spring effects, more than 1.0 will cause clipping", "ffb_strength":1.0, "d8":"strength of sine effects, happens during surface change, driving offroad, and redlining", "ffb_vibration":0.5, "steering_sensitivity":0.25, "steering_speed_factor":0.0, "steering_damping":0.0, "steering_deadzone":0.0, "clutch_linearity":0.5, "throttle_linearity":0.5, "brake_linearity":0.5 }, "multipliers":{ "d1":"multiply some values available in tdu2vpe during load, applies on car spawn/change", "suspension_length_front":1.0, "suspension_length_rear":1.0, "spring_front":0.75, "spring_rear":0.75, "dampers_front":0.75, "dampers_rear":0.75, "ride_height_front":1.0, "ride_height_rear":1.0, "anti_roll_bar_front":2.5, "anti_roll_bar_rear":2.5, "anti_roll_bar_damping_front":0.5, "anti_roll_bar_damping_rear":0.5, "lift_drag_ratio":1.0, "down_force_velocity":1.0, "down_force_front":1.0, "down_force_rear":1.0, "lateral_grip_front":0.65, "lateral_grip_rear":0.65, "grip_front":0.7, "grip_rear":0.7, "brake_power":1.0 }, "ffb_tweaks": { "d1":"force feedback tweaks, applies on change", "enabled": false, "d2":"to log all effects sent to dinput8 or not", "log_effects": false, "d3":"reduce damper effect as the car go faster more than the game originally does, how it feels depends on how your wheel renders damper effect", "reduce_damper": false, "d4":"adjust spring effect begin and end force scaled on car speed, 0-10000, more than 10000 will cause clipping", "spring_effect_max": 10000, "spring_effect_min": 6500 } } Wheel Hardcore Lite Example
    Notable options are override_analog_settings, steering_sensitivity, steering_deadzone, steering_wheel_mode, steering_max_angle under the overrides section, as well as the ffb_tweaks section
    TDU2 sadly do not render wheel physics using constant force effect, but with spring and damper effects, basically asking the wheel to do it instead.
    You'd likely need to raise spring gain and adjust damper gain in your wheel's setting software to have better wheel feedback (eg. my g29 on linux, https://github.com/berarma/new-lg4ff driver along with https://github.com/berarma/oversteer gui allows adjusting overall, friction, damper and spring effect gains; Ghub on windows on the other hand seems to not expose any of those settings and Logitech Wheel Helper seems to have stopped working with the newest Ghub)
    Additionally when ffb tweaks are enabled, front wheel slipping feedback is simulated in a best effort manner
    Perhaps one day the game physics engine will be studied enough for re-implementing steering phyiscs entirely
    { "only_modify_player_vehicle":true, "allow_road_cars_on_dirt": true, "overrides":{ "d1":"changes gravity constant, applies once on game start", "gravity":-9.81, "d2":"overrides extra gravity values in Physics.cpr, applies on change. set to 0 to remove extra downforce when airborne", "min_extra_gravity":0.0, "max_extra_gravity":0.0, "extra_gravity_accel_duration":0.1, "extra_gravity_accel_delay":0.1, "d3":"beta, disabling abs and tcs, weird to do in tdu2, let me know how each item feels", "abs_off":true, "tcs_off":true, "hand_brake_abs_off":true, "d4":"override angular damping values in Physics.cpr, higher values means more resistance to rotations (both turning and rolling), applies on car spawn/change", "override_angular_damping":true, "new_angular_damping":0.0, "d5":"steering wheel mode like in tdu1, values overrides only applies when enabled, applies on car spawn/change", "steering_wheel_mode":true, "steering_velocity":900.0, "steering_max_angle":40.0, "d6":"analog settings (controller configuration), applies on change", "override_analog_settings":true, "d7":"strength of damper and spring effects, more than 1.0 will cause clipping", "ffb_strength":1.0, "d8":"strength of sine effects, happens during surface change, driving offroad, and