|
||||||||||
|
||||||||||
26 Aug 2010, 14:58 (Ref:2750608) | #1 | ||
Veteran
Join Date: Feb 2005
Posts: 782
|
rFactor - increasing "realism"
Both here and on some other forums I've noticed people asking how to increase realism in certain aspects of rFactor. Being of an inquisitive mind I've fiddled around with mod data and thought I'd share my thoughts / ideas on how to make rFactor a more realistic experience in a few areas. Maybe others have info to share also?
First - be sure to back up any files before making changes! Some changes will cause mismatches if playing online. Second - my testing has been mostly done with the TCL mod. This is because it's one of my favourite mods, a type of racing I know a bit about so can experiment to get what I feel is close to real life, and a mod I also feel is much improved through small changes such as these... I should point out that some of the settings I suggest are purely my opinion - I wouldn't force them on anyone, and this thread is intended to be more about the theory of changing data than being exactly correct. Making the racing less close That might seem like an odd way to increase realism, but in some mods the cars run nose to tail, seemingly ignoring performance except in extreme cases (eg the Escorts / Corollas will always get dropped in TCL, but 635s will happily run with M3s, Sierras etc.) Solution - change the AI Limiter and AI Mistakes fields in the player PLR file. C:\Program Files\rFactor\UserData\(Your driver name) or C:\Users\(your name)\Documents\RFACTOR\USERDATA\(your driver name) and open the (your driver name)plr file. Use notepad or another text editor. Find the line starting AI Limiter= and change the "1" to a "0". AI Mistakes= is the line below it, change the "0" to a "1". The computer cars will now not run so closely, and will make mistakes. You can fiddle with the mistakes until you're happy with it, nearer to 0 is less mistakes, further away is more. This shouldn't affect anything online. Handy hint 1 - in text files, use CTRL-F to search for the text lines you're looking for. More accurate race lengths in championships I use CTDPs Championship Manager to set up accurate championships - in TCL I have a season set up for every championship available e.g. WTCC 87 will visit Monza, Jarama, Dijon etc. The files may then require some fiddling to get the right cars involved within the whole TCL, but I can cover that later if there's demand as it's a pretty unique mod in that sense. However, with this I found that it was difficult to get a whole season to race over similar distances at each track it visited. Setting the "rules" to 10 laps meant I'd do 10 laps of Brands Indy, and 10 laps of the Nordschleife, if the championship went to those. Equally unsatisfying is running to a time limit. The key to this lies in the circuit GDB file. This can be found in C:\Program Files\rFactor\GameData\Locations\Essington\Essington_Long (for example of one packaged with the game). Open the (Essington_long)GDB file (text editor such as notepad, again). Locate the lines beginning RaceLaps = and RaceTime = (both followed by a number) For this I used F1 GP distance as my standard, so for my RaceLaps = figure I divide 305 by the circuit length in KM (this should be listed after Length near the start of the text in the file). This gives the amount of laps an F1 race would have to do to cover a full race distance. I set the RaceTime to 180, because although the F1 time limit is 2 hours, most mods will struggle to do a full F1 distance in this time. TCL cars were running a few laps short of full race distance in the 2 hours, and it isn't realistic to have every race cut short like that. Change the RaceLaps and RaceTime so that they are standardised to F1 race distance across every track you wish to use (this can be time consuming, but then again I have over 200 circuits, not counting multiple layouts!). I set Rallycross circuits to 5 laps, 10 minutes. Then, in game, go to player, settings, rules, and set the Race Length Type to "% track default", and then pick the % you want to race in the laps and time boxes underneath. Eg 100% should now give you a 305km race with a 3-hour time limit. 10% will be a 30km race, and so on. As the circuit defaults are all consistent, so will the race laps to meet the distance - so 30 laps of Brands Indy will be 2 laps of the Nordschleife (or something like that). I have gone onto a couple of servers using my modified GDB file, and although a mismatch was detected the server allowed me to stay as it didn't affect the circuit itself. I'm not sure all servers will be set up like this, though. I've got a couple more to do - mechanical failures and accident damage. I'll post those in a bit.... |
||
__________________
If you want to get a hat, get a head. |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Jos "Dead Loss" Verstappen & Enrique "Not Piquet" Bernoldi | I Ate Yoko Ono | Formula One | 16 | 9 Oct 2001 14:44 |