Grand National 1969-70 for rFactor
----------------------------------

Grand National 69 and Grand National 70 mods by Denis Rioux for NR2003 combined
into a single mod. 6 car models with a total of 251 skins.

Chevrolet Chevelle
Dodge Charger R/T
Dodge Charger Daytona
Ford Torino
Plymouth RoadRunner
RoadRunner Superbird

If you ever played NR2003 then you know that the models are low poly (and also the
damage model).
All cars share the same physics, engine, tires etc. (and also the same cockpit).
One thing I'm not good at all is physics and the extra fact that I'm playing using
only the keyboard forces me into a more "arcadish" physics. Another thing  that is
obvious I don't know a thing about is FFB settings. So please don't blame me about
these. :)

2 different engines, one for road courses and short ovals (up to 265 Kmh), and a more powerful
one for speedways and superspeedways (up to 310 Kmh).
It can be selected through the upgrades tab, but the best way is through the TrackConfigsBase.ini
in the mods folder so it can be automatically loaded everytime you select a track.
3 slightly different tires. The default one for roadcourses, one for (super)speedways with less
heating, and one for short ovals with more less heating.
The tires are also automatically selected with the track's entry in the .ini file.
Everything else regarding the physics is the same on every track, either roadcourse, short
oval or speedway.

I've already included 178 ovals in the .ini file (a lot of them are the same track but
different version [JNS, USPits, VHR, SCSS, FMS etc.]) so for a start I think you're all
set up. In case you have an oval that's not included, then open the .ini file and make
an entry for it, it's pretty simple as you'll discover opening it. All tracks that are not
listed in the .ini file are regarded as roadcourses, so there's no need to add a roadcourse.

CREDITS:
--------
Denis Rioux for GN69ST and GN70SS mods for NR2003
All the guys at RacinGrafix for the skins
Papyrous for NR2003
SimBin for GT Legends (from where I took the driver/helmet and various parts for the cockpit)
RMT for the custom showroom
Nathan Ritchie for AI Creator
ISI for rFactor

You are free to modify/alter/enhance this mod any way you want as long as you share it for free.
You don't have to ask for my permission, credit me, mention my nickname or any other crap like these.
The only person you have to credit and mention his name is Denis Rioux, original author of the two
NR2003 mods.
If you can make it better then just do it for the fun of us all.

ADDITIONAL NOTES:
-----------------
1. Don't forget to select GN69_70 in the opponents tab if you want to race with all the cars
(unless you want to race against specific cars)
2. During night time there appears some black texture spots on the Torino body. I've tried different
things trying to resolve this but with no luck. Seems to appear due to the low poly model. The rest of
the cars don't have this problem though.
3. In the .veh files there's a GenString entry. It's about the driver's helmet with the difference been
that GenString=2 is the same helmet but with sunglasses on. Quite useless but an option whatsoever. :)
4. Don't say a word about the pace car. It's just a filler. :)
5. for the driver's body and helmet you can use any of the default GT Legends driver/helmet skins.
Just put them into the appropriate team folder and rename them to:
<car>extra0.dds  (for the helmet)
<car>driver.dds  (for the driver) (where <car> is the name of the car's .dds file)
(don't ask me why I've chosen wcextra0 instead of wchelmet for the helmet :) )

drEdOp




What's new in 1.2:
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1. Total re-work of the Ford Torino model from the start (new smoother body, no more black texture glitches
during night races now).
2. Different shader for the car bodies (and new alpha channel for the skins).
3. Different window textures.
4. Slightly different physics. The car is now a little bit more difficult to handle and the AI much more
harder to beat.