redlining", "ffb_vibration":0.5, "steering_sensitivity":0.25, "steering_speed_factor":0.0, "steering_damping":0.0, "steering_deadzone":-0.05, "clutch_linearity":0.5, "throttle_linearity":0.5, "brake_linearity":0.5 }, "multipliers":{ "d1":"multiply some values available in tdu2vpe during load, applies on car spawn/change", "suspension_length_front":1.0, "suspension_length_rear":1.0, "spring_front":0.75, "spring_rear":0.75, "dampers_front":0.75, "dampers_rear":0.75, "ride_height_front":1.0, "ride_height_rear":1.0, "anti_roll_bar_front":2.5, "anti_roll_bar_rear":2.5, "anti_roll_bar_damping_front":0.5, "anti_roll_bar_damping_rear":0.5, "lift_drag_ratio":1.0, "down_force_velocity":1.0, "down_force_front":1.0, "down_force_rear":1.0, "lateral_grip_front":0.65, "lateral_grip_rear":0.65, "grip_front":0.7, "grip_rear":0.7, "brake_power":1.0 }, "ffb_tweaks": { "d1":"force feedback tweaks, applies on change", "enabled": true, "d2":"to log all effects sent to dinput8 or not", "log_effects": false, "d3":"reduce damper effect as the car go faster more than the game originally does, how it feels depends on how your wheel renders damper effect", "reduce_damper": false, "d4":"adjust spring effect begin and end force scaled on car speed, 0-10000, more than 10000 will cause clipping", "spring_effect_max": 10000, "spring_effect_min": 6500 } }  
    Changed values are logged in tdu2_physics_tweaks_log.txt for db tuning reference.
    When log_effects under ffb_tweaks is enabled, effects sent to dinput8 are logged to dinput8_ffb_tweaks_log.txt
    ---
    Trouble shooting
    Make sure your edited config is a valid json file and contains all the keys this tool needs.
    Check tdu2_physics_tweaks_log.txt if the game refuses to start/self closes.
    If tdu2_physics_tweaks_log.txt or dinput8_ffb_tweaks_log.txt don't change / don't get created, make sure the directory and the log files are not readonly.
    ---
    Building
    On windows, install cygwin, along with mingw64-i686-gcc-core and mingw64-i686-gcc-g++ toolchains, then run build.sh at the project root in cygwin shell.
    On linux, install podman from your package manager then run build_podman.sh.
    ---
    Credits
    TDU2VPE https://turboduck.net/forums/topic/33748-tdu2vpe-release/ I would not know where to start at all without TDU2VPE tdudec https://aluigi.altervista.org/papers.htm For Physics.cpr encryption and decryption Xarlith https://turboduck.net/profile/15055-xarlith/ Tips on suspension adjustments MeFisto94 https://github.com/MeFisto94 https://turboduck.net/profile/38775-mefisto94/ Tips on suspension adjustments ---
    External projects used
    MinHook https://github.com/TsudaKageyu/minhook json https://github.com/nlohmann/json Ultimate-ASI-Loader https://github.com/ThirteenAG/Ultimate-ASI-Loader
  5. Like
    Katie Cookie got a reaction from John96 for a file, (DIY HC/Casual+ mode, ffb tweaks) TDU2 physics tweaks   
    Release history:
     
    TDU2 Physics Tweak
    Nudge tdu2 overall car handling to your own liking, along with force feedback tweaks 😄
    https://github.com/Kethen/tdu2_physics_tweaks
    Video demo of the example config below, speedometer is in kph (Streamable)
    Video demo of the adjustable steering wheel mode (Streamable), enabled by setting "steering_wheel_mode" to true
    Known issues
    - The plugin causes game crashes on the 21MB exe and I have yet to find out why, considering how it would only crash after roughly 3 races of driving, I believe the 21MB exe might have some sort of exe integrity check that was not fully patched out
    ---
    Installation on Windows
    Place dinput8.dll, MinHook.x86.dll, tdu2_physics_tweaks_config.json, dinput8_ffb_tweaks_i686.dll and tdu2_physics_tweaks_i686.asi next to TestDrive2.exe.
    Installation on Linux+WINE
    Copy the file next to TestDrive2.exe following the Windows instruction.
