<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en"><title>CTDP News</title><subtitle></subtitle><link rel="alternate" href="http://www.ctdp.net/" /><id>http://www.ctdp.net/</id><updated>2012-06-24T23:46:00-10:00</updated><generator>Contao Open Source CMS</generator><link href="http://www.ctdp.net/CTDP-news-en.xml" rel="self" /><entry><title>The times they are a-changin'</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><h3>The truth</h3> <p>In every life, there is a point where you have to be honest to yourself and to everybody around you. This point has come now and we (CTDP) want to let you (our fans &amp; followers) know, about our current status. The truth is, after CTDP 2006, a lot of the guys disappeared. In order to compensate the loss, we said CTDP2006 was maybe our most complete mod and will ever be. It was just perfect, it was something nobody has done before and maybe nobody will ever do again. The details and blood, sweat and tears we put into that mod was impressive. Not only to everybody who played the mod. Especially to everybody who was part of the develpment team. But with the release of the mod there was a turning point. Almost four years of develpment demanded its price - and it was very high. While right after the release motivation was high to start new projects, within months we lost many people which caused us to cancel the 2009 mod. Some members quit because they got offers from game developers, some just disappeared and never showed up again, most got job, girlfriend, life.</p> <p>So what was the next goal to aim for? Our very much awaited 1994 mod should come back to life and should get released at some point. We started the project with our even more limited resources, did a very good research and even built up our own wiki for this season. We were ready to start over, but there is the point we struggled. We thought, it would be enough to give our "old" cars a smart overhaul to get them up to today's standards, but after had our Wiki and about 5GB of photo material, we discovered, that lots of proportions are wrong and each car has a lot of visible mistakes. Our philosophy turns out as a "neckbraker". We always wanted to achieve nothing else as the best we can do. And knowing about all the faults it wasn't good enough for us anymore. So we started fixing the mistakes or even completly redid cars. So far we have 2 cars ready and 3-5 more on a good way. That makes 7 in total, but we're far from coming even close to a release.</p> <h3>You may ask why?</h3> <p>To answer that question I have to explain what the motivation is the members in CTDP work for.</p> <p>In a recent comment we were asked if it's worth the extra time doing all the track specifiy upgrades, liveries etc. for CTDP 2006. That's a tough question and I think that you can answer it with yes and no. No, because in hindsight it was a huge project that cost us so much time and yes because it's shows the spirit of CTDP.</p> <h3>The spirit</h3> <p>We are always willing to improve ourself and keep pace with the professional developers in the industry. In case of CTDP 2006 we did something that even professional developers never did before and probably never will: recreate a complete F1 season with every upgrade that was raced during that season. We'll probably never again create a mod to such an extent but we will always try new ways and technologies in creating our mods.&nbsp; In the end we're not just modders that create the content, we're also hackers and gamers. We have certain expectations on how a game/mod should look and feel - like everyone else out there and we work and fight to get the means to do it the way we want it.</p> <p>Personally if I play a game like Forza, pCARS etc. I look at the graphics - especially the models and textures - and analyze them, to get inspired, to develop new techniques for myself. I wonder how they did this and that and then I try to do something similar to improve my work.</p> <h3>The consequences</h3> <p>The price of the high quality our mods comes in the time and sometimes money spent. Creating more detailed models and textures that look better ingame requires time and skill to create. And to get that skill you need to spend time to practise, improve and experience. To create more realistic physics you again have to invest time and also money to get your hands on books and/or magazines. Creating a mod is much more time consuming than 5 years ago; at least if you go with the time and exhaust all possibilities the engine offers you.</p> <p>As I wrote above I often take a look at the techniques used in other games or even mods and try to recreate them or even improve them. It's time that I could have spent in creating another model or whatever. But I think in the end it serves the mod more to create a better looking experience than to&nbsp; release the mod a few weeks earlier with models that look like they were already out of date two years ago.</p> <h3>The consequences - Part II</h3> <p>Our high standards have another negative side effect: it's hard to find&nbsp; people that have the talent and more importantly the WILL to improve themselves. As every modding group knows members will come and go over time. That's pretty normal and also understandable - quite often we loose members to the industry. So you'll try to compensate your losses by recruiting new people. The best thing would be to get someone that&nbsp; already has the skills to work on your level so that you can continue your work without any transition.<br><br>As we're already reached a pretty high quality standard it's hard to find those people. It's much more likely that you'll find some less experienced modders that you'll have to teach some of the advanced techniques.</p> <p>I remember back in the days when I started modding with community 3D app that loads in GP2/GP3 models. In this app you can manipulate just the vertics a model had by clicking on it and entering x/y/z co-ordinates. That has tought me the real spirit of modding back in the days and I still remember these days with joy. As for textures, you had your common template and by today's means you got create a mod within a few weeks.</p> <p>Modding is constantly evolving and games like rFactor2 will provide us with new&nbsp; features that we want to and should take advantage of. Complexity and difficulty have become harder and where more possibilities were created, the amount of people who is actually able to use them diminishes.</p> <h3>The consequences - Part III</h3> <p>So if you haven't stopped reading you now know how CTDP ticks, how we define our spirit and what consequences that spirit is asking for.</p> <p>While we still have talented guys in our rows, it's not enough. The amount of work for 24 cars is just too much. The IFM mod was a good way to see if we can effort single car mods with just one model and it was a good testing ground for us to get known to rF2 and its new techniques and limitations. So what are our learnings from IFM, if we reduced it to the team work and not to the technical part of the job.