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Sometimes I'm hearing spotter saying 'blue flag' when he should not. Have you experienced the same thing?
No but Ive got spotter said - this is your last lap or sth like that whilst there are 3 minutes left in the timed race - and when timer runs out and white flag is out , it says well done- while i still have 1 more lap- battling for podium p3 - i threw it all away last week cos i drift as soon as i heard those- then finished p4 lol. This is online vs human no AI race. Sent from my iPhone using Tapatalk
Great mod, thanks a lot guys. Just one major gripe for me at the moment. I only play against the AI and tend to spin of quite a bit. I then pit to repair damage. The sound of the wheel guns is on a loop (I presume), so if I'm in the pits awhile, the wheel gun is continuous. Any chance of having the wheel gun sound only play four times (The amount of wheels) followed by some ambient mechanical type sounds for the rest of the pit duration? One other thing, when the work in the pits is finished, is it possible to have an audio prompt to leave? Edit: Just served a stop and go. Wheel nut gun played the whole time
I have found that if I edit the spotter.ini in the section for "blueflag.distance" and set it to "=30" the spotter will match exactly the games blue flag indicator.
If your running timed events the best option is to open your default rules.ini and go to rule #30 (remaining laps) and directly under rule 30 add the line "enable=0". This way you don't hear "laps remaining" during a TIMED event.
Hi if your using Gerald v1.0.4 + my Sound Pack v1.9 then the sound of the wheel guns is not on loop. They only play once when you stop for for tyre change. For penalty they do not play. What is on loop is the ambient sound which also includes some wheel guns but lighter in sound volume. The wheel gun plays approx 4 times. I think regarding this everything works fine.
I want the spotter to tell me my time at the end of each lap. The code below does that. It uses either Laptime or LastLaptime with S3 as the trigger. Laptime/LastLaptime contains the number of seconds to do the lap so it has to be converted from seconds to minutes/seconds. Fro example, if you run the lap in 2 minutes and 20 seconds, Laptime will contain 140 seconds. This will give a time as "Your time for that lap was three one four point one five nine." You will need a rule rule calling it and a wav/mp3 file for the "Your time for that lap was" and for "point." Event=MyLap { // Event properties (note that these are not applied if this event is played by another event) Detail=1 Spacing=0.0 Priority=1 Probability=1.0 TTL=10.0 Break=0.25 // Repeat until duration ends Repeat=Off Duration=0.0 // Play introduction to laptime //I need to set the volume really high because my wav file of the "Your time...." was way too low Volume=10 File=Your_time_for_that_lap_was.wav //Set the volume back to 1 for the numbers Volume=1.0 // Incoming is time in seconds so 3:14.159 = 194.159 Variable=Input1IntFunc,1,60,10 // This gives me the minute { Value=1 { File=1.wav } Value=2 { File=2.wav } Value=3 { File=3.wav } Value=4 { File=4.wav } Value=5 { File=5.wav } Value=6 { File=6.wav } Value=7 { File=7.wav } Value=8 { File=8.wav } Value=9 { File=9.wav } Value=0 { File=0.wav } } Variable=Input1IntFunc,1,10,6 // This gives 10 seconds { Value=1 { File=1.wav } Value=2 { File=2.wav } Value=3 { File=3.wav } Value=4 { File=4.wav } Value=5 { File=5.wav } Value=6 { File=6.wav } Value=7 { File=7.wav } Value=8 { File=8.wav } Value=9 { File=9.wav } Value=0 { File=0.wav } } Variable=Input1IntFunc,1,1,10 // This gives the unit second { Value=1 { File=1.wav } Value=2 { File=2.wav } Value=3 { File=3.wav } Value=4 { File=4.wav } Value=5 { File=5.wav } Value=6 { File=6.wav } Value=7 { File=7.wav } Value=8 { File=8.wav } Value=9 { File=9.wav } Value=0 { File=0.wav } } //This say the word "point" for the decimal point File=point.wav Variable=Input1IntFunc,10,1,10 // This gives tenth of second ( Value=1 { File=1.wav } Value=2 { File=2.wav } Value=3 { File=3.wav } Value=4 { File=4.wav } Value=5 { File=5.wav } Value=6 { File=6.wav } Value=7 { File=7.wav } Value=8 { File=8.wav } Value=9 { File=9.wav } Value=0 { File=0.wav } } Variable=Input1IntFunc,100,1,10 // hundredth { Value=1 { File=1.wav } Value=2 { File=2.wav } Value=3 { File=3.wav } Value=4 { File=4.wav } Value=5 { File=5.wav } Value=6 { File=6.wav } Value=7 { File=7.wav } Value=8 { File=8.wav } Value=9 { File=9.wav } Value=0 { File=0.wav } } Variable=Input1IntFunc,1000,1,10 // 3141 x 1000 / thousandth { Value=1 { File=1.wav } Value=2 { File=2.wav } Value=3 { File=3.wav } Value=4 { File=4.wav } Value=5 { File=5.wav } Value=6 { File=6.wav } Value=7 { File=7.wav } Value=8 { File=8.wav } Value=9 { File=9.wav } Value=0 { File=0.wav } } }
Wow this is a great plugin, I was not expecting all that flexibility! Thank you for putting this out there. I was wondering the same thing as you @BoothJoe, so I will definitely try your Event. On a side note, I saw your missing a { after the Variable=Input1IntFunc,10,1,10 // This gives tenth of second line. Great work guys, keep it up!
nstallation: - Copy fmodex64.dll into <rF2Core>/Bin64 (not under Bin64/Plugins) - Copy fmodex.dll into <rF2Core>/Bin32 (not under Bin32/Plugins) - Copy SpotterPlugin_x64.dll into <rF2Core>/Bin64/Plugins - Copy SpotterPlugin.dll into <rF2Core>/Bin32/Plugins - Copy the Spotter directory itself in the <rF2Data>/UserData/player, so for example, the Spotter.ini file will be <rF2Data>/UserData/player/Spotter/Spotter.ini in rf2 core there is no bin64 folder...how do i install ??
Jef, I would like to add the ASR F1 cars to the vehicleClass.ini file so they get the proper brake temps. Can that just be added. I suspect it's the same as the [F1ASR92V1] , but I'm not sure what goes in the [] for the McLaren, for example. Where do you get that id and is that the class? Where does the category name come from?
This is a great plugin and actually something I was really looking for! (I am using the Helicorsa App in AC, which I think really improves race safety) For the visual radar, is there a way to show the elliptsis (or circle) for radar? Without the visual radar does not help because I cannot really judge where the cars are that are shown.
Temperatures always to low Thx for this great plugin! It's realy making rfactor even more enjoyable! But I'm having one issue with the temperatures. I'm always reportet that my temperatures (brakes and tires) are to low, even if I set the values like this in the Spotter.ini Code: v:brakeTooHot=20 v:brakeTooCold=10 v:tireTooHot=20 v:tireTooCold=10 Overriding the values in the vehicleClass.ini does not change anything either. I'm using version 2.0.4 Spoter config is in Code: C:\Users\<USERNAME>\Documents\rFactor2\UserData\Spotter Last try was with Flat6Series. Spoter-Log tells me this Code: VehicleClassSetting="Flat6Series" UpgradeSetting=(0,0,0,0) //VEH=C:\Users\<USERNAME>\Documents\rFactor2\Installed\Vehicles\ER_F6rF2\1.00\FLAT6GT3_117017.VEH //UpgradeClass= //TV Camera=0 //Sound=0 //Power Steering=0 //Note: settings commented out if using the default The entry in the vehicleClass.ini looks like this Code: [Flat6Series] category.name=Flat6Series v:brakeTooHot=30 v:brakeTooCold=10 v:tireTooHot=30 v:tireTooCold=10 But still the same result, temperatures to low! I'm missing something? Any helps appreciated! Thx