A small but welcome update to the F1 2011 mod — and this one comes courtesy of KerleyF1.
This release focuses on the subtle presentation in the CSM menu interface.
Some of the menu preview images within CSM were either missing or not displaying correctly. While this didn’t affect on-track performance or gameplay, it did leave parts of the menu feeling slightly incomplete, particularly on the Young Drivers Test variant.
KerleyF1 has now resolved that.
All missing preview images in the CSM menu have been created and are displaying correctly, ensuring:
Full visual consistency across all car/team selections
Proper thumbnail previews where previously blank
A cleaner, more polished mod-loading experience
It’s a purely cosmetic update, but these finishing touches help maintain the overall quality standard of the mod, probably the biggest single season mod available in GP4.
Big thanks to KerleyF1 for taking the time to tidy this up.
You can download the updated files here.
Installation Notes
Fongu's 2011 v1.3 CSM Mod
This update is a patch on the original mod, if you haven't done so already, install the mod first.
The 2011 mod is one of the most content heavy mods I've ever released, and somehow there's so much that has been added for this update.
This update largely includes the new updates created by SkaningeN, who has painstakingly gone through each GP and updated as much of the cars, helmets and tyres and wheel rims as he could. His remarkable eye for detail and patience to make all the changes is really awe-inspiring.
On the cars side, most of his updates are on Josekast's cars. I've tried to make sure it doesn't 'break' the other cars don't have similar track specific attention.
This is with the exception of the Ferrari, where he has updated my version, where a few additional shapes and textures have been added.
I have amended the mapping of Jucksman's version of the Sauber so that it could share the track specific liveries that also work with Josekast's version.
For the McLaren, the track specific shapes are Josekast's cars, but the track specific textures are against Jucksman's set. Sorry to split the two up, but I am restricted by the structure of the mod. I wanted to release this as an update to the existing mod, rather than having you install the whole mod again.
Thanks to Kyle24427, who has kindly converted SkaningeN's 2D tyre rim updates to work with the 3D rims in this mod. I've adapted his implementation to save space and still get the same effect. I've decided to stick with the original intermediate and wet treads, where I also fixed the wet tread texture that did not have any blurring. This was largely motivated by not updating the tyre shapes for each team.
On the helmet side, I have installed all the updates, and I've updated the drivers Schuberth helmet shapes with the amended angle. I've also corrected Button's helmet to use Arai instead of Bell.
I've included the Individual Meshes & Textures dll tweak by Öggo, but unlike my other recently released mods (where it is essential to the running of the mod), here I've only really used it here for the 3D rims tyre mirroring bug, it does little else in this mod.
I've also added to the patch the helmet visor tweak that removes the green and orange visor tints.
This mod also includes the high resolution menu fonts, thanks again to Öggo and Carl_gpgames for that.
There's also some additional fixes.
de la Rosa's helmet now loads correctly in Montreal.
the soundsets were not loading correctly, this is now resolved, and I've added an option to not run any.
I've fixed the cockpit clipping issue if you have the cockpit view fully zoomed out.
Also fixed is in the CSM menu where Jerome D'Ambrosio has the wrong flag loading for him.
Installation Notes
Fongu's 2011 v1.2 CSM Mod
This update is a patch on the original mod, if you haven't done so already, install the mod first.
Let me apologise firstly for the delay in getting this update published. It was noticed that if you ran a full race distance, some cars would retire near the end of the race because they would run out of fuel. A big thanks to Francis Zenas for fixing the magic data on all tracks. He did these quite a while ago, and it's taken me a long time to compile this updated fix.
Unfortunately, there still remains a bug on some tracks where cars get stuck in their pitboxes.
Thanks to gp4wonder & carl_gpgames for sharing DSOAL's EAX tweak. This also comes with DX8 to DX9 converter by crosire. These tweaks not only enable 3D EAX effects, but also provide much better sound quality from the samples. They also allow GP4 to run more stably and you can ask GP4 to run all CPU cores without crashing. For some machines, this will improve your GP4 performance.
First up, I'm please to share with you this updated livery used by the Ferrari team at the Las Vegas GP. This livery is inspired by the simple red and white liveries from the 1970s, and it apparently took some agreement from their sponsors and partners to display monotone white versions of their logos. The team enjoyed one of their most competitive weekends of the season at the inaugural event on the Las Vegas strip.
This GP4 version comes with a textures for both Leclerc and Sainz, and includes their new driver suits. I hope you like it, here's some more screenshots (apologies that I've not updated their helmets yet).
I'm pleased to present to you a new 2011 mod for GP4.
At the beginning of the year, I began compiling a list of mods and trying to make it easy to download them again. I was also looking at some of my unfinished work, and saw some gaps that I could potentially fill. I had a base 2011 mod, I had a 2011 Ferrari that needed to be painted, and with various 2011 mods now unavailable, why not create one myself? How hard can it be, I thought? Most of the work is already done, right?
If you've played with my 1994 mod, you will know I don't do mods by halves. Whilst the 1994 mod has many complexities found in the 11th Team coding, this mod is bursting at its seams with content and choices. 2011 saw so much content released for GP4, for better or for worse, that I wanted to include as much of it as I can, but even I couldn't possibly include everything.
