A path to the team folder is not needed to get the car appearing correct in the garage. But what is missing, is the link to the cmaps.mas file in the gen file, at least in the posted gen file entries. Maybe the mod has it's own cmaps files, i can not see it. But if it don't has them, the link has to be added (MASFile=cmaps.mas) into the 'main' gen file, but not necessarrily into the spinner gen. Edit i have seen that there is an own cmaps.mas. Hopefully it was also unpacked and linked in the gen file. But seems to be solved anyway https://forum.studio-397.com/index....actor1-rfactor2-conversion.60230/#post-949946
@Bernd No, it's working fine when made into a component, it's Devmode that isn't working right. Which I think (?) suggests some path/reference issues.
OK, you are right, i better should have written 'if it's a normal teams folder, with only the veh files and their related textures in it'. @thoraxe if you want, i can offer to create a working devmode version from the mas files that you have uploaded and send you a link to download it.
OK, right now I have the car body loading and displaying in DevMode, even with some interior. The engine currently will start (press starter) and then I guess it is stalling. But that's likely just bad junk that I am trying to merge in from my spreadsheet. At this point I'm in good shape, I probably just need to mess with engine data. Is there any documentation on the various keyboard shortcuts and other modes WITHIN devmode so that I can see things like -- why is the engine stalling?
@thoraxe There are no tools or possibilities for all problems, to be able to detect improper entries in files, that may cause the problems. For the engine stalling, try it with setting the IdleRPMLogic= values in the engine.ini a bit higher. Try it with 1000,1250.
Good point. I thought I had adjusted the idle but I just checked the engine.ini and I had not. Unfortunately the engine part of the spreadsheet, much like the rest of the spreadsheet, is super nonsense to me. And I understand engines! A lot of trial and error and questions. Thanks for that tip. I still say it'd be great if there was a devmode setting that let you view real-time parameters that the sim was calculating. Or if there ws a "simple" mode on the spreadsheet
I don't know what you would call 'super nonsense', but yes, the spreadsheet could be more userfriendly.
Just to close the loop I went backwards and made very clear and obvious folders and moved files around and eventually got it going. I don't know why there weren't any errors, but I personally resolved it.
Check my WIP thread in the third party vehicle section. You can download the whole car. You can also download the spreadsheet although I've made tweaks post export (like copying bits and pieces from other cars). If you really really just want the engine.ini ...
Don’t go through the effort; I wanted to show you the lines for the iddle run in the new engine files. That would have been easy, but downloading, installing, unpacking, mark and paste the file here (that you want me to do.......) is much more work than you are willing to put into it. I’m out.
Man you turn on people quickly. I thought you were a teacher. Have a little more patience. If all you want to show him was a few lines and how they have changed you could have just posted the two codes and explained it.
I needed to see his file for that. But offering help here; always dissapoints. I tried once more and I get to do all the work? Why? Turn on people quickly; I think with a reason. You dont, thats okay too.