</p> <p>The part of the team that is left, did a great job and we covered almost 80% of our todo's.</p> <p>Who is actually part of CTDP right NOW?</p> <ul> <li>Stefan Triefellner (3D artist, Physics artist, 2D artist)</li> <li>James Bendy (2D artist)</li> <li>Dennis Schmidt (2D artist) - inactive atm</li> <li>Andreas Neidhardt (3D artist)</li> <li>Daniel Senff (2D artist, Website) - inactive atm</li> </ul> <p>Volunteers who help us on occasion:</p> <ul> <li>Michael Borda (ISI)</li> <li>Luc Van Camp (ISI)</li> <li>Tuttle (3D artist, 2D artist, Physics artist)</li> <li>Ben (2D artist)</li> <li>radu teo (3D artist)</li> <li>AndreasT (Research)</li> </ul> <p>Friends long gone or M.I.A:</p> <ul> <li>afborro</li> <li>Codan</li> <li>Gonzo</li> <li>Raulungo</li> <li>Shaun Stroud</li> <li>Paulo</li> <li>Ennisfargis</li> <li>Roberto Yermo</li> <li>Eugenio Faria</li> </ul> <h3>What does that mean?</h3> <p>Maybe we have luck and 20 new, talented and well experienced members will join right after that post. But that would be something quite unrealistic to expect and actually not easy to handle as well ;). So for now, we will focus on IFM and then we will decide IF, HOW &amp; WHEN we continue work on CTDP 1994.</p> <p>It's also possible, that IFM is CTDP's last mod ever released. If CTDP will be gone, we want to see it go in glory and on a highnote, but we will let you know, as soon as we know. It will not be a decision easily made.</p> <p>Thanks for your attention, patience and your support.</p> <p>Your CTDP Team (everybody who was &amp; is still part of the team).</p> <p>Written by<br><em>Andreas 'Neidryder' Neidhardt</em></p> <p>Signed by<br><em>Daniel 'Dahie' Senff</em><br><em>James 'Juluka' Bendy</em><br><em>Pier 'tuttle' Murru</em><br><em>Stefan 'erale' Triefellner</em></p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/times-they-are-a-changin.html" /><updated>2012-06-24T23:46:00-10:00</updated><id>http://www.ctdp.net/news/items/times-they-are-a-changin.html</id><author><name>Andreas Neidhardt</name></author></entry><entry><title>Release of rfDynHUD 1.3.0</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Its been well over a year since Marvin released the first version of <a href="http://root.ctdp.net/typolight/%7B%7Blink_url::87%7D%7D">rfDynHUD</a> which enables you to easily customize your own overlays in rFactor and lets you even create your very own personal Widgets. Since then Marvin has continued development, updated and improved the plugin. Today we release version 1.3.0 which is mostly a maintenance release that has a lot of code cleaning and bugfixes.<br><br>However, changes have been done to the Widget-API, that regard Third-Party Widgets. If you encounter problems, contact their authors.<br>The new release also includes the SDK that teaches you how to write you very own Widgets in Java. The SDK includes example Widgets and documentation on how they work. It takes an hour to work through it and get started. This is a very powerful feature the community has not yet discovered in it's full potential. Be creative! ;)<br><br>rFDynHUD is Open Source licensed with the <a href="http://www.gnu.org/licenses/gpl-2.0.html">GNU Public License V2</a>. <a href="mailto:rfdynhud@ctdpworld.org">Contact Marvin to get access to the source code</a> and collaborate in the project.<br><br>If you experience problems with the new version, <a href="http://forum.ctdp.net/">contact us in our forums</a>.<br><br>Enjoy!</p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/rfdynhud-130.html" /><updated>2011-07-31T07:57:00-10:00</updated><id>http://www.ctdp.net/news/items/rfdynhud-130.html</id><author><name>Daniel Senff</name></author></entry><entry><title>Release of rfDynHUD 1.2.0</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>After over half a year of constant work for improvements, today CTDP proudly presents a major update to rfDynHUD - rFactor Dynamic HUD. This version is labeled 1.2.0 and incorporates many new features. We received a lot of good feedback that helped to shape the new release.</p> <p>This plugin allows for easy customization of a HUD system for rFactor. You won't need most of rFactor's standard HUD and TV-Style, Map Plugin and others should finally be obsolete. <br />It was created by Marvin Fröhlich with some great contributions by Marcel 'm4rr5' Offermans.</p> <p>Major features:</p> <ul> <li>Create your own custom overlays for rFactor with as much or as little information as you want.</li> <li>An intuitive editor is included to create these overlay configurations.</li> <li>Support for different overlays for each session, car and mod.</li> <li>Data and information Widgets for nearly any kind of situation.</li> <li>TV-Overlay included (Ecclestone TV 2010), new images by Daniel Zemla</li> <li>SDK for creating your own widgets</li> </ul> <p>Many bugs have been fixed and even more features and Widgets have been added. Please <a href="http://www.ctdp.net/rfdynhud-changelog.html">read the changelog</a> to learn more. </p> <p>For upgraders: Please don't simply replace the config folder coming with the package by your old config folder. The structure has changed a bit. Instead copy your overlay*.ini files to the new installation as well as your custom images.</p> <p>And please make sure to at least once read the <a href="http://readme.ctdp.net/rfdynhud/readme.html">main documentation</a>, that pops up with the editor's first start.</p> <p>This plugin is now Open Source under the terms of the <a href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">General Public License GPLv2</a>. If you want to contribute, please contact us to get access to the source code.</p> <p>If you find this plugin useful, please don't hesitate to <a href="http://www.ctdp.net/rfdynhud.html">donate</a> a few bucks.</p> <p>Enjoy!</p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/rfdynhud-120.html" /><updated>2010-12-31T00:00:00-10:00</updated><id>http://www.ctdp.net/news/items/rfdynhud-120.html</id><author><name>Daniel Senff</name></author><link rel="enclosure" type="image/jpeg" href="http://www.ctdp.net/tl_files/ctdp/rfdynhud/rfDynHUD - 1.2.0 - many Widgets.jpg" length="672352" /></entry><entry><title>Release of CTDP F1 2006 v1.2.1</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>You can test as long as you want, but all testing decreases is the probability of having bugs. You will never have a bug-free product. The hope is, that the bugs that sneak into the mod are not serious and don't hinder driving.<br /><br />We found one issue with Toyota being stuck in the pits and as we had to address this at some point, we used the chance to <a href="http://www.ctdp.net/f1-2006-changelog.html">fix some minor issues</a> and added some functionality to the Mod Deriver.