It's a great loss to the community since Kedy89 took his decision to remove his mods from the downloads section, and I can fully sympathise with his decision. However, I had an empty base mod that I created and released back in 2011, and I've decided to start filling it. Whilst there will inevitably be some crossover with Kedy89's work, I've tried my best to create my work from scratch or from other sources where possible.
I wanted to thank MailsonTeles, SergioNG and KerleyF1 for sharing their archives with me. I also had access to TomMK's Gp4 Central mod made for low resolution computers, littleone90's mod that wasn't released to the public which included mostly 2010 Codemaster cars updated by NickJW and Tiko.BigBrother, a long time moderator at Grandprixgames.org, also created an unreleased mod. SergioNG's Megapacks are a fantastic compilation, but only comes in Spanish and it is missing a list of authors, and can be obtained via GP4Forever. I believe mods existed by Josekast, leomp10 and brudu92, but looking at the contents, I don't believe I've missed anything. I wanted to thank NickJW and mclarenaustralia for their 2011 download lists that helped my find content I was missing. It's sad only one of those mods survived and is available on my downloads page, however I hope to honour their work in this mod by including some elements of their work in my own. I also wanted to thank F1Virtual, Josekast and Jcaranti for allowing me to include much of their varied content into this mod.
Tracks
The trackpack is integrated with the CSM side of the mod itself, with only empty TSM profiles in place for it to load.
One reason for doing it this way is to get the pitbox integration working properly. So whether you pick HRT or Virgin as your 11th Team, it should patch the pitboxes and muppets with the team of your choice. The limitation with this is that you have to load the CSM mod one track at a time, you can't load all the tracks in one.
Included are tracks from the guys at F1Virtual, Prblanco, Gildoorf, Schueyfan and others, who continue to create premium quality tracks.
KTC also created a number of new tracks around that time and Yeongam, New Delhi/Buddh, and Yas Marina are included in this pack.
Other great track creators drt01, Jcaranti, Josekast, Tumyeto, Tojepo, Plodekk and Neil Caine's work are also featured. Let's not forget some of the foundations laid by guys such as TTM, Ricardo Lampert, MarioB, Erwin_78, btone, Lo2k and Cleberpister. I've likely missed some guys out, but it can't be underestimated how much work goes on to create these tracks and updates, it requires a true collaborative effort and they have my utmost respect and admiration.
Cars
With the Codemasters series of F1 games beginning in 2010, it was the popular thing to take content from them and stick it into GP4. 2011 was filled with 2010 cars updated to 2011, until the 2011 game was released and then those cars were converted. In this mod you'll find Josekast's conversions with lots of track specific variations added with help from a few of his friends. These cars were the ones
You'll also find conversions from Jucksman. I offer these alternatives because, in his words 'all cars follow true-to-life dimensions, ride height, rake and wheel base. I tried to position the drivers body as realistically as possible'.
There are some alternative conversions done by the RSCT guys, Gezere, Excalibur, Isaint and others.
There are some conversions from the F1MG mod from rFactor, which offer a nice alternative.
There are scratch made cars, particularly many versions of the Ferrari, my own included. Mpad, Michael Sandae (Dutch_Can), The Dark Listener (Saloman) all have their cars included to varying degrees of accuracy.So in the CSM menu, there's a significant section given over to selecting which one you prefer, and you can swap and mix between the version your choice of car.
Because of the large number of carshapes and textures to include, I've not provided lods and I've not given the option of lower resolution textures. This is purely a space saving decision, so sorry low spec computer users - the GP4 Central mod available on my downloads page caters for you.
As you can imagine, this was a lot of work, whittling through what cars to include and which to exclude, finding what cars are still available from what is sadly lost, and each car needs individual GP4 Tweaker position files. Where possible, I've included readme files for the cars that I could find, but not all of them had them but I've tried to credit all the original authors.
Hopefully this mod will satisfy the purists who prefer scratch made content, whilst those who don't mind using items from the Codemasters game will receive the quality they bring.
Fongu's updates
Other than sourcing and compiling what already exists, there's new things that I've contributed to this mod too.
There's some track specific liveries for my Ferrari F150th Italia included exclusively with this mod.
Oggo allowed us the opportunity to mod GP4 in ways not possible back in 2011 and many of the changes below are as a result of Oggo's breakthroughs.
You'll find each team has individual 3D rim shapes. There's a large number of people who worked on the 2011 rims, but the rim shapes themselves I've taken them from Lee who released a 2010 pack of 3D rim shapes. I've amended it to fit it with 2011 textures and tyre shapes by Excalibur, Hega, Vesuvius and Soulbringer (I hope I caught all contributing authors). In truth, I think the tyres and rims are scaled a little too small, but it's too big a job to raise all the cars to cater for it.
You'll find each driver has their correct helmet shape, as they were originally designed. You'll find Daimon and MDBSnake's great helmet shapes paired with the correct driver in this mod. There's some stunning helmets in this collection made by DaiMOn, Grl48, Nick9320, pummba, Josekast, Jaunental and Kerleyf1.
