Need help for pit assigning

Discussion in 'Technical & Support' started by Esteve Rueda, Feb 11, 2016.

  1. Esteve Rueda

    Esteve Rueda Registered

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    I'm trying to run a league, but I have a huge problem with pit stops. I can't find a way to make pit stops consistent, some times different drivers from different teams are assigned to same pit and there is no way to avoid that in an easy way.

    What I want is a "mod" (in this case ER Flat6) with no more than 26 cars:

    Pit 1: cars 1 and 2
    Pit 2: cars 3 and 4
    Pit 3: cars 5 and 6
    ...
    ...

    So the day previous to the race, every car is assigned to a driver, and this driver just place his skin in that car (thank ISI for a working skin transfer), I don't care about default skins, no need to edit that. I want these cars also be named "Car 1", "Car 2"... and every one know who will be his mate and where he will stop. This shouldn't be a problem since all tracks I will use have at least 13 pit (and enough garages). An old friend managed to do this but I can not contact him anymore to help me.

    I tried to find documentation but is a mess, I don't know where should I start to search, and trying to edit .veh just end in disaster.

    Any example? explained to let stupid guys understand It?
     
  2. AceLain

    AceLain Registered

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    try the admin command /pitbydriver

    The command is working and staying until the server is restarted.

    obviously you will need the enter all driver manually, and I don't know if we can batch the process
     
  3. AceLain

    AceLain Registered

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  4. Juergen-BY

    Juergen-BY Registered

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    Just change the pit groups into the .veh files. Shouldn`t be that difficult...

    Car 1 & Car 2 = Pitgroup 1

    Therefore you must change the veh files of car 1 and car 2.

    But you must check all other .veh files about the group, to make sure that no other driver (except car1 and car2) is using group01.
     
  5. redapg

    redapg Registered

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    Ups, Juergen was a bit quicker. :)

    I guess Esteve Rueda wants to define it permanent in the Mod.

    The Scheme is, that you have to define the Pitgroups in the Vehicle Files.
    E.g. if you want to have that Car 1 and Car 2 share the same Pit-Spot No 1, you have to give both of them the Pitgroup 1 in the veh Files of the Cars.

    Looks like this then:
    PitGroup="Group1"

    Now they share the Pit-Spot 1 and stand beside each other in the Garages (if the Track has a "normal" Garage-Order).

    For Car 3 and 4 you write PitGroup="Group2" into the veh Files and so on.

    BUT that only works, if the Track has at least 2 Garages assigned to a Pit-Spot.
    And also the Number of available Pit-Spots and Garages of each Track that you use, has to have the same Number or more as the participating Cars.

    If that isn't the fact, you would have to add more Pit-Spots and Garages to the Tracks.
     
  6. Esteve Rueda

    Esteve Rueda Registered

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    Thank you guys! finally understood how .veh and pitgroup works. I should not have problems since most tracks I will use are ISI tracks (with enough pits and garages), and non ISI tracks can be tested and fixed, if this is the case I will make an effort to learn that too. For now this was easier than I thought.
     
  7. nurogize

    nurogize Registered

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    How do I know if the track hast at least 2 garages assigned to a Pit-Spot?
     
  8. Lazza

    Lazza Registered

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    Maybe garagespots= in the AIW? I'm not sure.

    We also have PitGroupOrder { } in the .rfm, with for example:
    PitGroup = 2, Group1
    PitGroup = 2, Group2
    etc in it. I'm not really sure how all this works though, just looking at an example that does work. Some of these sorts of parameters, if defined in the track, will override what you have in the .rfm which can make things confusing.
     
  9. Bernd

    Bernd Registered

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    To be sure about the number of garages assigned to a pit spot, you have to open the aiw file of the track.
    Browse the folder ...\Steam\steamapps\common\rFactor 2\Installed\Locations and open the subfolder with the version number of the track, where you want to find it out.
    You will find some mas files in it.
    Open the one with the layout name (in most cases it is the one that contains the AIW file), with a doubleclick and search for the file with the extension .AIW.
    I use Mores_2013 as an example.
    Doubleclick on the MoresShort.mas file and it should be opened with the MAS-tool.
    Find the AIW file, which is Mores_Short.AIW in this case.
    Rightclick on it and select extract.
    Extract it to the desktop for example.
    Open it with a text editor and find the entry [PITS]
    Below of that entry, you'll find entries like that
    TeamIndex=0
    PitPos=(2.926,-0.078,-0.322)
    PitOri=(-0.008,-1.878,-0.003)
    GarPos=(0,3.981,-0.070,-4.867)
    GarOri=(0,-0.005,2.799,0.008)
    GarPos=(1,0.000,-0.064,0.000)
    GarOri=(1,0.000,0.000,0.000)
    GarPos=(2,0.000,-0.064,0.000)
    GarOri=(2,0.000,0.000,0.000)
    TeamIndex=1
    PitPos=(8.277,-0.120,1.557)
    PitOri=(-0.013,-1.884,-0.001)
    GarPos=(0,10.547,-0.124,-2.351)
    GarOri=(0,-0.005,2.788,0.005)
    GarPos=(1,0.000,-0.064,0.000)
    GarOri=(1,0.000,0.000,0.000)
    GarPos=(2,0.000,-0.064,0.000)
    GarOri=(2,0.000,0.000,0.000)
    TeamIndex=2
    PitPos=(13.717,-0.151,3.646)
    PitOri=(-0.010,-1.925,-0.001)
    GarPos=(0,14.246,-0.146,-0.582)
    GarOri=(0,-0.005,2.789,0.006)
    GarPos=(1,0.000,-0.064,0.000)
    GarOri=(1,0.000,0.000,0.000)
    GarPos=(2,0.000,-0.064,0.000)
    GarOri=(2,0.000,0.000,0.000)
    TeamIndex=3
    .....
    and so on.

    Each TeamIndex is a pit spot and each pit spot in this case, has 3 garages listed
    GarPos=(0...
    GarPos=(1...
    GarPos=(2...

    Now you have to take care.
    As you can see, only the entries GarPos=(0... from all pit spots have different values.
    The other ones are the same always, which means that they are not defined (= not present).

    Scroll down to the end of the [PITS] Section and notice the value of the last TeamIndex= entry, which is 19 here.
    So you have 20 pit spots (because the first has the number 0).
    And each has 1 defined garage.
    So you have 20 defined garages at mores_2013.

    As long as the mas files are not encrypted, this method should work.
     
    Last edited: Jul 25, 2018
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  10. Petethepawn

    Petethepawn Registered

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    Does this mean that only one garage is being used in your example: eg) garpos=0? You say that garpos 1 and 2 use the same value (not 0 present)? Sorry a bit confused, I take this that only 1 garage is assigned?

    I would like to assign 2 cars to each garage. (Not 1 or 3).
     
  11. redapg

    redapg Registered

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    @Bernd is not active here anymore.
    In the AIW Editor, just set the Garages that you want to use (1-3), each one has an own "Slot" there.
    But ensure, that before you set Garages, you at first have to set a Pit Spot for them.

    EDIT: To make it more clear: each Pit Spot can have up to 3 Garages and each Garage is for 1 Car only.
     
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  12. Petethepawn

    Petethepawn Registered

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    Thank you. Sorry didn’t realise that about Bernd. He was always super helpful and supportive. Hoping he is Ok.
     
  13. redapg

    redapg Registered

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    Yes, he just got a new Family Member some Time ago and has other Priorities now. :)
     
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  14. Petethepawn

    Petethepawn Registered

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    Good on him.
     
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