I can't see any recent references to this and it seems to me many people don't know about it, so: if you're wondering what all the available .rfm file options are, you can open up the one the MAS tool generates to use as a reference. The 'trick'? The default.rfm doesn't have all the options in it. What you want is the NSCRS15.rfm file. To get it: Run the MAS tool Click the 'Create package' icon, then select Create New Mod Package Open up this folder: %appdata%\Roaming\~MASTEMP Open/edit/copy the NSCRS15.rfm file. Here's the contents of that file at time of writing, as a reference. The main additions since the old days are the options for handling pit speeding / closed pit entry / close pit exit penalties, including the ability to disable penalties in specific sessions: Code: // Game/Season Info: Mod Name = National Stock Car Racing 2015 Track Filter = NSCRS SRGrandPrix OWChallenge Vehicle Filter = OR: StockCar_2015 SafetyCar = CorvettePC.veh MultiplayerTempVehicle=GAMEDATA\VEHICLES\MultiplayerVehicleSC.SCN Matchmaker = match.rfactor.net Matchmaker TCP Port = 39001 Matchmaker UDP Port = 39002 Loading Bar Color = 16750848 Max Opponents = 42 // maximum opponents in practice/quick race/grand prix/championship Min Championship Opponents = 5 // minimum opponents in championship only // Seasons: Season = NSCS2015 { FullSeasonName = National Stock Car Series 2015 Vehicle Filter = NSCRS StockCar SceneOrder { Jacksonville500 Joesville_Speedway // Lone_Star_400 Orchard_Lake_Oval // CIS_Oval_600 Jacksonville500 Essington_Long Joesville_Speedway // Lone_Star_400 //// CIS_Oval_500 } } // The base # is a simple multiplier that has a clear effect on the draft. // The exponent numbers, though, control the curve of the effect vs. distance. // Higher numbers make the effect drop off at a shorter distance. // NOTE: all these variables can now be overridden within HDV files, for // vehicle-specific drafting (in addition to new HDV parameters to affect the // response to drafting in terms of balance and downforce loss). Drafting { BaseDropoff=0.17 // higher number -> more drafting effect (default=0.185) LeadingExponent=1.95 // higher number -> lower effect on leader (default=2.0) FollowingExponent=2.0 // higher number -> lower effect on followers (default=2.0) VehicleWidth=1.9 // helps determine base width of wake (default=1.9) SideEffect=1.0 // negative effects of side-by-side drafting (default=0.35) SideLeadingExponent=2.0 // added to regular LeadingExponent to affect the side wake (default=2.0) SideFollowingExponent=25.0 // added to regular FollowingExponent to affect the side wake (default=5.0) } // Default scoring entries can be overridden by season entries, which in turn can be // overridden by track GDB entries. In general we would recommend as few overrides in // the track GDB as possible because they will affect every series that races there. // Note that you do not copy "DefaultScoring{}" in the track GDB, just the variables. DefaultScoring { // NOTE: most or possibly all of these values can be overridden in a specific Season or in a specific track GDB file. // SESSION TIMES AND DURATIONS TestDayDay = Thursday TestDayStart = 8:30 Practice1Day = Friday Practice1Start = 10:00 Practice1Duration = 60 Practice2Day = Friday Practice2Start = 13:00 Practice2Duration = 60 Practice3Day = Saturday Practice3Start = 9:00 Practice3Duration = 45 Practice4Day = Saturday Practice4Start = 10:15 Practice4Duration = 45 QualifyDay = Saturday QualifyStart = 14:00 QualifyDuration = 60 QualifyLaps = 4 WarmupDay = Sunday WarmupStart = 9:00 WarmupDuration = 30 RaceDay = Sunday RaceStart = 12:00 RaceLaps = 90 RaceTime = 240 // RULES // Pit speed limits in kilometers per hour for race and normal (all other sessions); default=80.0 kph (= 49.7 mph). RacePitKPH = 80.467 //45mph+5 NormalPitKPH = 80.467 FormationSpeedKPH = 96.5604 // Safety car threshold multipliers, in other words an adjustment for the sensitivity of the game to calling // full-course cautions. These can be different for road vs. oval courses. Lower numbers result in more // full-course cautions; default=1.0, possible values are 0.01 (very sensitive) and up. Values more than // 5.0 will probably result in no full-course cautions being called by the game (note that there are now // multiplayer admin commands to call cautions). SafetyCarRoadMult=0.6 SafetyCarOvalMult=0.2 // Whether full-course cautions may be called for a spin more than 90 degrees where the driver keeps going. // These can be different for road