<br /><br />For everybody who already downloaded version 1.2, this fixes are available as a small hotfix. For everyone who hasn't downloaded the mod yet, we created a bundle consisting of the existing version 1.2 and the new hotfix. This bundle is available via torrent or HTTP-mirrors. <br /><a href="http://www.ctdp.net/f1-2006.html">Make sure to install the latest version.</a><br /><br />Have fun racing!</p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/release-of-ctdp-f1-2006-v121.html" /><updated>2010-06-08T07:53:00-10:00</updated><id>http://www.ctdp.net/news/items/release-of-ctdp-f1-2006-v121.html</id><author><name>Daniel Senff</name></author></entry><entry><title>Update for the ChampionShipManager NX</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>So this time not that big wave of updates, just a small one: The ChampionShipManager NX reached version 2.3, nothing really new, bug fixes and improvements in usability. The complete change log can be found in the readme file (available in <a onclick="window.open(this.href); return false;" href="http://www.danielprogramming.com/ctdp/csm_nx/CTDP ChampionShipManager NX - readme.htm">English</a>, <a onclick="window.open(this.href); return false;" href="http://www.danielprogramming.com/ctdp/csm_nx/CTDP ChampionShipManager NX - readmeFr.htm">French</a>, <a onclick="window.open(this.href); return false;" href="http://www.danielprogramming.com/ctdp/csm_nx/CTDP ChampionShipManager NX - LiesMich.htm">German</a> &amp; <a onclick="window.open(this.href); return false;" href="http://www.danielprogramming.com/ctdp/csm_nx/CTDP ChampionShipManager NX - léeme.htm">Spanish</a>). Follow <a href="http://www.ctdp.net/csm.html">this way</a> to the download page.</p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/update-for-the-championshipmanager-nx.html" /><updated>2010-06-01T08:00:00-10:00</updated><id>http://www.ctdp.net/news/items/update-for-the-championshipmanager-nx.html</id><author><name>Daniel Fredrich</name></author></entry><entry><title>Ultimate release day</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Over a year has passed since the first patch for <a href="http://www.ctdp.net/f1-2006.html">F1-2006</a> was released. A lot has happened in the past year, that postponed the release of the final patch of the mod. Originally it was only planed as a maintenance release fixing the remaining issues, that came up in version 1.1, but thanks to the work of Marvin Fröhlich and Michael Borda, it grew to a significant update, addressing physics issues and adding new features like-wise.<br /><br />The physics have been refined, they are not completely new and you should be able to reuse your setups. However new tire wear curves and a different traction-control settings may make adjustments necessary. <a href="http://www.ctdp.net/f1-2006-changelog.html">Read the full changelog</a> to see what else has been updated and in the meantime, leave <a href="http://download.ctdp.net/Formula_One_2006_by_CTDP_v1.2.zip.torrent">the torrent</a> running.<br /><br /><strong>Mod Deriver</strong><br /><br />Apart from minor bug fixes, no new features were planed for the update, until Marvin came along and surprised us with two amazing tools.<br /><br />League-Physics were always an issue for us. On the one hand we worked hard to create team-specific physics, which match down to each season upgrade, on the other hand we know and accept, that leagues want and need equal physics for each team. For F1-2005 we provided them with the mod, which led to all Servers only running the equal-physics online. For F1-2006 leagues had to ask for a token to activate the league-physics. And they did, we got over 70 requests and were positively surprised about the number of leagues out there and the interest in the mod.<br />Now Marvin came up with the <em>Mod Deriver</em>, a tool, that allows to take a multi-car-physics mod like ours and derive a variant of the mod using the aerodynamic and engine settings from one selected team and applying it on the other teams. Thereby it is possbile to create customized league-physics, that can be exported and shared in the league. You don't need the league token anymore, just create your own. </p> <p>&nbsp;</p> <p>The Mod Deriver is included in the Mod-package.<br /><br /><strong>rfDynHUD</strong><br /><br />The initial version of <a href="http://www.ctdp.net/rfdynhud.html">rfDynHUD</a> was released last week and was very well received. We got a lot of positive response and this second release will address many of the issues that have been reported. Thanks for all the feedback!<br /><br /><strong>DDS-Utils</strong><br /><br />Not quite a CTDP release, but close enough. Daniel 'Dahie' Senff has released the second version of his <a href="http://github.com/Dahie/DDS-Utils">DDS-Texture Utilities</a>. These allow easy review, conversion and scaling of DDS-texture as used in rFactor. The new version supports DDS-conversion from TGA and the GrandPrix4 texture format TEX. You can find <a href="http://devblog.ctdp.net/?p=1802">more information</a> about these in the <a href="http://devblog.ctdp.net/">Development Blog</a>.<br /><br />Big day, <br />Enjoy!</p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/ultimate-release-day.html" /><updated>2010-05-08T10:11:00-10:00</updated><id>http://www.ctdp.net/news/items/ultimate-release-day.html</id><author><name>Daniel Senff</name></author></entry><entry><title>rfDynHud a Birthday present</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>We must have missed something, usually a birthday child gets presents, whereas our releases are always just in time for our birthday, thereby giving you the present.</p> <p>&nbsp;</p> <p>Today we'd like to introduce you to <a href="http://www.ctdp.net/rfdynhud.html">rfDynHUD</a>. Last year with Marvin Fröhlich another programmer joined the team who worked on this new exciting plugin and tool for rFactor. The original HUD of rFactor is very basic and can barely be modded. rfDynHud allows to create your very own rFactor HUD. You can combine and customize widgets as you like, getting as many or as selected information as you'd like. This is not just a TV-overlay, but rather a flexible way to manage overlays and statistics while playing. The included editor allows to customize your own personal widgets and preview them easily from within the editor. Please consult <a href="http://readme.ctdp.net/rfdynhud/readme.html">the readme</a>, to learn how to use it.</p> <p>&nbsp;</p> <p>Obviously, we appreciate comments on this program and are happy about feedback for the direction this should continue to develop.</p> <p>&nbsp;</p> <p>I hope you are excited about the new toy and <a href="http://simscreens.blogspot.com/2010/05/ctdp-anniversary.html">enjoy CTDP's 9th birthday</a>.