Build 982 - NEW PLUGIN SYSTEM RELEASED

Discussion in 'Other' started by Nazirull Safry Paijo, Jul 3, 2015.

  1. Nazirull Safry Paijo

    Nazirull Safry Paijo Registered

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    "- This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We're still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED."

    What is possible with this?

    Im thinking limited tires rule/reused old tires? Possible?
     
  2. RoboCAT10

    RoboCAT10 Registered

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    I'm still hoping for ability to choose AI drivers pit strategy to create varying strategies..
     
  3. Lazza

    Lazza Registered

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    Now? No.
     
  4. Lazza

    Lazza Registered

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    Just to give a little more detail... what they've given us is the framework of a new plugin system, which we can assume they will expand on as stated.

    The Scoring Control ones handle Multi Session Rules, and Track Rules.

    Multi Session allows you to 'see' (from the plugin) some basic info most of which we already had elsewhere, the list of vehicles present, and see or set the number of qual/race sessions, maximum laps in the current session, current session length, and the session name (so you can rename a session if desired).

    In the vehicle list is again some basic info about each vehicle, plus their best practice laptime and best qualifying laptimes (up to 4 Q sessions), as well as race finishing position and time for up to 4 races. Plus, you can see or set each vehicle's 'scored' status (scored means they can drive, so you can elect which cars can drive and which can't) and their grid position for an upcoming race session. So you can use any of that info to decide who can drive in the current session and where on the grid they'll be, allowing for things like partial reverse grids, knockout qualifying based on number of vehicles or with set maximums in specific sessions, even knockout races if you want.

    The Track Rules gives a fair bit of info about the current race conditions (elapsed time, current race and safety car status), a variable length list of recent 'actions' that have occurred (individual cars going into or out of the pits during full course yellow) and when they happened, safety car position info, pitlane and 'teleport' lap distances. Plus it provides and lets a plugin set the yellow flag state and number of laps to run, safety car controls (come out now, pit now, go <this> maximum speed), some settings for spacing and global settings for minimum and maximum speeds for drivers behind the safety car (presumably they'll get a warning). You can also set a global message to be shown to all drivers. Plus there's a vehicle list.

    That list again has info for each vehicle, like frozen order (under safety car), then settable values like lap number relative to the safety car (can add/subtract laps for a particular vehicle if needed, like lucky dog), which 'column' (lane/line) the car is in under safety car, their position in that line, if they're allowed to pit, and you can send a message to individual cars as well which is cool.


    So basically nothing yet on 'weekend' setup, rules about tyres, or anything like that. Tyres won't be an easy one for them to do because it's no longer just "here's your tyre set, with your rear left on 83%"... doing it properly means storing quite a lot of data for each tyre, so that big flatspot (and couple of small ones) are still there when you put the tyre back on.
     
  5. Slow Motion

    Slow Motion Registered

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    Lazza, reading your post I cannot do not think to what we made and were ready to release more than one year ago, into the new release 2.0 of RFE Plugin Series for rFactor... and this makes me sad.
     
  6. Nazirull Safry Paijo

    Nazirull Safry Paijo Registered

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    Thanks for that detail description Lazza.
     

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