    After that you'd likely also have to declare a dll override before the asi loader as dinput8.dll will be picked up. It can be done in winecfg or with the below environment variable.
    export WINEDLLOVERRIDES="dinput8=n,b" Alternatively, if you are already using dxvk, chances are you have a d3d9.dll override ready to go. Simply install dinput8.dll as d3d9.dll instead.
    ---
    Usage
    After installation, edit tdu2_physics_tweaks_config.json to nudge the game closer to your taste.
    Some values can be adjusted while the game is running. Check the in-json string comments for when values are applied.
    The following examples adjusts vanilla cars to feel somewhere between tdu2 and tdu1 hc. Time trials and license tests will become relatively more challenging.
    ---
    Controller Hardcore Lite Example
    { "only_modify_player_vehicle":true, "allow_road_cars_on_dirt": true, "overrides":{ "d1":"changes gravity constant, applies once on game start", "gravity":-9.81, "d2":"overrides extra gravity values in Physics.cpr, applies on change. set to 0 to remove extra downforce when airborne", "min_extra_gravity":0.0, "max_extra_gravity":0.0, "extra_gravity_accel_duration":0.1, "extra_gravity_accel_delay":0.1, "d3":"beta, disabling abs and tcs, weird to do in tdu2, let me know how each item feels", "abs_off":true, "tcs_off":true, "hand_brake_abs_off":true, "d4":"override angular damping values in Physics.cpr, higher values means more resistance to rotations (both turning and rolling), applies on car spawn/change", "override_angular_damping":true, "new_angular_damping":0.0, "d5":"steering wheel mode like in tdu1, values overrides only applies when enabled, applies on car spawn/change", "steering_wheel_mode":false, "steering_velocity":900.0, "steering_max_angle":40.0, "d6":"analog settings (controller configuration), applies on change", "override_analog_settings":false, "d7":"strength of damper and spring effects, more than 1.0 will cause clipping", "ffb_strength":1.0, "d8":"strength of sine effects, happens during surface change, driving offroad, and redlining", "ffb_vibration":0.5, "steering_sensitivity":0.25, "steering_speed_factor":0.0, "steering_damping":0.0, "steering_deadzone":0.0, "clutch_linearity":0.5, "throttle_linearity":0.5, "brake_linearity":0.5 }, "multipliers":{ "d1":"multiply some values available in tdu2vpe during load, applies on car spawn/change", "suspension_length_front":1.0, "suspension_length_rear":1.0, "spring_front":0.75, "spring_rear":0.75, "dampers_front":0.75, "dampers_rear":0.75, "ride_height_front":1.0, "ride_height_rear":1.0, "anti_roll_bar_front":2.5, "anti_roll_bar_rear":2.5, "anti_roll_bar_damping_front":0.5, "anti_roll_bar_damping_rear":0.5, "lift_drag_ratio":1.0, "down_force_velocity":1.0, "down_force_front":1.0, "down_force_rear":1.0, "lateral_grip_front":0.65, "lateral_grip_rear":0.65, "grip_front":0.7, "grip_rear":0.7, "brake_power":1.0 }, "ffb_tweaks": { "d1":"force feedback tweaks, applies on change", "enabled": false, "d2":"to log all effects sent to dinput8 or not", "log_effects": false, "d3":"reduce damper effect as the car go faster more than the game originally does, how it feels depends on how your wheel renders damper effect", "reduce_damper": false, "d4":"adjust spring effect begin and end force scaled on car speed, 0-10000, more than 10000 will cause clipping", "spring_effect_max": 10000, "spring_effect_min": 6500 } } Wheel Hardcore Lite Example
    Notable options are override_analog_settings, steering_sensitivity, steering_deadzone, steering_wheel_mode, steering_max_angle under the overrides section, as well as the ffb_tweaks section
    TDU2 sadly do not render wheel physics using constant force effect, but with spring and damper effects, basically asking the wheel to do it instead.
