Configuring safety car in the .rFM file

Discussion in 'Technical & Support' started by nurogize, Aug 14, 2018.

  1. nurogize

    nurogize Registered

    Joined:
    Jul 1, 2018
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    The following is the .rFM file (click spoiler button) I tried to use. Unfortunately the only thing that worked/changed was that the safety car had sirens mounted on it's roof (link).

    Code:
    //[[gMa1.002f (c)2016    ]] [[            ]]
    Mod Name = VIR_3hours_Event
    Mod Version = 1.0
    Mod Version = 1.0
    Track Filter   = *
    Vehicle Filter = *
    SafetyCar = CorvettePCLights
    
    TrackList
    {
      Layout = VIR Full Course
    }
    VehicleList
    {
      Team = Corvette C6.R GT2_c #00
      Team = Corvette C6.R GT2_c #01
      Team = Corvette C6.R GT2_c #03
      Team = Corvette C6.R GT2_c #04
      Team = Corvette C6.R GT2_c #06
      Team = Corvette C6.R GT2_c #07
      Team = Corvette C6.R GT2_c #09
      Team = Corvette C6.R GT2_c #10
      Team = Corvette C6.R GT2_c #11
      Team = Corvette C6.R GT2_c #12
      Team = Corvette C6.R GT2_c #13
      Team = Corvette C6.R GT2_c #14
      Team = Corvette C6.R GT2_c #15
      Team = Corvette C6.R GT2_c #16
      Team = Corvette C6.R GT2_c #23
      Team = Corvette C6.R GT2_c #24
      Team = Corvette C6.R GT2_c #56
      Team = Corvette C6.R GT2_c #57
      Team = Nissan 370z_c #05
      Team = Nissan 370z_c #06
      Team = Nissan 370z_c #07
      Team = Nissan 370z_c #08
      Team = Nissan 370z_c #11
      Team = Nissan 370z_c #07
      Team = Nissan 370z_c #08
      Team = Nissan 370z_c #10
      Team = Nissan 370z_c #14
      Team = Nissan 370z_c #31
    }
    CountCautionLaps = 1
    Size = 785-MB
    Tracks = 1
    Layouts = 1
    Cars = 2
    Skins = 16
    Rating = 5.0
    Loading Bar Color = 16750848
    RaceCast Location = racecast.rfactor.net
    Max Opponents = 27
    Min Championship Opponents = 27
    RecommendedAIAggression = 0.25
    SafetyCarAvailable = 1
    DefaultScoring
    {
      RacePitKPH = 100
      NormalPitKPH = 100
      Practice1Day = Friday
      Practice1Start = 10:00
      Practice1Duration = 180
    //  Practice2Day = Friday
    //  Practice2Start = 13:00
    //  Practice2Duration = 60
    //  Practice3Day = Saturday
    //  Practice3Start = 9:00
    //  Practice3Duration = 45
    //  Practice4Day = Saturday
    //  Practice4Start = 10:15
    //  Practice4Duration = 45
    
