How to fix penalties.

Discussion in 'Track Modding' started by fexee, Jan 9, 2020.

  1. fexee

    fexee Registered

    Joined:
    May 31, 2014
    Messages:
    53
    Likes Received:
    22
    Hi everyone. I figured out that this (http://www.internationalsimracing.com/forum/index.php?topic=3939.0) Daytona version has a problem with the drive through penalty. It's not possible to serve it. I would like to fix this but at the moment I have no glue where to look for. Is this something to fix in the .gdb or .scn or .aiw file? Maybe someone could help me and explain how a drive through works in rFactor 2.

    A kind of workaround could also be that only stop & go penalties are given. It looks like they are working.

    Thanks for your help.
     
  2. Bernd

    Bernd Registered

    Joined:
    Jul 9, 2013
    Messages:
    1,014
    Likes Received:
    481
    The only thing that i could remember right now, where to find it, is this setting in the rfm, that also should work when it's set in the gdb:
    ClosedPitPenalty = 0 // Penalty given for getting served on a closed pitlane (meaning that the vehicle entered AFTER the pit was closed); default=2, possible values are 0=stop/go 1=drivethru 2=longest line.
    I guess it also works if you leave the pit under red light.
    But i think i remember, that there was a setting for other faults too.
     
  3. fexee

    fexee Registered

    Joined:
    May 31, 2014
    Messages:
    53
    Likes Received:
    22
    Thanks Bernd for the help. Unfotunatly this dosn't work. If I cut extremly (passing bus stop shikane) I get a drive through which I can't serve. Any other ideas?
     
  4. davehenrie

    davehenrie Registered

    Joined:
    Jul 6, 2016
    Messages:
    2,392
    Likes Received:
    1,426
    There are several versions of the Rolex track out there. Perhaps try some others to see if they have the same problem.
     
  5. Bernd

    Bernd Registered

    Joined:
    Jul 9, 2013
    Messages:
    1,014
    Likes Received:
    481
    Maybe i misunderstood you, english is not my native language. :)
    What exactly do you mean with "which i can't serve"?
     
  6. krusti

    krusti Registered

    Joined:
    Apr 20, 2016
    Messages:
    616
    Likes Received:
    533
    Basically in that mod serving a drive through doesn't work, you enter and exit the pitlane but it's still there, the same and not a new one.
    No one has been able to fix it, and everything looks fine, aiw, corridors, pit entry and exit objects, really strange.
    Tomorrow i'll give it another look if i have time.

    It's a shame because this makes the mod not usable online, and also the bugged collisions with the walls in the oval section that makes your car fly.
     
  7. Bernd

    Bernd Registered

    Joined:
    Jul 9, 2013
    Messages:
    1,014
    Likes Received:
    481
    I have downloaded it now and have taken a look at it.
    My first suspicion is, that it is a problem with the corridors.
    The pitlane has no pitwall or another object that delimits it from the main track.
    So maybe, if you do the find corridors, the main track and pit lane are not seperated properly.
    I could try out if adding a temporary wall and repeating the find corridors can solve that problem.
     
  8. Bernd

    Bernd Registered

    Joined:
    Jul 9, 2013
    Messages:
    1,014
    Likes Received:
    481
    That seems to work.
    Here is the modified AIW, that you can test it.


    EDIT Was a one try wonder . :D Didn't work with the 2nd try anymore.
    I will investigate more...
     
    Last edited: Jan 10, 2020
  9. fexee

    fexee Registered

    Joined:
    May 31, 2014
    Messages:
    53
    Likes Received:
    22
    I would like to learn something about track modding. So I thought it's a good idea to start asking around :)

    @Bernd I'm no nativ speaker, too. But Krusti did a good description what I tried to desribe abit wired. Thanks for sharing your steps.
     
  10. Bernd

    Bernd Registered

    Joined:
    Jul 9, 2013
    Messages:
    1,014
    Likes Received:
    481
    I think i have solved it.
    At least it worked 3 times now. :)
    It was a combination of 2 problems.
    1. the before described corridor problem
    2. the xpitout object not positioned deep enough through the road surface
    Here are the 2 modifed files.
    Please try it out.
     