</p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/rfdynhud-a-birthday-present.html" /><updated>2010-05-01T04:47:00-10:00</updated><id>http://www.ctdp.net/news/items/rfdynhud-a-birthday-present.html</id><author><name>Daniel Senff</name></author></entry><entry><title>SuperleagueMusica</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>While CTDP was working on the <a href="">Superleague Formula Game 2009</a>, Lars J. Brouwer took the chance to compose a new set of unique tracks for the game. </p> <p>He now released <a href="http://ljbrouwer.bandcamp.com/album/superleague-musica">the music for the game</a> under a <a href="http://creativecommons.org/licenses/by-nc-sa/3.0/">Creative Commons BY-NC-SA license</a>. Meaning you can download, copy, and remix the music as you like.</p> <p>&nbsp;</p> <p>Enjoy the music, while you enjoy the game. :)</p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/superleaguemusica.html" /><updated>2010-03-14T23:38:00-10:00</updated><id>http://www.ctdp.net/news/items/superleaguemusica.html</id><author><name>Daniel Senff</name></author><link rel="enclosure" type="image/jpeg" href="http://www.ctdp.net/tl_files/ctdp/images/news/slf-ost-frontcover.jpg" length="231031" /></entry><entry><title>Template update</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>This is a rather short news and a matter of completeness. We updated the <a href="http://www.ctdp.net/f1-2006-templates.html">templates of the F1-2006 mod</a> and the <a href="http://www.ctdp.net/bmw07.html">ISI BMW 2007</a>. Both template-sets got their so far missing driver bodies added. These were forgot in the initial release and are now supplemented. <a href="http://devblog.ctdp.net/?page_id=261">Tutorials on the use of the templates</a> are available in our <a href="http://devblog.ctdp.net">Development Blog</a>.</p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/template-update.html" /><updated>2010-03-06T06:45:00-10:00</updated><id>http://www.ctdp.net/news/items/template-update.html</id><author><name>Daniel Senff</name></author></entry><entry><title>CTDP F1 1994 on course</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Over the past year the Cars &amp; Tracks Development Project worked on its 1994 mod with full steam.<br />While Marco 'BMWFan' Büttner already began work during the development of CTDP F1 2006, the rest of the team joined him a year ago and made quite some progress since then. <br /><br />Marco created all basic models for the cars of the mod. Textures are being done by Daniel 'Dahie' Senff, Dennis 'mediocre' Schmidt, Raül 'raulongo' Gullón, Daniel 'Codan' Fredrich and James 'juluka' Bendy. Andreas 'Neidryder' Neidhardt refines all shapes and brings all material ingame at the end.<br /><br />At the moment we are working our way through the 14 cars of 1994. This year saw many rule changes and a partially rewritten technical reglement, therefore we concentrate on the cars of the first 4 GPs for the moment.<br />The status of the cars vary heavily. Here is a snapshot at the current state of the mod.<br /><br />In honor of the small independent teams taking part in this year, Pacific GP was the first car ingame. As should have been expected for the first car, some issues on the car came up and the car will get another update later. During the past 3 weeks Neidryder has been finishing Ligier. Ligier is reviewed, is now ingame and will get their final texture updates soon. Having 2 of 14 cars almost finished.<br /><br /><a href="http://www.ctdp.net/tl_files/ctdp/images/news/grab_002wd92.jpg" data-lightbox=""><img src="http://www.ctdp.net/system/html/grab_002wd92-f24f5967.jpg" width="200" height="125" alt="" class="float_left"></a></p> <p>&nbsp;</p> <p>Before getting Neidryders ingame treatment cars have to master the reviews done by Dahie and AndreasT. This is an in-depth check of the quality and accuracy to get all cars to the same level. Right now reviews for Jordan, Lotus, McLaren and Sauber are running. Footwork, Benetton, Simtek, Minardi, Tyrrell and Larrousse are awaiting reviews and possible updates thereafter. We are optimizing this procedure at the moment to compensate for some issues we found on Pacific.<br /><br />Work is done on the Williams, who got another big update by Marco and Raül. The same applies for Ferrari, which got some model updates recently is being repainted by Juluka.<br /><br />While the cars are important, there are more things to do about the mod. <br />Alexander 'afborro' Borro is working on an update of his animated driver body and while he is at it he is creating a new helmet model. So far we missed a proper helmet shape, which is why work on helmet textures has not been started yet. <br /><br />Stefan 'erale' Triefellner joined us to work on the physics of this exciting season. At the moment he is doing research, actual work on the physics has not been started yet, as there is another factor we have to wait on first. <br /><br />As you can see we are right in the middle of development and have a lot of work in front of us, but right now is a phase with lots of progress and lots to show. So visit our <a href="http://devblog.ctdp.net/">Development Blog</a> for more frequent updates.</p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/ctdp-f1-1994-on-course.html" /><updated>2010-03-02T20:31:00-10:00</updated><id>http://www.ctdp.net/news/items/ctdp-f1-1994-on-course.html</id><author><name>Daniel Senff</name></author><link rel="enclosure" type="image/jpeg" href="http://www.ctdp.net/tl_files/ctdp/images/news/grab_001tckm.jpg" length="1309435" /></entry><entry><title>Closing the file on F1-2009</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>CTDP is known for its quality and its engagement for their projects. This is a curse and blessing at the same time. CTDP is also known to take the time needed to make a satisfying mod. Taking the time however doesn't mean we do not try to get things done as quickly as possible. If things get stuck, we have to look for reasons, react and take the necessary consequences. The 2009 mod is far behind our expectations. Not in terms of quality, but in other terms like progress and time. The past few weeks we have been discussing its future.<br /><br />Granted, there was distraction. We had some side projects like the <a href="http://devblog.ctdp.net/?p=1162">DSTM Cylon car</a> or the <a href="http://slfgame.com/">Superleague Formula game</a> which caught the attention of the leading persons within CTDP. So 1994 and 2009 didn't get the attention they would have needed. After the DSTM mod, Andy went back to 1994 and since the mod is progressing pretty well. However the 2009 mod got stuck and didn't have much progress for months. We thought we can handle two mods by splitting the resources of the team, which proved unsuccessful. While it should have worked in theory it did not work out in reality. Modding is a hobby which can scheduled like a company.