    You'd likely need to raise spring gain and adjust damper gain in your wheel's setting software to have better wheel feedback (eg. my g29 on linux, https://github.com/berarma/new-lg4ff driver along with https://github.com/berarma/oversteer gui allows adjusting overall, friction, damper and spring effect gains; Ghub on windows on the other hand seems to not expose any of those settings and Logitech Wheel Helper seems to have stopped working with the newest Ghub)
    Additionally when ffb tweaks are enabled, front wheel slipping feedback is simulated in a best effort manner
    Perhaps one day the game physics engine will be studied enough for re-implementing steering phyiscs entirely
    { "only_modify_player_vehicle":true, "allow_road_cars_on_dirt": true, "overrides":{ "d1":"changes gravity constant, applies once on game start", "gravity":-9.81, "d2":"overrides extra gravity values in Physics.cpr, applies on change. set to 0 to remove extra downforce when airborne", "min_extra_gravity":0.0, "max_extra_gravity":0.0, "extra_gravity_accel_duration":0.1, "extra_gravity_accel_delay":0.1, "d3":"beta, disabling abs and tcs, weird to do in tdu2, let me know how each item feels", "abs_off":true, "tcs_off":true, "hand_brake_abs_off":true, "d4":"override angular damping values in Physics.cpr, higher values means more resistance to rotations (both turning and rolling), applies on car spawn/change", "override_angular_damping":true, "new_angular_damping":0.0, "d5":"steering wheel mode like in tdu1, values overrides only applies when enabled, applies on car spawn/change", "steering_wheel_mode":true, "steering_velocity":900.0, "steering_max_angle":40.0, "d6":"analog settings (controller configuration), applies on change", "override_analog_settings":true, "d7":"strength of damper and spring effects, more than 1.0 will cause clipping", "ffb_strength":1.0, "d8":"strength of sine effects, happens during surface change, driving offroad, and redlining", "ffb_vibration":0.5, "steering_sensitivity":0.25, "steering_speed_factor":0.0, "steering_damping":0.0, "steering_deadzone":-0.05, "clutch_linearity":0.5, "throttle_linearity":0.5, "brake_linearity":0.5 }, "multipliers":{ "d1":"multiply some values available in tdu2vpe during load, applies on car spawn/change", "suspension_length_front":1.0, "suspension_length_rear":1.0, "spring_front":0.75, "spring_rear":0.75, "dampers_front":0.75, "dampers_rear":0.75, "ride_height_front":1.0, "ride_height_rear":1.0, "anti_roll_bar_front":2.5, "anti_roll_bar_rear":2.5, "anti_roll_bar_damping_front":0.5, "anti_roll_bar_damping_rear":0.5, "lift_drag_ratio":1.0, "down_force_velocity":1.0, "down_force_front":1.0, "down_force_rear":1.0, "lateral_grip_front":0.65, "lateral_grip_rear":0.65, "grip_front":0.7, "grip_rear":0.7, "brake_power":1.0 }, "ffb_tweaks": { "d1":"force feedback tweaks, applies on change", "enabled": true, "d2":"to log all effects sent to dinput8 or not", "log_effects": false, "d3":"reduce damper effect as the car go faster more than the game originally does, how it feels depends on how your wheel renders damper effect", "reduce_damper": false, "d4":"adjust spring effect begin and end force scaled on car speed, 0-10000, more than 10000 will cause clipping", "spring_effect_max": 10000, "spring_effect_min": 6500 } }  
    Changed values are logged in tdu2_physics_tweaks_log.txt for db tuning reference.
    When log_effects under ffb_tweaks is enabled, effects sent to dinput8 are logged to dinput8_ffb_tweaks_log.txt
    ---
    Trouble shooting
    Make sure your edited config is a valid json file and contains all the keys this tool needs.
    Check tdu2_physics_tweaks_log.txt if the game refuses to start/self closes.
    If tdu2_physics_tweaks_log.txt or dinput8_ffb_tweaks_log.txt don't change / don't get created, make sure the directory and the log files are not readonly.
    ---
    Building
    On windows, install cygwin, along with mingw64-i686-gcc-core and mingw64-i686-gcc-g++ toolchains, then run build.sh at the project root in cygwin shell.
    On linux, install podman from your package manager then run build_podman.sh.
