rFactor

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Wiz
If you can't download it from rFcentral, try this - http://trippteam.servegame.com:100/RFACTOR1/TRACKS/S-Z/Thunderbolt_Raceway_2.10.rar

RACECAR, that same website has both WTCC & BTCC mods for the 2012 season. http://trippteam.servegame.com:100/RFACTOR1/

If you were looking for 2013 season, I don't think there are any yet. At least not that I've found.

The BTCC 2012 was never released because it is full of bugs apparently. Instead they used the VTCC 2012 mod. I use it and it is great fun, but the gears on some cars are default to 106mph top speed so racing against the AI is kind of too easy no matter what setting they are on. Still a very good mod
 
The BTCC 2012 was never released because it is full of bugs apparently. Instead they used the VTCC 2012 mod. I use it and it is great fun, but the gears on some cars are default to 106mph top speed so racing against the AI is kind of too easy no matter what setting they are on. Still a very good mod

Adjusting some HDV files can fix any speed issues.
 
Furinkazen
Adjusting some HDV files can fix any speed issues.

I had a look but the gearing is the same in all of them. Its fine as you can change them in game but the AI can't. Im working on the Audi in BTCC 2011 and making it RWD and stable, since it was made FWD which isnt true.
 
I had a look but the gearing is the same in all of them. Its fine as you can change them in game but the AI can't. Im working on the Audi in BTCC 2011 and making it RWD and stable, since it was made FWD which isnt true.

No you can change the gearing files as well for AI.
 

Was thinking about GTR2 :dunce:

How can I increase damage sensitivity? 100% on super touring still is not much.

I think Furinzaken was right the first time, it's in the HDV file. It's definitely in one of them, although it's been a while. There are values for all of the setup options including gears, with a minimum....default....maximum for each. I know I've accomplished changing the AI's gearing(among a variety of other settings) this way when I was working on adding lightened and de-tuned NAGT cars to the Rolex DP mod. You can also create setup files for individual tracks for the AI to use but I'm a bit more fuzzy on how to do that off the top of my head.

Adjusting damage can vary from mod to mod, as some use their own [potentially renamed] damage.ini file while some use the rFactor common damage.ini file. You'd have to look around in the RFM or vehicle files to find out which one they reference and thus which you need to change. You can adjust the minimum force to cause damage as well as the likelihood of parts breaking off. The common damage file tends to have it set for fairly light contacts(by GT or touring car standards) to frequently cause major body damage so I'd suspect what you're running has it's own damage file. Structural damage using the common file however takes a good bit more of a whack to create.

Of course it's been a couple years since I've messed with these things ( :( ) and I've only done a little ( :( ) so there could be different ways of accomplishing them in different mods. And of course make clearly marked backups of everything before messing around with anything. :)
 
Yep it's in HDV. For instance on the VTCC BMW in the HDV there is this:



[DRIVELINE]
ClutchEngageRate=0.9 //Auto clutch gradual engagement rate from neutral to 1st gear.
ClutchInertia=0.0148
ClutchTorque=900.0
ClutchWear=0.0
ClutchFriction=17.225
BaulkTorque=800.0
SemiAutomatic=0 // whether throttle and clutch are operated automatically
UpshiftDelay=0.07 // delay in selecting higher gear (low for semi-automatic, higher for manual)
UpshiftClutchTime=0.005 // time to ease auto-clutch in AFTER upshift (0.0 for F1 cars)
DownshiftDelay=0.07 // delay in selecting lower gear (low for semi-automatic, higher for manual)
DownshiftClutchTime=0.20 // time to ease auto-clutch in AFTER downshift (used to be SemiAutoClutchTime, note that the shift will complete significantly before the clutch is fully engaged)
DownshiftBlipThrottle=0.70 // amount of throttle used to blip if controlled by game (instead of player)
WheelDrive=REAR
GearFile=GearBox_FWD.ini
FinalDriveSetting=0
ReverseSetting=0
ForwardGears=6
Gear1Setting=0
Gear2Setting=14
Gear3Setting=23
Gear4Setting=29
Gear5Setting=34
Gear6Setting=37
DiffPumpTorque=200.0
DiffPumpRange=(0.0,0.05,9) // differential acting on all driven wheels
DiffPumpSetting=6 // was 6 !!!!!!!
DiffPowerRange=(0.0, 0.05, 9) // fraction of power-side input torque transferred through diff
DiffPowerSetting=8 // (not implemented for four-wheel drive)
DiffCoastRange=(0.0,0.05,21) // fraction of coast-side input torque transferred through diff
DiffCoastSetting=6 // (not implemented for four-wheel drive)
DiffPreloadRange=(5.0, 5.0, 5) // preload torque that must be overcome to have wheelspeed difference
DiffPreloadSetting=2 // (not implemented for four-wheel drive)



Alter gear ratios to something along lines of:

Gear1Setting=1
Gear2Setting=11
Gear3Setting=22
Gear4Setting=32
Gear5Setting=42
Gear6Setting=59
 
Alter gear ratios to something along lines of:

Gear1Setting=1
Gear2Setting=11
Gear3Setting=22
Gear4Setting=32
Gear5Setting=42
Gear6Setting=59

Already checked those, and all the cars have the same gear ratios. But some hit 136mph, which is correct, and other hit 106mph.
 
