Hi guys, I'd like to present to you (quite proudly): CarStat for rFactor 2. Those of you who knew the original CarStat for rFactor 1 know what to expect, for those who don't: CarStat gives you all the different statistics of the different mods for rFactor 2. Select the right mod in the "Mod statistics"-section and you'll get dozens of important statistics on the selected car. This information can be very useful for choosing a car in a mod or for pushing the performance of your car to the limit (I'm thinking about brake ducts, radiator, tire wear,...). Now, CarStat 1 was a client application. Due to the way rFactor 2 packs the modfiles in MAS-files, I chose to make CarStat 2 webbased. There's still a lot of work to do (check the News-section), but the solid base is there. If you've got any useful remarks, ideas or bug reports, please feel free to let me know in this thread or by contacting me (Contact form). At the moment mod-list is a bit barren with only 3 mods, but that will obviously grow when more mods are released. Just a slight remark: I'm a programmer, not a web designer. But you'll see that for yourself very quickly . Now, the only thing that is left is giving you the URL: http://www.carstat.net
Well... I can't seem to find this in the mod files (veh, hdv, pm, gen, tbc). Same with the wheelbase, you'd expect this to be in the hdv-files but it's not there. Does anyone know where I can find this?
Well, wheelbase override exists in HDV but it should be zero in normal situation. Wheelbase and trackwidth can be calculated from pos coords of wheels entries at pm file AFAIK. -------- And btw, great work! Looks nice!
Very nicely done thank you, helps a great deal. Is there more info on the gearboxs please. What type etc.
mee, this is great work. Do you please have a link to the latest copy of your rF1 version? rFactorcentral only has up to 1.2, I thought there was a 1.3? Many thanks
You can find it here: http://mee.dommel.be/mods.html I also added a link at rFactorCentral. That's a question I asked on this forum (here), but nobody seems to know or can tell me how this is calculated. As you may have noticed, updates on CarStat 2 are very slow (well, non-existent). This is because I found out that almost all the data in the TBC-files (tires) are meant for the AI, not the human driver. The tires are now so much simulated it's impossible to make (for example) the grip-wear graphs. This seriously demotivated me because this would mean that the 3 tire information-pages aren't useful anymore, and for me that grip-wear graph is the one I use the most for rFactor races. Also, I'm waiting for ISI to split the ModID's into Car- and TrackID's, which would make CarStat more useful for mods.
well to try a bit of motivation here for you. if we atleast have the AI stats for the tires, would that be a good reference point for us to start from? hear me out on this one. were all certainly not race engineers but having a base line for the this is going to take some of the guess work out of it, yes this is a simulation and your site is going to be useful in so many of us whom can't decifer the numbers in the in rfactor files. for the weekend warrior which i think most of us are really (even though we don't want to admit it, yeah put me in front of my computer and RF2 and i feel like "insert famous race car driver here" ) having your site has and program did wonders for me with RF1. Keep up the good work and i can still pretend to be a real life race car engineer in the garage screen.
@Mee I understand I like to waste as much time on the setup as I do driving on the track, but sadly (for now?) in rF2 there is too little data to work on.