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). Spoiler 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.
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.