vs. oval courses. Higher values will result in more full-course cautions // due to these temporary spins; default=0.0, possible values are 0.0-2.0. SpinRoadSeverity=0.15 SpinOvalSeverity=0.3 // Just a general tolerance for very momentary speeding (this value has no particular units); default=4.0, // possible values are 0.0 (not recommended) and up. PitSpeedingAllowance = 0.4 // Whether leading car one lap down can re-gain his lap during a full-course caution. This value can not // only be overridden per-season or per-track, but also in the player file; default=0, // possible values are 0=off, 1=used at ovals only, 2=used at road courses only, 3=used everywhere. LuckyDog = 3 // How many laps must be left for lucky dog to take effect; default = 10, possible values are 0 (meaning it // is always applicable) and up. LuckyDogLapsLeft = 0 // Minimum laps during a full-course yellow; default = 2, possible values are 1 (?) and up ... remember that it // might be useful to override this one in some track GDBs. MinimumYellowLaps = 3 // Additional random yellow laps; default = 1, possible values are 0 and up. RandomYellowLaps = 1 // Whether pits are closed during the first part of the full-course yellow; default=0, possible values 0 or 1. ClosePits = 1 // How many laps the pits remain closed during the first part of the full-course yellow; default=1, possible // values are 1 and up (probably needs to be less than MinimumYellowLaps, though) ... again, it might be useful // to override this one in some track GDBs. PitsClosedLaps = 1 // This is the threshold for the number of yellow flag laps to determine whether the lead-lappers get to // pit before everyone else. Only valid if ClosePits is enabled; default=2, possible values are 0 (never // let leaders pit first) and up. LeadYellowLaps = 3 // Penalty given for getting served on a closed pitlane (meaning that the vehicle entered AFTER the pit was // closed); default=2, possible values are -1=no penalty 0=stop/go 1=drivethru 2=longest line 3=DQ. ClosedPitPenalty = 2 // Penalties for two severities of pit speeding in the race session under green or yellow flags; defaults are // stop/go for a major violation, drivethru for a minor violation. // Possible values are -1=no penalty 0=stop/go 1=drivethru 2=longest line 3=DQ. PitSpeedingRaceGreenMajorPenalty=1 PitSpeedingRaceGreenMajorPenaltyValue=10 // only relevant for stop/go PitSpeedingRaceYellowMajorPenalty=2 PitSpeedingRaceYellowMajorPenaltyValue=10 // only relevant for stop/go PitSpeedingRaceGreenMinorPenalty=1 PitSpeedingRaceGreenMinorPenaltyValue=10 // only relevant for stop/go PitSpeedingRaceYellowMinorPenalty=2 PitSpeedingRaceYellowMinorPenaltyValue=10 // only relevant for stop/go // Speeding penalties in qualification and practice/warmup PitSpeedingQualifyGreenMajorPenalty=0 PitSpeedingQualifyGreenMajorPenaltyValue=10 // only relevant for stop/go PitSpeedingQualifyYellowMajorPenalty=0 PitSpeedingQualifyYellowMajorPenaltyValue=10 // only relevant for stop/go PitSpeedingQualifyGreenMinorPenalty=1 PitSpeedingQualifyGreenMinorPenaltyValue=10 // only relevant for stop/go PitSpeedingQualifyYellowMinorPenalty=1 PitSpeedingQualifyYellowMinorPenaltyValue=10 // only relevant for stop/go PitSpeedingPracticeGreenMajorPenalty=0 PitSpeedingPracticeGreenMajorPenaltyValue=10 // only relevant for stop/go PitSpeedingPracticeYellowMajorPenalty=0 PitSpeedingPracticeYellowMajorPenaltyValue=10 // only relevant for stop/go PitSpeedingPracticeGreenMinorPenalty=1 PitSpeedingPracticeGreenMinorPenaltyValue=10 // only relevant for stop/go PitSpeedingPracticeYellowMinorPenalty=1 PitSpeedingPracticeYellowMinorPenaltyValue=10 // only relevant for stop/go // Pit enter/exit closed penalties (does NOT apply to pits closing for cautions) PitExitClosedRacePenalty=3 PitExitClosedRacePenaltyValue=10 // only relevant for stop/go PitExitClosedQualifyPenalty=0 PitExitClosedQualifyPenaltyValue=10 // only relevant for stop/go PitExitClosedPracticePenalty=0 PitExitClosedPracticePenaltyValue=10 // only relevant for stop/go PitEnterClosedRacePenalty=3 PitEnterClosedRacePenaltyValue=10 // only relevant for stop/go PitEnterClosedQualifyPenalty=0 PitEnterClosedQualifyPenaltyValue=10 // only relevant for stop/go PitEnterClosedPracticePenalty=0 PitEnterClosedPracticePenaltyValue=10 // only relevant for stop/go // Whether local yellows are shown, which can be different for road vs. oval courses; default=1, possible values 0 or 1. LocalYellowsRoad = 1 LocalYellowsOval = 0 // Private