Hello! I'am editing a track and the two cars of the same team do not appear in the same garage according to PitGroup. All cars appear in correct position who I defined, but not in according the PitGroup. How do I solve this? The same mod appear corectly in others tracks.
What exactly do you do when you say you 'edit' a track, which files do you edit, to define the garages and in which way? And is it an already existing track or a new made one?
Does it happen in your computer or in a dedicated server? Because you can setup the server to avoid the track config.
Hello! I'm using the Red Bull Ring v1.3 by Senormen (for personal use) I want to add a new layout (F1 GP 2018) but keep the two existing layouts and put PitGroup 01 in the begining of the pitlane. I had to duplicate and rename some objects The Pdoor of the original version range from 00 to 34 I use 35 to 50 I placed 2 cars per garage and create 1 pit spots for each garage TeamIndex is numbered 35 through 50. [PITS] TeamIndex=35 PitPos=(351.286,-12.266,-262.382) PitOri=(0.004,1.320,-0.017) GarPos=(0,355.300,-12.196,-254.985) GarOri=(0,-0.008,-0.270,0.000) GarPos=(1,348.585,-12.196,-256.957) GarOri=(1,-0.008,-0.266,-0.000) The cars appear in the garage according to the positions I set, but without considering the PitGroup The track is working properly. In the original version also has this problem in my game of not considering the PitGroup I tested the MOD used on other tracks and it's Ok.
When you change the pit positions or add some new, you have to check if their waypoints get created. To do that, save the edited aiw with the 'save' button in the aiw editor and leave the track to the main menu. Then join the track again and check if the pit spots have waypoints. If everything is OK, it has to look as on this screenshot, where each pit spot (the blue line rectangle) has 2 waypoints (green cross). If they are not there, click on 'unsupported/test options'' in the aiw editor main menu and then on 'reset special waypoints'. Then save the aiw, leave the track to the main menu and join it again. Check if the waypoints get created now. If yes, save the aiw again and test if the garages get used properly now. If that didn't help, upload your aiw file here, that we can check it on our own machines. EDIT Out of curiousity i have checked the track in devmode and i have seen, that it misses the proper pitgroup definitions in the gdb file. So you also have to add these. The scheme is: PitGroup = <# of vehicles sharing pit>, <groupname> Currently the entry is this: PitGroupOrder { // format: PitGroup = <# of vehicles sharing pit>, <groupname> PitGroup = 1, Group1 } You have to add entries for all used pit spots, that it looks like that (2 garages per pit spot): PitGroupOrder { // format: PitGroup = <# of vehicles sharing pit>, <groupname> PitGroup = 2, Group1 PitGroup = 2, Group2 PitGroup = 2, Group3 PitGroup = 2, Group4 PitGroup = 2, Group5 PitGroup = 2, Group6 ... ... and so on for all existing pit spots }
I tried with PitGroupOrder and it did not work. I reset the waypoints to create new ones and it did not work either. Here it appears like this: I've attached the AIW file if you can take a look.
Your pit spot numbers in the aiw start with 35 and end with 50. But in the gdb, you only use the entries for group1 to group16. So it can not work. And i doubt that the mod that you use, has a car with a PitGroup= entry, that is 36 or higher. I would suggest to do this: In the AIW, rename the TeamIndex= entries, that you have the first one as TeamIndex=0, instead of TeamIndex=35 and the last one as TeamIndex=15 (after editing the aiw, you should do the 'reset special waypoints' procedure). That matches the gdb entries for the pit groups and should work then. If you still can't get it working, please upload the scn file too, i will upload working files then.
In oval racing, when the race session begins we've always had in dedicated servers cars colliding with one another, sometimes spectacularly, in the garage. The cars are not damaged when they join the race. The rfm is set with PitGroupOrder by qualifying order and that works properly. What causes the collisions in the garage? Is it because the .veh files are set with the same number PitGroup? I've been meaning to try make sure each vehicle .veh is set with a unique PitGroup number assigned and test it out. Just curious if this is what causes it. Or if it's something else that conflicts.