There's a great set of in-cockpit visors made by Enrico Neidhardt (madleonix) who released them in the original GP4 format. I've converted these to GP4 Tweaker visors. I really like this set as it's not as intrusive as other versions, so you can see more of the cockpit and steering wheel.
I've made some changes to Josekast, Jcaranti, ramf1v and renault#1fan's cockpit taken from the Codemasters game. I've fixed the mirrors, rearranged some of the object names and I've created a Virgin cockpit texture. I've decided not to include cockpit shape and textures by Guillermo, nor the textures painted on KSor's cockpit, again this was mostly a space saving decision. Coupled with Jcaranti, Josekast and NickJW's steering wheels, I really like the in-cockpit view. For the generic steering wheel option, I've included Zifox's great HD generic wheel.
I've added a new collision file, meaning collisions with other cars are now more realistic and there should be less clipping when you touch other cars.
Big thanks to 32bobo32 who created new Marshalls and Event Director textures for this mod, they are truly excellent. This adds to Josekast's work on the pitcrews. I've decided against included new 3D pitprop items, due to team specific pitprop textures already created with the original 3d shapes. What I've done though is replace any low poly versions of the marshalls and pitcrews and replaced them with the standard versions.
Oggo's work on a CAP converter means much of what used to be in the Patch folder is now included in the Patch.ini file. In real terms it makes no difference, but it's a tidier solution. Included are Prblanco's code changes, such as no refuelling, cars starting with full fuel loads, monaco pit lane tweaks, and car weight patches.
Menu Videos & GPaedia
As these are large files in themselves, I've split my video backgrounds out from the main install as an optional update.
Download them and put them in ...2011 Fongu\Data\Menu folder and CSM will do the rest.
This link is also there if you right click on the mod in CSM.
If you're a fan of the in-game GPaedia, I've included ones by Jcaranti, Kedy89 and petrus created to bring it up to date with 2011.
Physics and Performances
Thanks to Gitanes for his track specific performance files and they are made for Cyberracer's physics files. I've included his notes, which can be accessed by right clicking on the CSM mod.
There were other people working on physics and performance files, TomMK and Phantaman in particular, however Phantaman's data is based off one race, and Tom's can be found in the GP4Central mod, so I've decided not to include them in this one.
GPXPatch
There's lots of fantastic graphics made to work with GPXPatch.
Part of the problem at the time was that many of these were made based on a 1024x768 resolution that doesn't stretch properly for larger wide screens commonly used today.
Josekast and The Dark Listener created a great base HUD, which many others have since worked on. 32bobo32 created his own fantastic versions too.
Included at b-tone and Ruboy's def panel, present in almost every mod, F1Virtual and mclarenaustralia graphics updates and additional information.
Young Driver Test
I've included a bonus little test variant. It's based around the Yas Marina Young Driver test. I've included the Williams pre-season, all blue, test livery on the 2010 car, and Ferrari's huge T-camera added to Jucksman's car. Some helmets have been taken from the GP2 mod, and I've added some very quick helmets for the missing drivers. They are just a place holder, I didn't have the time to give it the attention I usually do on my helmets. Anyway, I hope you enjoy this little alternative.
Installation notes
This is a stand alone mod, so you don't need any previous installations.
I proudly present to you my scratch made version of the 2011 Ferrari 150º Italia. This was a car I started from when the car was originally launched, way back in 2011. Ferrari brought some updates to the Spanish GP in Barcelona, and I updated my car shape to match. The project was a slow one, and eventually the Codemasters cars were being released and converted to GP4. I was pleased that when measuring my car up against the Codemasters car, there was good correlation of shapes, angles and proportions.
At the time, I was winding down my GP4 activities, whilst completing some of the 1996 car shapes. In fact this was the first contemporary F1 car I had at attempted since 2008 (I did start a 2009 car, but that project was never finished). I took my time over this car, as many authors released their version of the car. The car was mapped but at the time I really only wanted to concentrate on shaping cars, so I released it prior to my hiatus to see if anyone would paint it.
It's been nearly 11 years now, so I thought I'd come back to it. I did add some 3D bodylines and bolts similar to the method I've been using on my current contemporary cars and has under 35,000 polygons, which, again, is a similar standard to my 2022 models.
Anyway, I hope you like it.
After a strong end to the 2010 season, where Alonso predicted and delivered on a strong end to the season, Ferrari were hoping to build on a strong debut season with the Spaniard. Well it didn't, it managed only one victory at Silverstone and that was more because of a temporary ban on off-throttle blown diffusers before the ban was rescinded. That rule majorly hampered Red Bull, and Alonso made the most of it. The season didn't get off to a great start because the name F150 was disputed by Ford who have an iconic pick-up truck of the same name. Ferrari claimed it to be short hand for Ferrari 150º Italia and that was that. The car was a podium contender at best, and Alonso managed fourth place overall and Massa a distant sixth in the Drivers' Championship.
The car is available to download with tweaker settings included in the read me.
But what mod can you play it in?
I hope to have more news for you on that front soon, but until then, here's the download link to this car.