Hi In case a pit speed is configured in the track gdb (e.g. NormalPitKPH = 80 ), it overrides a customized speed in the mod rfm file (e.g. NormalPitKPH = 60). In case the mod rfm configures 3x 60kmh for normal, quali and race, this leads to the effect that practise and quali has 80km/h pit speed and in a race only 60 which can (and has) people make get a penalty because they (used to 80km/h) enter the pit too fast in the race. Why is the track config "stronger" than a customized mod setting in the rfm? That does not make sense at all. The track setting should be stronger than the default (which is 80 too), but a customized rfm setting should be the strongest after all. Is this a bug? BR Stefan
This isn't a Bug, it has always been like that in rF1 and rF2. And when you look at it from another point of View, it makes Sense. If you create a vmod with a few different Tracks, that have different Pit Speed Limits, you can not use these, because you only have 1 rfm. So it has to be managed in the Track Settings (gdb). You can use small Track Updates with a modified GDB, that you include into the vmod, that the People that download the vmod, get it automatically.
Great info, thank you But the system is total BS. If I pack 2 tracks into a rfm, they are both listed in the Tracklist. So the rfm knows about each track. What I want to say: It would make much more sense to have a configuration block in the rfm for each track where custom parameters can be defined, instead of dealing with track updates
maybe this line in the multiplayer.json "Pit Speed Override":0, "Pit Speed Override#":"pitlane speed limit override in meters\/sec (0=disabled)",
Does this work if you want to configure track dependent settings? No I suppose. And in what session does it work (p, q, w, r) ? And how do you set 70km/h straight when you have to set m/s? wtf m/s, nowhwere in the world you set pitspeed in m/s.... so crazy
Not sure but I think the .gdb gets loaded after the .rfm and therefore overrides the .rfm. That is what I was led to believe when I was involved with track editing in rF1 and I think it carries over to rF2. Would be nice if S397 could say for certain on this one as it's been raised many times before.
@JimmyT pretty sure that is still the case. The conversion factor is 3.6. Divide kph by 3.6 and you have m/s. A few decimal places will be more than precise enough. m and s are SI units. m/s is used in basically all study and application of the sciences (including physics) and is used in the game files. If it were kph, someone doing US-based racing might complain about having to convert mph to kph, so there's no "right for everyone". Just assume SI units and convert as necessary.
Why should he complain to convert to mph from kph? Now he needs to convert from m/s, so he needs one conversion anyway. One could add a unit param (0 kph, 1 mph, 2 mps), that would be the best, and let rf2 do the calc.