qualifying, which means that everyone is qualifying simultaneously but alone on track. You can // actually still view other cars, but you can only see one participant at a time. This value can be overridden // with a player file entry; default=0, possible values 0 or 1. PrivateQualifying = 0 // Whether penalties add to each other, essentially meaning they can all be served at once; default=0, possible // values 0 or 1. AdditivePenalties = 1 // Number of laps to serve the penalty before being disqualified; default=3, possible values 1 and up. LapsToServePenalty = 4 // Whether passing is allowed on starts and restarts before the start/finish line; default=0, possible values // are 1=passing on right is legal, 2=passing on left is legal, and 3=passing anywhere is legal. PassingBeforeLineOval=1 PassingBeforeLineRoad=0 // Whether order of vehicles is frozen when the full-course yellow is first shown. If necessary, server will // correct the order as people cross the start/finish line; default=0, possible values 0 or 1. FreezeOrder = 1 // Behavior if full-course yellow is active at the end of a race; default=0, possible values are: // 0=race finishes normally // 1=finish will be delayed one time only and will allow one lap after the green flag // 2=finish will be delayed one time only and will allow two laps after the green flag // 3=finish can be delayed multiple times, with only one lap allowed after the green flag // 4=finish can be delayed multiple times, with two laps needed after the green flag // 5=finish can be delayed three times, with only one lap allowed after the green flag // 6=finish can be delayed three times, with two laps needed after the green flag // Note that a full-course yellow called on the very last lap will NOT currently delay the // finish. Also note that this feature does not work for timed races. FinishUnderCaution = 6 // Whether caution laps are counted towards the total number of laps; default=1, possible values 0 or 1. CountCautionLaps = 1 // Whether restarts are double-file and how many laps left are required to do so; default=0, possible values // are 0=off, 1+=laps left required to convert to double file. DoubleFileRestarts=10 // Control over what changes can be made between qualifying and race. This value can be overridden through // the player file; default=0, possible values are 0=no restrictions, 1=restrictions apply, 2=restrictions // apply as long as it doesn't rain in qualifying or afterwards (and no that doesn't mean rain is implemented // yet, sorry). ParcFerme = 0 // Whether fuel level remains the same (only if parc ferme is applicable). In general, this value specifies // what fraction of the qualifying session is reached before fuel usage becomes "free"; default=0.0, possible // values are 0.0-1.0, where 0.0 indicates fuel level is always free, 0.5 would mean fuel level at the halfway // point of qualifying will be used to start the race, and 1.0 means fuel level at the end of qualifying will // be used to start the race (and no refueling allowed during qualifying). ParcFermeFuel = 0.0 // How many of the top qualifiers have to keep their used tires on for the race (only if parc ferme is applicable); // default=0, possible values are 0 and up (300 recommended if everybody has to keep their used tires). ParcFermeTires = 0 // Whether setup used during qualifying must be used during the race (only if parc ferme is applicable), except // for the RFM/season/GDB or PLR file "FreeSettings"; default=1, possible values 0 or 1. ParcFermeSetup = 0 // Settings that are free to be changed regardless of fixed or parc ferme setup. This can be overridden by the // player file. You must add the values of each setting that drivers are free to change: // 1 = steering lock // 2 = brake pressure // 4 = starting fuel // 8 = fuel strategy // 16 = tire compound // 32 = brake bias // 64 = front wing // 128 = engine settings (rev limit, boost, and engine braking) // For example, the default free settings are: steering lock (1) + brake pressure (2) + fuel strategy (8) = 11. // Possible values are -1 (use default value) up to 255 (which equals 1+2+4+8+16+32+64+128). FreeSettings = -1 // How blue flags are used. This value can be overridden through the player file; default=3, possible values // are: 0=no blue flags, 1=show but never penalize for not moving over, 2=show and penalize if necessary for // vehicles withing 0.3 seconds, 3=0.5 seconds, 4=0.7 seconds, 5=0.9 seconds, 6=1.1 seconds. BlueFlags = 1 // Method to end timed