    Attached Files:

  11. fexee

    fexee Registered

    Joined:
    May 31, 2014
    Messages:
    53
    Likes Received:
    22
    @Bernd you are brilliant. It works like charming and many thanks for shareing your knowledge!
     
  12. Bernd

    Bernd Registered

    Joined:
    Jul 9, 2013
    Messages:
    1,014
    Likes Received:
    481
    You are welcome and thanks for the praise. :)
    And maybe i can also fix the collision bug that @krusti has mentioned.
    What exactly happens where exactly?
     
  13. krusti

    krusti Registered

    Joined:
    Apr 20, 2016
    Messages:
    616
    Likes Received:
    533
    @Bernd after the banking, both coming through the bus stop and the start finish line, if you slightly brush the wall the car get stuck into it, and you can immagine what happens at 280kmh :D i think i have a video somewhere but i have to find it.
    It happens very often in the braking zone for the bus stop, where you try to take all the track possible to the right side.
    For my (little) experience with track modding it might be related to the high poly conunt of the walls, it also happens that if you hit the walls very hard in the road part, rf2 crash.
    My theory for a fix is to remove the collision propreities to the walls and build there invisible and low poly collision meshes.
    It happens with every car, last time i saw this was with the official Porsche 911 GT3.

    EDIT
    Just checked that walls, the poly count is not high, but they have the poprieties "drivable" ON together will "collision target".
     
    Last edited: Jan 10, 2020
  14. Bernd

    Bernd Registered

    Joined:
    Jul 9, 2013
    Messages:
    1,014
    Likes Received:
    481
    @krusti I have also checked the polycount and it really is not too high.
    The tag collision target is normal for a wall. ;)
    The tag drivable is not normal in my opinion, but for example the walls 1a and 4 have set it to false and they are at the start and before the first turn, where you've said that the problem appears at that points, too.
    I have tried to reproduce it in single player with the 911 GT3 Cup and in devmode with 7 different cars, without any problems and i hit the walls hard and drove the car along the walls the whole oval parts, steering against the wall without any problem.
    Are you able to reproduce it?
    Maybe it's the cars collision mesh of some mods, that is the problem.
    If it would be the track, it should be easily reproducible, i guess.
     
  15. krusti

    krusti Registered

    Joined:
    Apr 20, 2016
    Messages:
    616
    Likes Received:
    533
    It was pretty easy to reproduce :D
     
  16. Bernd

    Bernd Registered

    Joined:
    Jul 9, 2013
    Messages:
    1,014
    Likes Received:
    481
    That is strange. I could not do it.
    Which car exactly is it?
     
  17. krusti

    krusti Registered

    Joined:
    Apr 20, 2016
    Messages:
    616
    Likes Received:
    533
    Is the official Porsche 911 GT3-R.
    It happens with other cars as well, though not with the open wheelers i tried.
     
  18. Bernd

    Bernd Registered

    Joined:
    Jul 9, 2013
    Messages:
    1,014
    Likes Received:
    481
    That is how it looks here.


    More tomorrow, got to go now.
     
  19. krusti

    krusti Registered

    Joined:
    Apr 20, 2016
    Messages:
    616
    Likes Received:
    533
    That's interesting for sure.
    I'm using the last updated mod, dx11 by turb (link in the op).
    This has been a issue with every race i did there online so not sure what is going on here.
     
  20. Lazza

    Lazza Registered

    Joined:
    Oct 5, 2010
    Messages:
    6,867
    Likes Received:
    2,661
    Usually that's from some verts that don't quite match (position) which causes an edge. Devmode used to show such close verts with some pink axis lines around them, I think it might still be an option but it's off by default - I haven't tested in recent years. For private conversions I made a small tool to find such verts and modify the GMTs to fix them, but it's a blunt force tool so a manual fix would be better.
     

Share This Page