    ---
    Credits
    TDU2VPE https://turboduck.net/forums/topic/33748-tdu2vpe-release/ I would not know where to start at all without TDU2VPE tdudec https://aluigi.altervista.org/papers.htm For Physics.cpr encryption and decryption Xarlith https://turboduck.net/profile/15055-xarlith/ Tips on suspension adjustments MeFisto94 https://github.com/MeFisto94 https://turboduck.net/profile/38775-mefisto94/ Tips on suspension adjustments ---
    External projects used
    MinHook https://github.com/TsudaKageyu/minhook json https://github.com/nlohmann/json Ultimate-ASI-Loader https://github.com/ThirteenAG/Ultimate-ASI-Loader
  6. Thanks
    Katie Cookie got a reaction from strickerje for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  7. Like
    Katie Cookie got a reaction from TDU Iceman for a file, Remastered Controls Gran Turismo PSP   
    Demo: https://streamable.com/0x3092
    Source: https://github.com/Kethen/RemasteredControls_GTpsp
    Remastered Controls for GTpsp
    override internal steering deadzone for fine steering inject vector throttle and brake values for a better RWD experience Usage
    load prx with game, see https://www.ppsspp.org/docs/reference/plugins/ for ppsspp the hooking code may or may not work with a vita, don't have one to test, refer to how one can load psp prx plugins over there Keybinds
    on ppsspp, throttle is bound to right stick left, brake is bound to right stick down, remap right stick left and down in ppsspp accordingly to your desired throttle and brake control a patched windows ppsspp is provided at the moment to remove hardcoded xinput trigger deadzones, hrydgard/ppsspp#18404 camera rotation on bumper and cockpit view can additionally be enabled on ppsspp by creating ms0:/PSP/GTRemastered_camera_controls.txt binds to left stick up and down when enabled, remap ppsspp left stick up and down to your desired camera control buttons accordingly on vita (when supported), throttle is bound to right stick up, brake is bound to right stick down Compability
    EU v2.00 (UCES01245 2.00) US v2.00 (UCUS98632 2.00) JP v1.01 (UCJS10100 1.01) ASIA v1.00 (UCAS40265 1.00) FOV and misc CWCheat codes
    https://github.com/Kethen/RemasteredControls_GTpsp/tree/main/game_tweaks
    Hooking references
    https://github.com/TheOfficialFloW/RemasteredControls https://github.com/albe/joysens https://github.com/Freakler/ppsspp-GTARemastered Credits
    https://github.com/kotcrab/ghidra-allegrex for making psp games modding easier https://github.com/pspdev , m33 and pro cfw for psp homebrew development tools https://github.com/hrydgard/ppsspp for an awesome hle psp TODO
    finish real HW hooking when I have a psp again
  8. Like
    Katie Cookie got a reaction from andrey zyb for a file, Remastered Controls Gran Turismo PSP   
    Demo: https://streamable.com/0x3092
    Source: https://github.com/Kethen/RemasteredControls_GTpsp
    Remastered Controls for GTpsp
    override internal steering deadzone for fine steering inject vector throttle and brake values for a better RWD experience Usage
    load prx with game, see https://www.ppsspp.org/docs/reference/plugins/ for ppsspp the hooking code may or may not work with a vita, don't have one to test, refer to how one can load psp prx plugins over there Keybinds
    on ppsspp, throttle is bound to right stick left, brake is bound to right stick down, remap right stick left and down in ppsspp accordingly to your desired throttle and brake control a patched windows ppsspp is provided at the moment to remove hardcoded xinput trigger deadzones, hrydgard/ppsspp#18404 camera rotation on bumper and cockpit view can additionally be enabled on ppsspp by creating ms0:/PSP/GTRemastered_camera_controls.txt binds to left stick up and down when enabled, remap ppsspp left stick up and down to your desired camera control buttons accordingly on vita (when supported), throttle is bound to right stick up, brake is bound to right stick down Compability
    EU v2.00 (UCES01245 2.00) US v2.00 (UCUS98632 2.00) JP v1.01 (UCJS10100 1.01) ASIA v1.00 (UCAS40265 1.00) FOV and misc CWCheat codes
    https://github.com/Kethen/RemasteredControls_GTpsp/tree/main/game_tweaks
    Hooking references
    https://github.com/TheOfficialFloW/RemasteredControls https://github.com/albe/joysens https://github.com/Freakler/ppsspp-GTARemastered Credits
    https://github.com/kotcrab/ghidra-allegrex for making psp games modding easier https://github.com/pspdev , m33 and pro cfw for psp homebrew development tools https://github.com/hrydgard/ppsspp for an awesome hle psp TODO
