CTDPF106 Mod Deriver

The Mod Deriver serves as a replacement for the league physics pack. You can freely define, what physics your vehicles use and can even customize them. It it also possible to give some cars the physics of the Renault and some of the Ferrari or something.
Customize and derive your own league mod to get the best competition for all participants.
Track upgrades will still work in your derived mod.

Parameters

Mod Name
The name, that will be displayed in the game.

RFM Name
Filename for the RFM

Vehicle Folder Name
Folder name, where to place the derived vehicles. This folder will be created under GameData\Vehicles\CTDP\CTDP.

Vehicle Filter Class
The vehicle class for the derived vehicles. This must be unique and must differ from "CTDPF1_2006"

Allow All Tire Compounds
If this is set, all 2*10 compounds are available in setups instead of only the ones for regular track upgrades.

Parc Ferme Setups
If this is set, only small parts of the setup are modifiable between qualifying and race (like fuel, which is not).

Parc Ferme Tires
The given amount of drivers will start with used tires into the race.

Max Opponents
The maximum number of allowed opponents.

Custom Engines

Here you can define custom engines, that you can assign to custom physics.

Name
The name for the new custom engine. It must be unique and differ from the original names.

Base
The original engine to base off.

Launch Efficiency
Efficiency (0.0-1.0) of launch control, or 0.0 if N/A. -1.0 will use the original value from the base engine.

Lifetime RPM Base
First value of the LifetimeEngineRPM setting. Base engine speed for lifetime. -1.0 will use the original value from the base engine.

Lifetime RPM Half
Second value of the LifetimeEngineRPM setting. Range where lifetime is halved. -1.0 will use the original value from the base engine.

Lifetime Average
Average lifetime in seconds. -1 will use the original value from the base engine.

Lifetime Variance
Lifetime random variance. -1 will use the original value from the base engine.

Central
If checked, the engine ini file will be placed in the vehicles folder instead of the specific folder for the using vehicle. This clarifies, that the engine is the same for all using vehicles.

Custom Vehicle Physics

Here you can define custom vehicle physics, that you can assign to derived vehicles.

Name
The name for the new custom engine. It must be unique and differ from the original names.

Base
The original vehicle to base physics off.

Tire Brand
The tire brand to use for these vehicle physics.

Fuel Tank Size
The size in liters of the vehicle's fuel tank. -1 will use the original value from the base vehicle.

Draft Factor
This is a manipulation factor for draft (dirty air) effects. The following settings are affected.

Each original value is manipulated using the following math.
v is the original value for one setting.
f is the draft factor.
v' is the resulting value.
v' = ( ( v - 1.0 ) * f ) + 1.0
This means, a value of 1.0 leaves all original values unchanged. 0.0 sets all new values to 1.0, which means no draft effect. Values smaller than zero will make the value go below 1.0.

Engine
The engine to use for this vehicle type.

Central
If checked, the vehicle HDV file will be placed in the vehicles folder instead of the specific folder for the using vehicle. This clarifies, that the HDV is the same for all using vehicles. Central here also forces central for the used engine.

Vehicle Derivations

Here you can define derived vehicles, that will be drivable in the game using the derived mod.

Name
The new name for the derived vehicle.

Physics
The physics to use for the derived vehicle. This can be an original car or a custom one.

The simplest way to derive a league mod is to add all teams to the bottom list and give tham all the same original physics. There are predefined league derivation configurations shipped with this tool. Just load the xml files from this folder and use them.

One click install

There are two ways to derive a (pre-)defined derivation mod. One way is to hand the saved xml file to your league members and tell them to load the file with the Mod Deriver by doubleclicking the jar file and loading the file. Then they just have to click on "Derive" and wait a few minutes until the "Ready." message appears in the log.
The other way is to create a batch file with the following content.
@java -jar ctdp06_mod_deriver.jar --config-file YOUR_CONFIG_FILE.xml --gui-less
@pause
Then give this batch (.cmd) file to your drivers, tell them to put it into the mod_deriver folder and execute it.

Deleting a derived mod

If your derived mod has "F1CTDP06_My_Derived_Mod" as "Vehicle Folder Name" and "RFM Name", you just have to go into the rfm folder of your rFactor installation and delete the four files
F1CTDP06_My_Derived_Mod.bik
F1CTDP06_My_Derived_Mod.rfm
F1CTDP06_My_Derived_Mod.tga
F1CTDP06_My_Derived_Mod_logo.tga
And then delete the folder "GameData\Vehicles\CTDP\CTDP\F1CTDP06_My_Derived_Mod" and all of its contents and you're through.

Have fun! :-)