Compare the Citroens file:

[DRIVELINE]
ClutchEngageRate=0.9 // Auto clutch gradual engagement rate from neutral to 1st gear
ClutchInertia=0.0148
ClutchTorque=900.0
ClutchWear=0.0
ClutchFriction=17.225
BaulkTorque=500.0
SemiAutomatic=1 // whether throttle and clutch are operated automatically
AllowManualOverride=1 // whether to allow manual shift overrides when using auto shifting
UpshiftDelay=0.07 // delay in selecting higher gear (low for semi-automatic, higher for manual)
UpshiftClutchTime=0.09 // time to ease auto-clutch in AFTER upshift (0.0 for F1 cars)
DownshiftDelay=0.07 // delay in selecting lower gear (low for semi-automatic, higher for manual)
DownshiftClutchTime=0.09 // time to ease auto-clutch in AFTER downshift (used to be SemiAutoClutchTime, note that the shift will complete significantly before the clutch is fully engaged)
DownshiftBlipThrottle=0.83 // amount of throttle used to blip if controlled by game (instead of player)
WheelDrive=FRONT
GearFile=GearBox_FWD.ini
FinalDriveSetting=0
ReverseSetting=0
ForwardGears=6
Gear1Setting=0
Gear2Setting=14
Gear3Setting=23
Gear4Setting=29
Gear5Setting=34
Gear6Setting=37
DiffPumpTorque=0.0
DiffPumpRange=(0.0, 0.00, 0) // differential acting on all driven wheels
DiffPumpSetting=0
DiffPowerRange=(0.0, 0.05, 9) // fraction of power-side input torque transferred through diff
DiffPowerSetting=8 // (not implemented for four-wheel drive)
DiffCoastRange=(0.0, 0.05, 21) // fraction of coast-side input torque transferred through diff
DiffCoastSetting=10 // (not implemented for four-wheel drive)
DiffPreloadRange=(80.0, 5.0, 5) // preload torque that must be overcome to have wheelspeed difference
DiffPreloadSetting=0 // (not implemented for four-wheel drive)



To the BMW's:

[DRIVELINE]
ClutchEngageRate=0.9 //Auto clutch gradual engagement rate from neutral to 1st gear.
ClutchInertia=0.0148
ClutchTorque=900.0
ClutchWear=0.0
ClutchFriction=17.225
BaulkTorque=800.0
SemiAutomatic=0 // whether throttle and clutch are operated automatically
UpshiftDelay=0.07 // delay in selecting higher gear (low for semi-automatic, higher for manual)
UpshiftClutchTime=0.005 // time to ease auto-clutch in AFTER upshift (0.0 for F1 cars)
DownshiftDelay=0.07 // delay in selecting lower gear (low for semi-automatic, higher for manual)
DownshiftClutchTime=0.20 // time to ease auto-clutch in AFTER downshift (used to be SemiAutoClutchTime, note that the shift will complete significantly before the clutch is fully engaged)
DownshiftBlipThrottle=0.70 // amount of throttle used to blip if controlled by game (instead of player)
WheelDrive=REAR
GearFile=GearBox_FWD.ini
FinalDriveSetting=0
ReverseSetting=0
ForwardGears=6
Gear1Setting=0
Gear2Setting=14
Gear3Setting=23
Gear4Setting=29
Gear5Setting=34
Gear6Setting=37
DiffPumpTorque=200.0
DiffPumpRange=(0.0,0.05,9) // differential acting on all driven wheels
DiffPumpSetting=6 // was 6 !!!!!!!
DiffPowerRange=(0.0, 0.05, 9) // fraction of power-side input torque transferred through diff
DiffPowerSetting=8 // (not implemented for four-wheel drive)
DiffCoastRange=(0.0,0.05,21) // fraction of coast-side input torque transferred through diff
DiffCoastSetting=6 // (not implemented for four-wheel drive)
DiffPreloadRange=(5.0, 5.0, 5) // preload torque that must be overcome to have wheelspeed difference
DiffPreloadSetting=2 // (not implemented for four-wheel drive)

Differences in torque. However key passage above:

Citroen has a 2.0 litre engine file.