    finish real HW hooking when I have a psp again
  9. Like
    Katie Cookie got a reaction from Redwave121 for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  10. Like
    Katie Cookie got a reaction from Decca for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  11. Thanks
    Katie Cookie got a reaction from BEight for a file, Andraste Magicmap (Ignore Bnk1.map andraste plugin)   
    Naturally this requres Andraste Modding Framework

    With this plugin enabled mod packs can skip Bnk1.map modding for loading additional bnks

    Extract the zip and put the directory under Andraste's mod directory, it should look as follow once installed
     
    TestDriveUnlimited.exe Launcher.exe ... mods/05_magicmap/ ├── mod.json └── tdu_andraste_magicmap.dll ...
    Note that this plugin does not patch bnk size limit so right now for huge bnks one would still need project paradise -bigbnk

    Patching methodology can be found at https://github.com/Kethen/tdu_andraste_magicmap/blob/main/tdu_andraste_magicmap/MyClass.cs
  12. Thanks
    Katie Cookie reacted to MeFisto94 for a file, Andraste Modding Framework Development Build   
    Andraste Modding Framework
    Andraste, at it’s core, is a generic modding framework, aiming to bring a modern toolset into old (DX 9) and modern games alike. It does so by injecting a .NET FX Runtime into native applications, allowing us to code the framework in a safe language (C#), which even opens up the possibility to write code modifications in .NET languages, that interface seamlessly with the native code of the game.
    Note: While this is in the TDU2 category, Andraste can also be used for TDU1 and potentially a lot of other games (unless they are 64 bits or have some protective anti cheat system)
     
    How to run Andraste
    Andraste comes with a UI Launcher and a bundled version of the generic framework (in the most recent version). That is all you need,
    just start Andraste.UILauncher.exe, create a profile (you can have multiple profiles and quickly switch between them) and you are ready to go.
    You'll want to click "open mods folder" to download/add mods to your profile and then you can press "Start Game".
    If your mods don't come in an andraste ready format, check the below "Converting a Mod into the Andraste Format" and contribute the file to turboduck 😉
    If you still have problems launching Andraste, see our Docs on using the Launcher and "installing" mods.
     
    Converting a Mod into the Andraste Format
    First, make sure that you have the permission of the original author to convert/upload the andraste version of the mod.
    Then, follow our Getting Started Guide
     
    What can I use it for, at the moment?
    If you managed to convert a mod, you can now use (and remove!) these game mods, without changing your unpacked(!) base game (the game needs to be unpacked, because the VFS feature only replaces existing files, it doesn't create packed files yet).

    While this feature may not be impressive yet (besides removing mods without having to have a backup of your game folder somewhere), there is much more possible with that technique, but that takes manpower and time.
    Internally, we're currently using the scripting functionality to find out more about the game and progress on different fronts such as multiplayer or asset manager, so definitely stay tuned for further progress, at some point, we will release the TDU2 Modding Framework, that is an additional layer on top of Andraste, providing TDU2 specific features (patching files inside BNKs, running on a packed game, hot reloading, ...)
    If you need further assistance, don't hesitate to read our documentation, post in the relevant forum thread, here on turboduck, or in #tdu-modding on https://discord.tduniverse.org
    Andraste is a TDUniverse Umbrella Project by MeFisto94 and redd
  13. Like
    Katie Cookie got a reaction from andrey zyb for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  14. Like
    Katie Cookie got a reaction from MagicV8 for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  15. Like
    Katie Cookie got a reaction from Homelander for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  16. Thanks
    Katie Cookie got a reaction from Djey for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  17. Thanks
    Katie Cookie got a reaction from Djey for a file, TDU physics tweaks   
    Supports only 1.66A exe currently.
