Will it be possible to adjust the pit stop time within a mod in rFactor 2? For instance, if someone makes a DTM mod where the pits stops take around 3 seconds, will it possible to replicate that?
It's already possible with rF1. Look for the [PITMENU] section in the .hdv files. It contains entries like prep time, time to fuel, time to change a tire, time to change drivers, wings, replace wings, repair damage etc. etc.
It would be cool if the server could have settings for that, specifying pitstop rules (number of people working on the car, number of wheel guns, simultaneous fuel/tyres/repairs/penalties or not, fuel flow rate etc etc.)
+1 It happens a lot of time that we want organize some racing serie but settings from mod doesn't satisfy us. There should be some easy way to force mod settings. Setting it from server side would be optimal.
Yes, for me it would be a big step up if ISI increase, substantially, the settings you can customize INGAME. They are putting a lot of effort trying to avoid mismatches. But in our league, most part of mismatches are for people forgetting to install a patch. Also, there are a lot of features than most of players doesn´t know. Buried in .plr, .hdv, .ini archives... CUSTOMIZE, control, connect... Come on ISI, don´t be afraid of putting lots of menus and submenus in the sim.
Ok, this is just a thought here. But wouldnt the new MODID system solve these issues?? Ok, I will try to explain something I am not 100% sure on till we see it.. - MOD gets released. You want to change the pit stop settings. - You modify the mod and create a new MODID. - That new MODID has "virtual" components that point to the original MOD EXCEPT for the part that contains the area needed (I would GUESS the CAR mod..) - You are not releasing to the big bad world, just locally so no other ID is needed. - Everyone who logs on now gets a sync with whats on the server. At least thats how I understand it. But assuming the process is incorrect but the thought is right...wouldnt that solve the issue and give you the customization required...relatively easily.
except you dont get the sync...you have to go looking for the modid on the interweb and before you say it...exactly lol
So there is confirmed no synchronisation between the client and the server?? Can you point me to the rough area as I thought there was.
Agree. And e.g. the german "ADAC GT Masters" have a mandatory minimum pit stop time. If the complete pit stop is shorter than minimum duration (e.g. 70secs) the car gets a time penalty. It would be great if all (or most) of these rules are configurable.
The rule in the ADAC GT Masters isn't a minimum pit stop time rule though, it's minimum time from start to end of the pitlane. Although it has only been implemented that way because it is easier to measure with the existing timing loops.
Ahh, didn't know that. I actually am not a fan of the original rF and race in a different sim, but have high hopes for rF2.
Hi. this remark/question is probably known/old but what we noticed during a pitstop with GT3 cars is that the times displayed are confusing. Example 1: you come in pit and requested to add fuel and change tyres: Time displayed says: Fuel 10 sec Tyres 35sec = total stop takes 35 sec while the impression is that is should take 45 sec or that fuel is added during the same 35 sec it takes to change the tyres Example 2: you come in pit and requested to change tyres and NOT add fuel Tyres 25sec = total stop takes 25 sec So now compared to example 1, changing the tyres takes just 25 sec and not 35 So what is right? - Should there be a total added in the display e.g.: Fuel: 10 sec Tyres: 25sec Total: 35sec? - On the other side, i could also expect that if fuel takes 10 sec, then is could be added during the 25sec it takes to changes tyres. So the total still stays 25 sec (maybe depends on what pitcrew/class) - Or should the word Tyres just be changed to Total? Thanks Martin
@MBS Holy thread necro Batman! (but hey, congratulations on using the search function) Whether tyres and fuel can be done concurrently is indeed defined per vehicle (in the [PITMENU] section, should you ever need to do some modding). What you've described does sound confusing, and I think your first option would make the most sense. It would also be the most transparent. I'm assuming this behaviour is consistent, and not just a product of the timing randomisation.