</p> <p>We experienced this while we developed CTDP 2006 and now we learned it again the hard way with CTDP 2009. When we decided to start the 2009 mod, we had many and enough members that where motivated to do this mod and new members joined to help. This initial motivation got lost over the months. Members left for various personal reasons and the development lost its momentum. We tried to counteract, but it did not lift off. Members like Racervieh, Spoony and Alex Lam did a terrific job on the work that has been done, but it was not enough. The rest of the team was too preoccupied. The team would like to finish the 2009 mod, but there are not nearly enough people to complete the mod in any time. The majority of the people supporting the mod in the first place left and even with a break until rFactor2 arrives we do not see interest in this mod coming back.<br /><br />Additionally there is something else concerning us. Since Codemasters has the official FIA Formula One License, we don't know if a release of a "competing" Mod with Codemasters' F1 Game is a good idea. It feels as Modding becomes more dangerous these days and we already saw Modders quiting their hobby because of legal problems. We don't plan to quit, but we would be lying if we claim the topic wouldn't concern us.<br /><br />So this is the situation, the development of the CTDP 2009 mod is negligible and the last 2 months with efforts to get the mod back on track proofed rather futile. This doesn't leave us any options except for the cancellation of the mod. This was certainly not an easy decision, but we don't see any more options right now.<br /><br />We regret having to take this decision, not a bright moment for us. We are sorry for the fans, who waited and will be disappointed. Rather than keep you waiting for something which probably wouldn't have happened, we prefer to state situation as it is and not keep up false hopes.<br /><br />Having 2009 out of the way, we will focus on the completion of the Season 1994. Progress is going well and I hope, we can show you the first ingame screenshots soon. Checkout our <a href="http://devblog.ctdp.net">Development blog</a> for the latest work in progress.</p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/cancel-f1-2009.html" /><updated>2009-12-29T22:56:00-10:00</updated><id>http://www.ctdp.net/news/items/cancel-f1-2009.html</id><author><name>Daniel Senff</name></author></entry><entry><title>CTDP goes Superleague Formula</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>The <a href="http://superleagueformula.com/">Superleague Formula</a> is a racing series with a concept, which let's you raise your eyebrouse. Cars in the league are sponsored by renowned Football clubs from all over the world. The all teams drive with the same chassis. Races were held in Magny-Course, Zolder and Donington to name a few. All in all a series, which has a surprising concept, but which delivers very good racing when you look into it.</p> <p>&nbsp;</p> <p>Why do we tell you this?</p> <p>Image Space Incorporate, the powers behind rFactor, contacted us a few months ago on the prospect of managing the content side of an upcoming official Superleague Formula Game. We would do the cars and organize tracks, ISI and their the license holder Media Games handle marketing and release.</p> <p>&nbsp;</p> <p>Alex 'Afborro' Borro agreed to take the project and modelled the car in 5 weeks. Another 6 weeks to paint different 19 liveries. In the meantime physics were developed based on the data we got. Tracks were a problem, as CTDP does neither have the resources nor the manpower to build them from scratch. We thank Simbin and both freelancers for helping us out here. Of course we also want to thank ISI for giving us this opportunity!<br />The game was quite a craftmanship, the content was completed within 4 months and we are very proud about the result. This ingame it has CTDP written all over it.</p> <p>&nbsp;</p> <p>What you get for your money? You get is a Racing Sim for the Superleague Formula in the usual CTDP-quality, based on accurate data, which ensures most-enjoyable races. This is not F1, this is different and fun in it's own ways. It is racing, less tactics more hands-on action. Do you remember how to overtake?</p> <p>&nbsp;</p> <p><strong>The game is available on the official website of the official <a href="http://slfgame.com/">Superleague Formula 2009 Game</a>.</strong></p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/ctdp_goes_slf-game.html" /><updated>2009-10-31T12:40:00-10:00</updated><id>http://www.ctdp.net/news/items/ctdp_goes_slf-game.html</id><author><name>Daniel Senff</name></author><link rel="enclosure" type="image/png" href="http://www.ctdp.net/tl_files/ctdp/images/news/scr6.png" length="888005" /></entry><entry><title>F1 2006 Patch 1.1 released</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">The initial release of F1 2006 was very liberating for us and we were very happy about the reactions we got. We received a alot of good feedback and are glad that all our work and effort is appreciated. Thank you!<br /><br />Before the release we tested the mod for more than a month, but at some point it had to leave the nest. With a mod of this size it was clear, that there would be slipups - there always are - and so we could only hope there would be no big issues. In the first few weeks we got a couple of reports, most of them could be sorted out, everything was collected and reviewed in the last few months. There were two bigger issues which caused crashes, which were annoying and one case, where we simply forgot additional physics-settings, which was embarassing. We fixed all the bugs and added the missing stuff. We even fine-tuned and extended the physics. This will require you to check your setups and update them, otherwise the cars will feel more delicate and nervous. Physic changes mostly involved the tyre model and the traction-controll. We provide a small article about the <a href="http://devblog.ctdp.net/?p=896">necessary changes to your setups.</a> We also updated the manual and the readme. We suggest to take a look at the <a href="http://devblog.ctdp.net/?p=745">changelog</a>, especially if you are running a league. <br /><br />The patch grew alot in size in the past few weeks and we are sure some people would like to slap us for our filesizes. To avoid having to download the full mod a second time, we prepared a patch, which is only half the size (800 MB). Still heavy, but better than the Full-Installer with 1.3 GB. If you have Version 1.0 installed, you can install the patch and you are fine. If you haven't installed the mod yet, We advise you download the Full-Installer.<br />We also updated the Dedicated Server Edition and we stripped this one down to its bare skeleton. This is for servers only, features only the mod structures and pretty much no models, textures or sounds. This results in the filesize of 78mb. In the past there have been several confusions about the editions, I hope the difference in filesize makes it clear which mod you can play and which one you don't. Users of the Dedicated Server Edition please make sure to deinstall the old Server-Edition before installing the new one.