    Features
    Adjust global gravity Adjust normal mode additional gravity when a wheel is lifted off the ground Force HC mode physics on player and racing bots in normal mode Besides the exe patcher, this also comes in the form of an andraste modding framework plugin, https://github.com/Kethen/TDU_andraste_physics_tweaks/releases

    By default, when a wheel is lifted off the ground in normal (non hardcore) mode, an extra gravity modifier of 1.0 is added to the vehicle to quickly put the vehicle back onto the ground. The value is statically saved in the exe, and this patcher changes that value by changing an instruction.
    Additionally gravity used by havok and other bits of the game can also be changed from the default of -9.81, which might be useful for hardcore mode.
    0.0 gravity modifier adds no additional gravity, negative values such as -10.0 that overcomes default gravity will send the car upward at curbs and jumps.
    0.0 gravity modifier demo: https://streamable.com/ldur6j
    Ghidra and x64dbg were used to seek out the instruction for patching as well as assembling the new instruction, patching methodology can be found at https://github.com/Kethen/TDU_normal_mode_gravity_changer/blob/main/src/util.rs
    iced-rs is used for the user interface, checksums is used for identifying exe files, rfd is used for providing a file picker.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.
  18. Like
    Katie Cookie got a reaction from ZoM for a file, TDU physics tweaks   
    Supports only 1.66A exe currently.
    Features
    Adjust global gravity Adjust normal mode additional gravity when a wheel is lifted off the ground Force HC mode physics on player and racing bots in normal mode Besides the exe patcher, this also comes in the form of an andraste modding framework plugin, https://github.com/Kethen/TDU_andraste_physics_tweaks/releases

    By default, when a wheel is lifted off the ground in normal (non hardcore) mode, an extra gravity modifier of 1.0 is added to the vehicle to quickly put the vehicle back onto the ground. The value is statically saved in the exe, and this patcher changes that value by changing an instruction.
    Additionally gravity used by havok and other bits of the game can also be changed from the default of -9.81, which might be useful for hardcore mode.
    0.0 gravity modifier adds no additional gravity, negative values such as -10.0 that overcomes default gravity will send the car upward at curbs and jumps.
    0.0 gravity modifier demo: https://streamable.com/ldur6j
    Ghidra and x64dbg were used to seek out the instruction for patching as well as assembling the new instruction, patching methodology can be found at https://github.com/Kethen/TDU_normal_mode_gravity_changer/blob/main/src/util.rs
    iced-rs is used for the user interface, checksums is used for identifying exe files, rfd is used for providing a file picker.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.
  19. Like
    Katie Cookie got a reaction from andrey zyb for a file, TDU physics tweaks   
    Supports only 1.66A exe currently.
    Features
    Adjust global gravity Adjust normal mode additional gravity when a wheel is lifted off the ground Force HC mode physics on player and racing bots in normal mode Besides the exe patcher, this also comes in the form of an andraste modding framework plugin, https://github.com/Kethen/TDU_andraste_physics_tweaks/releases

    By default, when a wheel is lifted off the ground in normal (non hardcore) mode, an extra gravity modifier of 1.0 is added to the vehicle to quickly put the vehicle back onto the ground. The value is statically saved in the exe, and this patcher changes that value by changing an instruction.
    Additionally gravity used by havok and other bits of the game can also be changed from the default of -9.81, which might be useful for hardcore mode.
    0.0 gravity modifier adds no additional gravity, negative values such as -10.0 that overcomes default gravity will send the car upward at curbs and jumps.
    0.0 gravity modifier demo: https://streamable.com/ldur6j
    Ghidra and x64dbg were used to seek out the instruction for patching as well as assembling the new instruction, patching methodology can be found at https://github.com/Kethen/TDU_normal_mode_gravity_changer/blob/main/src/util.rs
    iced-rs is used for the user interface, checksums is used for identifying exe files, rfd is used for providing a file picker.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.
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