races. Previous releases of rFactor (versions 1.070 and before) gave the checkered flag to // any vehicle that crossed the start/finish line after time ran out. The new default behavior is to wait until // the leader crosses the start/finish line before waving the checkered flag. However, in the case that the // leader has crashed out but is multiple laps ahead of the second-place vehicle, there needs to be a fail-safe // case. This value defines how many laps non-leaders can complete after time runs out before being given the // checkered flag; default=2 (which means that, in most normal circumstances, the checkered flag will be given // when the leader crosses the s/f line), possible values are 1 (which would be the original rFactor behavior) or // any positive integer. TimedRaceNonLeaderLaps = 2 } // Money and experience accumulation (mostly multipliers for hard-coded values // which have various factors taken into account like number of competitors) StartingMoney = 500 // you might need a little spendin' cash StartingExperience = 0 // start with no experience StartingVehicle = NSC06_01 // randomly chooses one free vehicle from this list DriveAnyUnlocked = 0 // 0 = must own to drive, 1 = must be unlocked to drive, 2 = drive anything BaseCreditMult = 1.0 // base which is multiplied by all the other multipliers LapMoneyMult = 1.0 // laps completed (based roughly on expected lap times) LapExpMult = 1.0 FineMoneyMult = 1.0 // fines FineExpMult = 0.0 PoleSingleMoneyMult = 1.0 // pole positions in single player PoleSingleExpMult = 1.0 PoleCareerMoneyMult = 1.0 // pole positions in career mode PoleCareerExpMult = 1.0 PoleMultiMoneyMult = 1.0 // pole positions in multiplayer PoleMultiExpMult = 1.0 WinSingleMoneyMult = 1.0 // wins in single player WinSingleExpMult = 1.0 WinCareerMoneyMult = 1.0 // wins in career mode WinCareerExpMult = 1.0 WinMultiMoneyMult = 1.0 // wins in multiplayer WinMultiExpMult = 1.0 PointsSingleMoneyMult = 1.0 // points in single player PointsSingleExpMult = 1.0 PointsCareerMoneyMult = 1.0 // points in career mode PointsCareerExpMult = 1.0 PointsMultiMoneyMult = 1.0 // points in multiplayer PointsMultiExpMult = 1.0 // Alternate commentary directory if desired (filename comes from config.ini) //CommentarySeries = GameData\Commentary\NSCRS_Spotter // Season scoring info SeasonScoringInfo { Place1 = 43 Place2 = 42 Place3 = 41 Place4 = 40 Place5 = 39 Place6 = 38 Place7 = 37 Place8 = 36 Place9 = 35 Place10 = 34 Place11 = 33 Place12 = 32 Place13 = 31 Place14 = 30 Place15 = 29 Place16 = 28 Place17 = 27 Place18 = 26 Place19 = 25 Place20 = 24 Place21 = 23 Place22 = 22 Place23 = 21 Place24 = 20 Place25 = 19 Place26 = 18 Place27 = 17 Place28 = 16 Place29 = 15 Place30 = 14 Place31 = 13 Place32 = 12 Place33 = 11 Place34 = 10 Place35 = 9 Place36 = 8 Place37 = 7 Place38 = 6 Place39 = 5 Place40 = 4 Place41 = 3 Place42 = 2 Place43 = 1 } SceneOrder { } // Pitstop locations in order from front to back, with the number of vehicles sharing each pit. // If the order needs to be reversed on an individual track, set "ReversePitOrder=1" in the track-specific GDB file. // These are now "pit group" names, not necessarily team names. // In the VEH file, the pit group defaults to the team name but can be overridden by defining "PitGroup=<name>". PitOrderByQualifying = true // whether to set the pit order in the race by qualifying results PitGroupOrder { // format is: PitGroup = <# of vehicles sharing pit>, <groupname> PitGroup = 1, Group1 PitGroup = 1, Group2 PitGroup = 1, Group3 PitGroup = 1, Group4 PitGroup = 1, Group5 PitGroup = 1, Group6 PitGroup = 1, Group7 PitGroup = 1, Group8 PitGroup = 1, Group9 PitGroup = 1, Group10 PitGroup = 1, Group11 PitGroup = 1, Group12 PitGroup = 1, Group13 PitGroup = 1, Group14 PitGroup = 1, Group15 PitGroup = 1, Group16 PitGroup = 1, Group17 PitGroup = 1, Group18 PitGroup = 1, Group19 PitGroup = 1, Group20 PitGroup = 1, Group21 PitGroup = 1, Group22 PitGroup = 1, Group23 PitGroup = 1, Group24 PitGroup = 1, Group25 PitGroup = 1, Group26 PitGroup = 1, Group27 PitGroup = 1, Group28 PitGroup = 1, Group29 PitGroup = 1, Group30 PitGroup = 1, Group31 PitGroup = 1, Group32 PitGroup = 1, Group33 PitGroup = 1, Group34 PitGroup = 1, Group35 PitGroup = 1, Group36 PitGroup = 1, Group37 PitGroup = 1, Group38 PitGroup = 1, Group39 PitGroup = 1, Group40 PitGroup = 1, Group41 PitGroup = 1, Group42 PitGroup = 1, Group43 }
I go into it a little here: https://sites.google.com/view/racing-sim-pitstop/rfactor-2/create-a-series-rfmod