<br /><br />The Patch, the Full-Installer and the Dedicated Server Edition are now available for download. <br />For the release of 1.0 we came with a setup of 11 mirrors, which broke in the following 3 days. Since we don't see a point in bringing in even more servers, we decided to release via torrents only for the first couple of days. Once the initial storm is over, traditional download links will be added to the <a href="http://www.ctdp.net/f1-2006.html">project-page</a> later.<br /></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/f1-2006-11-released.html" /><updated>2009-04-06T23:30:00-10:00</updated><id>http://www.ctdp.net/news/items/f1-2006-11-released.html</id><author><name>Daniel Senff</name></author></entry><entry><title>Let the games beginn, the Sign-up Tournament</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">At one point in mod development, the work for an upcoming mod is assigned and everybody in the team tries to get the best pieces.<br />The rules of the game are simple. We have different categories for modelling, car texturing, helmets, etc and everybody can sign for the tasks he longs for the most.<br />The game is rough and tough, sometimes it's quick and painless, sometimes, people tear their heart out to be the one painting the Williams.<br /><br />While the game is usually for one team only and the only rule is "first come first serve", this year the game is split between two teams.<br />On the left side in the blue shirts, we have the blue team led by Alexander 'afborro' Borro. He is joined by whata, raülongo, downforce3d and fongu. Newcomers are David 'Racervieh' Bennewitz and Zunic 'Spoony' Bekir. They are the youngsters, the proud new hope for CTDP, they have to carry on and make their masters proud.<br />On the right side in the red shirts - we hear the crowd cheering in in the stadium - the blue team, led by the founding fathers Andreas 'Neidryder' Neidhardt and Marco 'BMWFan' Büttner. Both have been in the business since the beginning and they know their way around the game. They are joined by Dahie, Mediocre, Mikey, SlimJim and Flo. They have the burdon of a great legacy, but are confident to fullfil it.<br /><br />Both parties enter the field. We see two 1 km long list of todo-tasks. It's a beautiful day in the stadium, the crowd is cheering for their teams, which are warming themselves up.<br />The red team goes into starting position, the jury officially opensthe games and like insane the respected modders run to the todo list and sign up for their tasks on their lists. It's like carnage, but after a few minutes everything is over and decided. Nobody won, but everybody knows what cars he has to put up this year.<br />The same procedure for the blue team, although, didn't they cheat?! Marco already signed half the lists before the contest. This irregularity had to be addressed, but was dealt with with the harshest punishment imaginable. <br /><br />The tournament is over, both teams successfully filled their todo lists, now the actual competition can begin.<br />A member of the honorable jury steps on the podium in the middle of the stadium. He reaches for his microphone and in a sound echoing through the stadium he proclaims the results.<br /><br />The red team led by Marco and Andy has signed the todo-list for the F1-1994 mod and qualifies to continue to work on the project for the next year.<br />The blue team led by Alex has signed for the second todo-list and will be creating a F1-2009 mod in the upcoming time. They will recreate all cars of the upcoming formula-one season in a mod comparable in quality of future mods. The youngsters will continue to carry the torch of creating most immersive F1-mods possible. <br />Both teams will work indepentantly and bring you two exciting new mods. <br /><br />All fans in the stadium stand up and ask the same question in one loud voice. The jury member repeats and answers: "When? When it's done!"<br />Both teams leave the field and began their respective hard work. Will we hear of their continuining efforts? I'm sure <a title="Development Blog" href="http://devblog.ctdp.net">we will</a>.<br /><br />The fans are no leaving the stadium to join together in the new <a title="CTDPworld forum" href="http://forum.ctdp.net">CTDPworld-lounge</a> and discuss todays game and set bets on the release dates.<br /><br />This is your friendly sports moderator, reporting live from the CTDP Mod-Signup-Competition. Thanks for listening!</div></content><link rel="alternate" href="http://www.ctdp.net/news/items/signup-tournament.html" /><updated>2009-03-18T22:26:00-10:00</updated><id>http://www.ctdp.net/news/items/signup-tournament.html</id><author><name>Daniel Senff</name></author></entry><entry><title>Official soundtrack released for download!</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Formula 1. Hi-tech, fast-paced and packed with loads of adrenaline. Just as the top of motorsports itself, it inspired Lars J. Brouwer to produce 9 tracks which are exclusively written for the <a href="http://www.ctdp.net/f1-2006.html">F1 2006 mod</a>, while each track is named after famous spots found on Formula 1 circuits all around the world.<br /><br />Clocking in at 36 minutes and 18 seconds, which results in 43.5 megabytes, the whole soundtrack, including front- and backcovers, is up for grabs right now, at <a href="http://ljbrouwer.bandcamp.com/album/ctdp-06-ost">RMXS</a> or <a href="http://www.jamendo.com/en/album/39389">Jamendo</a>. <br />And like all good things in life; absolutely free for download and remix!<br /><br />Now you can enjoy CTDP'06 virtually everywhere!</p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/soundtrack-2006-released.html" /><updated>2009-02-16T04:40:00-10:00</updated><id>http://www.ctdp.net/news/items/soundtrack-2006-released.html</id><author><name>Daniel Senff</name></author><link rel="enclosure" type="image/jpeg" href="http://www.ctdp.net/tl_files/ctdp/images/news/frontcover.jpg" length="206667" /></entry><entry><title>Car of the Year 2008</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">F1 2006 won the Mod-of-the-Year-Award 2008 at <a href="http://www.rfactorcentral.com">rFactorCentral</a>. <br /><br />In the annual voting the community can support their most favorite 2008-released mods. CTDP won two awards: <br /><strong><a href="http://www.rfactorcentral.com/moty2008/">Best Open Wheeler</a></strong> with 25.59% of the votes. Second was MMG F1 2005 with 12.25%, followed by Carrera 4's F1 1988 mod with 12.05%.<br /><a href="http://www.rfactorcentral.com/moty2008/"><strong>Car of the Year</strong></a> with 22.06% of the votes, followed by MMG F1 2007 with 12.26% and once again Carrera 4' F1 1988 mod with 7.25%.<br /><br />We are very happy and the whole team would like to express their gratitude about these results. We would also like to congratulate every winner each category and everyon participating in the MOTY. Every mod built is worth a notion and every modder deserves some words of respect. The MOTY is one way of showing this respect and we are extremely thankful for your support and your appreciation.