player.JSON Under "Graphic Options":{ look for (alphabetical order) "Self In Cockpit Rearview":0, "Self In Cockpit Rearview#":"add values for any that should be visible (0=none): 1=rear wing & wheels, 2=body & susp, 4=cockpit, 8=steering wheel (15=all)", Change the 0 to the corresponding number of your choice. Save and go check it out.
Since you guys are on the topic of rearview mirrors and graphic settings, here's an easy one (probably.) I have enabled virtual mirrors in the stock cars, because I just can't set my FOV high enough to use the real one without looking left/right. That's all good, but there is some sort of position ticker or trackmap on the top of the screen blocking most of my virtual rearview. I've tried the 'disable Overlays' hotkey, that didn't work. Which hotkey toggles that ticker?
Sorry for the necropost but I didn't think this warranted it's own thread. Just wondering what's next in the pipeline for the stock car stuff? Any other types of oval cars coming in the future? Any mod teams working on anything? Any new oval tracks in the works, either from ISI or a mod team? The last update I read was on the SCE forums from early October that tracks were being worked on but nothing since then. Trying to plan a league around stock cars with some friends of mine but that's hard to do with 4 tracks, and you can only go so far with rf1 conversions. Sent from my SCH-I545 using Tapatalk
4 oval tracks? I think you're not looking hard enough as I count 8 oval tracks in rF2: - Brookdale - Jacksonville - Indianapolis - Joesville - Mountain Peak - Indy Kentucky - Nazareth Speedway - Texas World Speedway Plus the 2 NASCAR road tracks - Sears Point (though you may have to make your own AIW as I don't think the current version includes the NASCAR layout?) - Watkins Glen
Kentucky is broken Nazareth and Texas World Speedway both have horrid textures and poorly optimized track meshes that cause major geometry errors. I was talking about either scratch built tracks or conversions that had been updated after conversion, which the currently available kentucky, nazareth, and TWS have not. Sent from my SCH-I545 using Tapatalk
I haven't tried Kentucky with Stockcars. In what way is it broken? Have you provided that feedback to the author?
Cautions don't work, rolling starts don't work, the AI brakes hard in the middle of both straights for no reason, and the textures look like a coloring book. There's no author to report to because afaik it was an unauthorized conversion Sent from my SCH-I545 using Tapatalk
Other than the textures looking like NR03, the mesh has these weird right angles in it through the corners so it's like driving over stairsteps. There's also a hole through the mesh along the apron of the backstretch that's covered by the track texture. Haven't even tried running with AI yet. In any case my original question was if any further oval content was coming, not to indict the current selection. Sent from my SCH-I545 using Tapatalk
Cool glad to hear it [emoji3] And my previous comments weren't meant as anything against the original authors of the tracks. I'm sure they were great in rf1 and the authors should be proud of their work. It's just that converting them over to rf2 is not a simple process and whoever ' s done the conversion needs to put the work in to get something that's even driveable. Sent from my SCH-I545 using Tapatalk
How do you set cautions so that the field is frozen as soon as the caution is thrown? I thought the stock car rules had it set by default, but in our test races we've been able to race back to the line and I can't find anything in the multiplayer or player JSON files that controls that setting.
You have to use the Stockcar RFM in a VMOD to create a Series with all the tracks you want. Then the Frozen field should work.
Someone posted the SimRaceway tracks for rF1, can't be too hard to convert to rF2 I figure. Kentucky and many others are on that service. Maybe ISI can link up and get their tracks and add "fantasy" logos to avoid licensing?
I have created mods with a custom rfm, and still getting knockout qualifying... had to take the dll out of the plugins folder to force it to turn off. Am I missing something to turn off stockcar knockout qualifying?
Turning off the KnockOutRules.dll in the Options- Plugins/Difficulty page and restarting the game didn't work?