Pit stop times

Discussion in 'General Discussion' started by Lantern Rouge, Jan 5, 2012.

  1. Lantern Rouge

    Lantern Rouge Registered

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    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?
     
  2. ethone

    ethone Registered

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    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.
     
  3. WiZPER

    WiZPER Registered

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    What ethone said :)
     
  4. Pandamasque

    Pandamasque Registered

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    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.)
     
  5. MaXyM

    MaXyM Registered

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    +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.
     
  6. cloudXXI

    cloudXXI Registered

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    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.
     
  7. Slothman

    Slothman Registered

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    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.
     
  8. Jim Beam

    Jim Beam Registered

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    except you dont get the sync...you have to go looking for the modid on the interweb

    and before you say it...exactly lol
     
  9. Slothman

    Slothman Registered

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    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.
     
  10. Jim Beam

    Jim Beam Registered

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  11. Slothman

    Slothman Registered

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    Ahhhr ight.

    Will be interesting to see how this all goes with the BETA than.....
     
  12. Ernie

    Ernie Registered

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    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.
     
  13. ethone

    ethone Registered

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    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.
     
  14. Ernie

    Ernie Registered

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    Yes that's what i mean. :)
     
  15. Lantern Rouge

    Lantern Rouge Registered

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    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.
     
  16. 88mphTim

    88mphTim racesimcentral.net

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    League admins can distribute their own rfmod files after packaging it.
     
  17. MBS

    MBS Registered

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    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
     
  18. Lazza

    Lazza Registered

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    @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.
     

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