<br />F1 2006 was teamwork. CTDP can only be as good as the people behind it and we would also like to thank everyone involved in the mod: our current members, freelancers and those who left. Everyone of them helped to make this mod what it is.<br /><br />The Car of the Year mod is donated with a 1000 $ price. We haven't discussed yet, how to use it, but we will invest the money in the team, so that everyone can benefit in a way. Being a European Team, we wouldn't mind a better exchange rate though. :) <br /><br />At the end, we'd like to do a small outlook on 2009. We are going to release a new version of the Bahrain Circuit in the first half of the year. Our second track Monaco is still in progress and will be for some time. As for car mods, work on F1 1994 has been picked up and we are working on models and textures. As with Monaco, it's too early to guess any release dates. F1 2006 will get a patch to version 1.1 within the next 2 months.<br /><br />So in the upcoming year we will continue to bring you high quality mods, with our usual emphasize on realism and accuracy.<br />Thank you for your support and we wish everyone a fast drive!</div></content><link rel="alternate" href="http://www.ctdp.net/news/items/car-of-the-year-2008.html" /><updated>2009-01-10T03:17:00-10:00</updated><id>http://www.ctdp.net/news/items/car-of-the-year-2008.html</id><author><name>Daniel Senff</name></author></entry><entry><title>New version of ChampionShipManager NX</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">The new version of the ChampionShip Manager NX is now available. The version 2.2 has several bugfixes which are noted in the changelog of the readme.<br /> <br /> Check <a href="http://www.ctdp.net/csm.html">this site</a> for more information about the new version.<br /> <br /> Have fun. :)<br /> CTDP<br /></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/new-version-of-championshipmanager-nx.22.html" /><updated>2009-01-10T00:00:00-10:00</updated><id>http://www.ctdp.net/news/items/new-version-of-championshipmanager-nx.22.html</id><author><name>Daniel Fredrich</name></author></entry><entry><title>F1 2006 released</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Two and a half year ago, we started a little something. Of course what was 'little' exploded into something else entirely. While finalizing the 2005 mod for rFactor, we began work on the 2006 mod. The models were good and we had the hope of finishing the mod in the same year.<br /><br />Two years ago, we realized, this wouldn't happen. We were ambitious to make this mod and to create something unique. We learned a lot during the 2005 mod and we wanted to apply this new knowledge. We planed new features, new methods of doing things in rFactor.<br /><br />Only later, we had to face facts, that some of our plans didn't work. The amount of work required for the technical upgrades, for damages, for track-specific car textures. This was an enormous undertaking and some of the things we tried didn't actually work out like we planed. There were several reasons for delays. Personal, business, some more important side-projects, but despite all distractions, we continued.<br />And while we slowly got fed up with the 2006 mod, we kept working to get it finished. Twice F1-2006 received the <a href="http://www.rfactorcentral.com">rFactorCentral</a>-Award for most-anticipated mod. Every day, we got the same question. When is it ready, when will it be released.<br /><br />Well let me tell you: now!<br /><br /><a href="http://www.ctdp.net/f1-2006.html">CTDP F1 2006</a> is now ready for download.<br /><br />The mod can be downloaded via <a href="http://www.sg-it-consulting.de/files/Formula_One_2006_by_CTDP_v1.zip.torrent">torrent</a> and later via http. <br />The installer contains everything you need, which explains the size: 1.4 GB download.<br /><a href="http://readme.ctdp.net/f12006rf/f12006Readme.htm">Please read the readme</a>.</div></content><link rel="alternate" href="http://www.ctdp.net/news/items/f1-2006-mod-released.html" /><updated>2008-12-06T23:20:00-10:00</updated><id>http://www.ctdp.net/news/items/f1-2006-mod-released.html</id><author><name>Daniel Senff</name></author></entry><entry><title>CTDP &amp; FSR Collaboration - Showcase Race</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Over the past few week’s and month’s, CTDP & <a href="http://www.formula-simracing.net/" title="FSR">FormulaSimRacing</a> have worked close to get the 2006 mod as good as possible with alot of the FSR driver’s taking part in our beta test series race’s throughout the last few month’s.<br /><br />With this we have decided to end the series on a high note and broadcast the event Live on PSRTV for all to enjoy. The event will take place on December 6th from 18:00GMT using the CTDP 2006 mod @ Interlagos Circuit Brazil. Interview’s with dev’s will take place during the broadcast aswell as the usual high drama FSR action on track with the likes of Patrick De Wit, FSR WS PRO Champion Mikko Puumalainnen, David Greco, FSR WS ACE Champion Fred Gosling and many more FSR regular’s all taking part in the event. You never know we may even have a very special announcement to make, so join us December 6th 2008 for Live coverage of CTDP-FSR Showcase race live from Interlagos, Brazil on Prosimracing.com<br /><br />We would like to Thank Dave Carr-Smith for organizing the race and getting all car’s assigned to driver’s to make the race as competative as possible.</div></content><link rel="alternate" href="http://www.ctdp.net/news/items/f12006-showcase-race.html" /><updated>2008-12-02T12:05:00-10:00</updated><id>http://www.ctdp.net/news/items/f12006-showcase-race.html</id><author><name>Daniel Senff</name></author></entry><entry><title>2006 gone silver</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p> The release of <a href="http://www.ctdp.net/f1-2006.html">F1 2006</a> is getting closer. The everything is done and ingame and we started testing the mod. Now it's only bugfixing and balancing the physics. The testing will take a few weeks, since we are talking about 11 cars with 17 trackconfigurations and several hundred skins.  </p> <p> Check our <a href="http://devblog.ctdp.net" title="Development Blog">development blog</a> for new information and leave comments there for feedback, we should consider before the release. </p> <br /> Getting hotter now …<br /> </div></content><link rel="alternate" href="http://www.ctdp.net/news/items/F1-2006-gone-silver.html" /><updated>2008-11-06T23:10:00-10:00</updated><id>http://www.ctdp.net/news/items/F1-2006-gone-silver.html</id><author><name>Daniel Senff</name></author></entry><entry><title>Press coverage</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p> As the work on the <a href="http://www.ctdp.net/f1-2006.html">F1-2006 for rFactor</a> enters the final stages with only mintor graphical work and physics in the work, previews covering the upcoming mod appear.  </p> <p> &nbsp; </p> <p> Already a bit older are the German testing diaries ("Testtagebücher") by <a href="http://www.speedmaniacs.de/news.html?id=3248&fla=5" title="Speedmaniacs">Speedmaniacs</a>. In 4 parts, they cover the impressions of the first test drives: <a href="http://www.speedmaniacs.com/news.html?id=3216" title="Speedmaniacs Testtagebuch Teil 1">Part 1</a>, <a href="http://www.speedmaniacs.com/news.html?id=3221" title="Speedmaniacs Testtagebuch Teil 2">2</a>, <a href="http://www.speedmaniacs.com/news.html?id=3234" title="Speedmaniacs Testtagebuch Part 3">3</a> and <a href="http://www.speedmaniacs.com/news.html?id=3248" title="Speedmaniacs Testtagebuch Teil 4">4</a> (de).  </p> <p> &nbsp; </p> <p> Another preview was posted at <a href="http://www.virtualr.net" title="VirtualR.net">Virtualr.net</a>. They also sumarize the news we post on our <a href="http://devblog.ctdp.net" title="CTDP Development Blog">development blog</a>, however this is a full preview on the mod: <a href="http://www.virtualr.net/ctdp-f1-2006-exclusive-preview/" title="CTDP F1 2006 - Exclusive Preview">CTDP F1 2006 - Exclusive Preview</a> </p> <p> <a href="http://www.virtualr.net/ctdp-f1-2006-exclusive-preview/" title="CTDP F1 2006 - Exclusive Preview"><br /> </a> </p> <p> <a href="http://www.insidesimracing.tv/" title="InsideSimracing.tv">InsideSimRacing.net</a> featured the mod's Trailer-Video during the live show of SimRacingTonight. You can rewatch the show in the on-demand-archives, looking for the 4th september 2008.  </p> <p> &nbsp; </p> <p> Unrelated to the mod is the great article in the latest <a href="http://www.autosimsport.net/index.php" title="AutoSimSport">AutoSimSport Volume 4 Issue 4</a> about the now-classic F1-mods for F1Challenge. It features a comparison of the CTDP's and Ralph Hummerich's mods of 2004 and 2005 and is very good reading and a great way to look few years back in time.  </p> <p> &nbsp; </p> <p> The last link is another post at VirtualR to a <a href="http://www.virtualr.net/ctdp-f1-2006-imola-on-board-video/">video by 6e66o,</a> who made an ingame video of a lap in imola.  </p> <p> Enjoy!<br /> </p> </div></content><link rel="alternate" href="http://www.ctdp.net/news/items/press-coverage-sept-2008.html" /><updated>2008-09-10T21:30:00-10:00</updated><id>http://www.ctdp.net/news/items/press-coverage-sept-2008.html</id><author><name>Daniel Senff</name></author></entry><entry><title>New Screenshots</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p> Karan, our screenshot master created a new bunch of Ingame shots, which are now uploaded to <a href="http://www.ctdp.net/f1-2006-screenshots.html">our gallery</a>. We don't always announce it, but we keep the gallery up to date and add his shots, once we get them. All screenshots are from within the game and are not edited! </p> <p> Check out the new pictures of Ferrari, Renault and Super Aguri SA06. </p></div></content><link rel="alternate" href="http://www.ctdp.net/news/items/new-screenshots-august08.html" /><updated>2008-08-15T22:05:00-10:00</updated><id>http://www.ctdp.net/news/items/new-screenshots-august08.html</id><author><name>Daniel Senff</name></author><link rel="enclosure" type="image/jpeg" href="http://www.ctdp.net/tl_files/ctdp/f12006/rf/27503403es1.jpg" length="198036" /></entry><entry><title>New version of ChampionShipManager NX</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">It took a while but here it is: a nearly complete redone version of the ChampionShipManager NX. We tried to improve the performance as well as the usuability.<br /> Now you can create your own championships with the safety-car, pointsystems, tracks as you like. This version comes with 19 different pointsystems but if you want to have another one you can easily create it. <br /> <br /> Check <a href="http://www.ctdp.net/csm.html">this site</a> for more information about the new version.<br /> <br /> Have fun. :)<br /> CTDP<br /> </div></content><link rel="alternate" href="http://www.ctdp.net/news/items/new-version-of-championshipmanager-nx.html" /><updated>2008-06-02T04:46:00-10:00</updated><id>http://www.ctdp.net/news/items/new-version-of-championshipmanager-nx.html</id><author><name>Daniel Fredrich</name></author></entry><entry><title>Let the teasing begin</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">While we are busy working on the last few things, some of us have been busy working on some videos illustrating the mod. Already 2 weeks ago we released a <a href="http://www.ctdp.net/f1-2006-gameplay-video.html">video of the gameplay</a>, showing the ferrari on a lap on the new Bahrain.<br /> <br /> Today, we'd like to present you another <a href="http://www.ctdp.net/f1-2006-teaser.html">teaser</a>. <br /> Both videos can be found in the <a href="http://www.ctdp.net/videos.html">video-section</a>.<br /> <br /> Have fun. :)<br /> CTDP<br /> </div></content><link rel="alternate" href="http://www.ctdp.net/news/items/let-the-teasing-begin.html" /><updated>2008-05-05T04:46:00-10:00</updated><id>http://www.ctdp.net/news/items/let-the-teasing-begin.html</id><author><name>Daniel Senff</name></author></entry><entry><title>New years eve news</title><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">CTDP wants to wish you a very happy new year 2008. <br /> The last year was not the easiest one for us, we worked a lot, but couldn't finish the 2006 mod like we planed. We appreciate your interest in the mod and that you voted it #1 Most-wanted-Mod in the MOTY-Awards at <a href="http://www.rfactorcentral.com" title="rFactorCentral">rFactorCentral</a>. Actually it is amazing, that even without any major releases in 2006 we still show up in the award-lists with our 2006 works. F1-2005 is 5th in the category "Best Open Wheeler" and Bahrain International is 4th as "Best Permanent Circuit". We thank everybody participating in the votes.<br /> <br /> So looking ahead to 2008, what does the new year bring you.<br /> We will continue our work on 2006. The end is near. Renault is half-way done, Livery-updates for Redbull and the Super Aguri SA06 are in progress, textures are being finalised and many small graphical things like driver bodies and helmets are being finetuned. Michael and Gonzo is working on the physics, working on the upgrades, balancing and testing. Like with the last mods, we will announce once we start beta-testing.<br /> Once 2006 is finished, F1-1994 will continue. <br /> <br /> For more WIP-news check the devblog, which will be more active, now that the holidays are over.<br /> <br /> Everyone have a good 2008 and a good race!<br /> CTDP  </div></content><link rel="alternate" href="http://www.ctdp.net/news/items/new-year-08.html" /><updated>2008-01-01T02:56:00-10:00</updated><id>http://www.ctdp.net/news/items/new-year-08.html</id><author><name>Daniel Senff</name></author></entry></feed>