[ENGINE]
RevLimitAvailable=1
SpeedLimiter=1 // Whether a pitlane speed limiter is available
Normal=2_0_engine.ini
RestrictorPlate=2_0_engine.ini


BMW a 1.6 you can see:
[ENGINE]
RevLimitAvailable=1
SpeedLimiter=1 // Whether a pitlane speed limiter is available
Normal=1_6_T_engine.ini
RestrictorPlate=1_6_T_engine.ini


Perhaps swap the 1.6 for a 2.0.
 
Worked it out now, car's now hitting 136mph (limiter). No need to swap engines. Increase RPM limiter to 7800 in 1.6 engine.
 
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And you can raise speed by lowering the cars drag...

I wouldn't do that. After I changed the rev limiter to 7800, so they were both equal (2.0 and 1.6), the cars were all hitting same speeds and performance was similar. You can try but I'm happy with what I have.


Edit: Also I'm adding another car to a mod, and I have changed the paths so it should work but it doesn't show up in the showroom. Any ideas/tips for adding cars? 👍
 
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I wouldn't do that. After I changed the rev limiter to 7800, so they were both equal (2.0 and 1.6), the cars were all hitting same speeds and performance was similar. You can try but I'm happy with what I have.


Edit: Also I'm adding another car to a mod, and I have changed the paths so it should work but it doesn't show up in the showroom. Any ideas/tips for adding cars? 👍

Depends on the cars classes in the individual VEH file. Also check the RFM and see what classes are allowed. Most of the time it doesn't seem to work for me.
 
Depends on the cars classes in the individual VEH file. Also check the RFM and see what classes are allowed. Most of the time it doesn't seem to work for me.

Will I'm using the NGTC11 mod, and I'm adding the correct Ford Focus. I've kept the old one, but I have just renamed the new Focus so the files don't mix. I've checked the RFM and I believe it is all sync up. I might share with someone who has done it before, see if they can spot anything.
 
Will I'm using the NGTC11 mod, and I'm adding the correct Ford Focus. I've kept the old one, but I have just renamed the new Focus so the files don't mix. I've checked the RFM and I believe it is all sync up. I might share with someone who has done it before, see if they can spot anything.

Including MAS files? If it freezes or doesn't show try running a trace log.
 
How do you change the Mas files? Are they not for the car body shell?

Yes but here's the issue - some cars just won't work. The best way really is to create a brand new RFM file, name it, with the classes you want, and work from there. Then you don't risk screwing up the rest of your files.
 
Yes but here's the issue - some cars just won't work. The best way really is to create a brand new RFM file, name it, with the classes you want, and work from there. Then you don't risk screwing up the rest of your files.

Ah cheers. I'll try that see if it works.
 
Any one have a link to a decent Spa track mod? All the ones I've tried don't work for whatever reason..
 
Ok, I went back and found what I did when I had Volvos hitting the rev limiter as soon as they got up onto the banking on the Daytona 24 hour course.

As long as the cars have workable gears that you can use, you can create a setup file for problem tracks. Take one you have saved for your own car and then copy it into the car's main folder(the one with the HDV). You can comment out any sections you don't want them to use and they'll use the default values. The file needs to be named correctly... there should be a line in the track's GDB(usually at the very end) that will tell you what specific filename the AI uses. It may or may not be the same as the filename saved with user setups.

" SettingsAI = DaytonaRC.svm" is what it should look like. If there isn't a line for it you can just add it yourself.

In my case, the cars already had an extra final drive ratio added for long tracks since their normal gear ratios are much shorter than the other cars in the mod. So I just had to change the default "FinalDriveSetting=1" to "FinalDriveSetting=2" and they use that extra long gear. You should be able to make this change in the HDV file as well to change it globally for all tracks. You can of course also change the individual gears to accomplish the same effect, again just save a setup that works with you driving and replicate the numbers used in the AI's SVM file(that you made) or in the HDV.

The gear ratios themselves are defined in an INI file which should also be in the main directory for the car. It's usually something along the lines of XCAR_gears.ini or such. If it's not immediately apparent, search the HDV file for a line in the Driveline section "GearFile=XCAR_gears.ini." In that file you can see all the gear ratios available, and add your own if there isn't one that works. I'm not sure exactly how the two numbers work to create the gear ratios, but it's pretty straightforward what to do based on what the other numbers are.

I realize Strawman Andy seems to have solved the problem with the VTCC cars, but I figured it might be helpful to post what should be a more technically appropriate solution for future problems. Doing it this way might also help prevent unforseen problems with raising the rev limiter in longer races.
 
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