Nathan, like I tried to tell you before the only way to add a pit-crew is to open the mod add the pit-crew and repackage the mod, now that you can do that, the new package will not work with any online mod, unless a server is running the new mod. Have a look at the TCR's, I put the pit-crew in them, it works off & online. You can download them from here http://xfactorracing.com/ It's very basic but still better than a red arrow/box SS
Nathan, if you start a Session, drive 1 lap and enter the Pits, is the Pitcrew visible or is it still the red "Arrows" that is shown?
Sorry guys, can someon post a pic of the pitcrew? Two pages of "how to add pitcrew" and not a pic to see if it is worth the work to have them, lol
It's not worth the work because it's only a static pit crew, IMO frozen pit crew that doesn't adjust to the car dimensions looks even more ridiculous than the red arrow. For visibility reasons you might want to have a lollipop man as that's easier to spot than the arrow.
This is from our forums, with a pic. You should recognize the track. http://xfactorracing.com/index.php/...ar-revival-with-thx-to-tcl-olliec-t-man#13249 SS
Tried the procedure of installing pitcrew from devmode without success. I wanted to point out that in my case installing scripts.rfcmp didn't delete core/scripts folder. Either from the launcher or using directly modmgr.exe. Recalling scripts from a vmod doesn't work either. I wonder what makes the difference not to delete scripts folder as reported in the bigger thread. Could it be build related? Did someone successfully make this work with current Build 1108
I'll try it out. Chris (redapg) did the whole thing some Time ago and he don't uses Steam, so maybe something has changed.
Unfortunately it don't works anymore. Neither in normal Single Player Mode nor with a vmod in Single Player.
I simply wonder why, if it apparently is an installable component as SC for example, it cannot override the default one. It seems quite straight forward to eliminate the hard coded need of having scripts 1.0d installed. Hopefully in the future animated pitstops will be included, but for now, it would be welcome to be able to create independent components to be picked when creating. It would be very welcome as well if @Marcel Offermans could provide some words about the topic explaining if they have any plans for this.
Well, at least 3D models looks good! On Discord we talked a lot of pitcrew with Marcel, no plans at the moment...
In some of the very early builds ISI had an "animated" pit crew. It was pulled out in the next build never to be seen, or heard from again, lol. I don't recall how animated it was ... I think it simulated tire changes and lolipop man, but don't really recall.
in our community the mechanics are activated, it is always better to a group of mechanical static, a red arrow
There's no reason Dx11 would enable that. It's already possible but not implemented, and I doubt it will be when Dx11 arrives either.