      QualifyDay = Saturday
      QualifyStart = 13:00
      QualifyDuration = 30
    //  QualifyLaps = 12
      WarmupDay = Sunday
      WarmupStart = 9:30
      WarmupDuration = 30
      RaceDay = Sunday
      RaceStart = 13:00
      // RaceLaps = 1400
      RaceTime = 180
      RearFlapWetThreshold = 0.5
      RearFlapZoneSessions = 16
      PitExitClosedRacePenalty = 1
      FormationAndStart = 1
      NumberOfFormationLaps = 1
      HeadlightsRequired = false
      SafetyCarRoadMult = 1.00
      SafetyCarOvalMult = 0.60
      SpinRoadSeverity = 0.00
      SpinOvalSeverity = 0.10
      PitSpeedingAllowance = 0.2
      LuckyDog = 3
      LuckyDogLapsLeft = 0
      MinimumYellowLaps = 2
      RandomYellowLaps = 1
      ClosePits = 0
      PitsClosedLaps = 1
      LeadYellowLaps = 2
      ClosedPitPenalty = 0
      LocalYellowsRoad = 1
      LocalYellowsOval = 1
      BlueFlags = 1
      PrivateQualifying = 0
      AdditivePenalties = 0
      LapsToServePenalty = 5
      PassingBeforeLineOval = 0
      PassingBeforeLineRoad = 0
      FreezeOrder = 1
      FinishUnderCaution = 0
      CountCautionLaps = 0
      DoubleFileRestarts = 0
      ParcFerme = 0
      ParcFermeFuel = 0.0
      ParcFermeTires = 10
      ParcFermeSetup = 1
      FreeSettings = 244
      TimedRaceNonLeaderLaps = 2
    }
    StartingMoney = 5000000
    StartingVehicle = tundra22
    DriveAnyUnlocked = 1
    BaseCreditMult = 1.0
    LapMoneyMult = 1.0
    LapExpMult = 1.0
    FineMoneyMult = 1.0
    FineExpMult = 0.0
    PoleSingleMoneyMult = 1.0
    PoleSingleExpMult = 1.0
    PoleCareerMoneyMult = 1.0
    PoleCareerExpMult = 1.0
    PoleMultiMoneyMult = 1.0
    PoleMultiExpMult = 1.0
    WinSingleMoneyMult = 1.0
    WinSingleExpMult = 1.0
    WinCareerMoneyMult = 1.0
    WinCareerExpMult = 1.0
    WinMultiMoneyMult = 1.0
    WinMultiExpMult = 1.0
    PointsSingleMoneyMult = 1.0
    PointsSingleExpMult = 1.0
    PointsCareerMoneyMult = 1.0
    PointsCareerExpMult = 1.0
    PointsMultiMoneyMult = 1.0
    PointsMultiExpMult = 1.0
    SeasonScoringInfo
    {
      FirstPlace = 8
      SecondPlace = 5
      ThirdPlace = 3
      FourthPlace = 2
      FifthPlace = 1
      SixthPlace = 0
      SeventhPlace = 0
      EighthPlace = 0
    }
    PitOrderByQualifying = false
    PitGroupOrder
    {
      PitGroup = 1, Group1
      PitGroup = 1, Group8
      PitGroup = 1, Group3
      PitGroup = 1, Group10
      PitGroup = 1, Group5
      PitGroup = 1, Group12
      PitGroup = 1, Group7
      PitGroup = 1, Group2
      PitGroup = 1, Group9
      PitGroup = 1, Group4
      PitGroup = 1, Group11
      PitGroup = 1, Group6
      PitGroup = 1, Group13
      PitGroup = 1, Group14
    }
    

    Nothing in the block of Default Scoring { }, has any effect whatsoever. Because of this I had to play the game with flag disable as I found the default safety car setting unbearable to race with given the AI commonly mistake alot the circuit. Because of this I didn't get any warning if there was an accident dead ahead.

    If one could configure the .rFM file so following could occur that would be great.

    Increase safety car speed limit to 160 kmh (100 mph), only allow safety car to do 1 lap maximum each time it comes one, safety will only come on if there is a pile up involving 3 more cars.

    Some people say increase the threshold, other are saying decrease it, to only allow safety to come on at the most extreme case, i.e. when there's a real pile up.
     
  2. Will Mazeo

    Will Mazeo Registered

    Joined:
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    Back when I managed leagues I used
    SafetyCarRoadMult = 1.50
    Was the sweet spot for first lap incidents, could call one after the race was running too. SC in this game happens mostly if the race line is blocked and other cars are close.
    Not sure how this value will work with the AI, remember the AI is broken after recent updates.

    If you want one lap you could just do this
    MinimumYellowLaps = 1
    RandomYellowLaps = 0

    There is another setting you need to change in your player.json for the AI to follow the SC instead of the car ahead. Dont kow the name exactly now, without this the AI will run in groups under SC with big gaps.
    SC speed is set in the track gdb, I think other settings if present there will overwrite the rfm value. So if the track is encrypted and it has values overwriting the rfm you are out of luck. This game is a mess regarding this, hopefully they'll do something about it with the new UI.
     
    AlexNordic and Lazza like this.

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