Push 2 Pass

I've tested at two tracks now, Portland & the VLM Mid Ohio. At both tracks the allowance is 150 seconds but it stops functioning with 30 seconds left. And I'm confused how it is supposed to turn off. For example, I hit P2P at the start of the Portland Main straight. But I don't get the message that P2P had turned off until I'm well past the first chicane and used the brakes, this consumes 20 seconds each use. This is with the IR 18 v1.43.

We're in the modding section. I don't have the car, if you want to paste in the entries from the upgrades file we could maybe test them, but not having the HDV available could (possibly?) obscure things.
 
ok, there are presets for each track in the Car Customize page. For example, the Default is 150 seconds, but when you select Mid Ohio, the number of seconds increases to 200. So we have to preselect the track restriction at the customize screen BEFORE loading the track.
However, even with 200 seconds, the P2P stopped working at 100 seconds. It makes me wonder if there is a pre-set number of times the P2P can be used. And the issue about P2P lasting 20 seconds still seems to be occurring. I could push P2p as I entered the short start/finish straight, brake for Turn1 and continue to use P2p (without further pushing of the button) up the hill to the Keyhole turn. It would expire just about the exit of the keyhole, when I could then reactivate P2P down the backstraight, past heavy braking for the right hander and the series of uphill/downhill lefts & rights beyond that.
I opened the car-upgrade mas file and all I saw were graphic and driver files for all the Indycars. Not sure where to look for the actual upgrade file.
 
We now have this setup in our championship and it seems to work fine, although we don't know if we're getting the most out of this new Push2Psss for FPro.
We have let it take some defaults that are in the FPro and adapted some to our championship. In our next race we will know if everything works well.
Thank you

HDV=[PUSH2PASS]
HDV=Push2PassActivateThrottleThreshold=1
HDV=Push2PassDeactivateThrottleThreshold=1
HDV=Push2PassAllowManualDeactivation=1
HDV=Push2PassMaxUses=-1
HDV=Push2PassTimePerPush=6
HDV=Push2PassMaxTime=200
HDV=Push2PassActivationsPerLap=3
HDV=Push2PassInRace=1
HDV=Push2PassInQuali=1
HDV=Push2PassInWarmup=1
HDV=Push2PassInPractice=1
HDV=

Does the FPro have P2P already? Because your settings there aren't specifying a type (mixture/turbo), or the value of either of those to use, for the P2P.

And, without the engine mixture/boost range set up correctly in the engine file it won't work anyway.

If you've tested and have a performance increase when activating it, then cool, but if an engine/mod isn't set up for it you can get no effect or unwanted effects (less power when you want more, heating issues, reliability issues, ...)
 
FPRO 1.18 and 1.19 already brings an Extra Engine Mixture after num.6 with the name of P2P.
we have left those original parameters to use and we have only modified the times in the HDV.
It is true that we noticed little extra power when activated, but of course, there is no information available on how it works in the FPro.

HDV=[PUSH2PASS]
HDV=Push2PassActivateThrottleThreshold=1
HDV=Push2PassDeactivateThrottleThreshold=1
HDV=Push2PassAllowManualDeactivation=1
HDV=Push2PassMaxUses=-1
HDV=Push2PassTimePerPush=6
HDV=Push2PassMaxTime=200
HDV=Push2PassActivationsPerLap=3
HDV=Push2PassInRace=1
HDV=Push2PassInQuali=1
HDV=Push2PassInWarmup=1
HDV=Push2PassInPractice=1
HDV=

We have not added these parameters so that you can use the default FPro ones.
I still don't know if it's correct.
HDV=Push2PassType=0 // 0 = mixture map. 1 = turbo
HDV = Push2PassEngineMap = 0
https://ibb.co/j6zdjzX
 
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The new hybrid system on the 2022 BTCC cars include a maximum of P2P of 15 seconds per lap, but it's not in the upgrade.ini so I had no way of knowing what the parameter is.

Based on an educated guess, I tried "Push2PassTimePerLap=30" and it worked!

Setting that I tried:
[PUSH2PASS]
Push2PassType=0
Push2PassEngineMap=1
Push2PassBoostMap=0
Push2PassHybridMap=0
Push2PassMaxTime=1350
Push2PassTimePerPush=0
Push2PassTimePerLap=30
Push2PassHoldButton=0
Push2PassMaxUses=-1
Push2PassThrottleRequired=1
Push2PassAllowManualDeactivation=1
Push2PassActivateThrottleThreshold=0.60
Push2PassDeactivateThrottleThreshold=0.59
Push2PassMinStartSpeedKPH=-1.0
Push2PassActivationsPerLap=0
Push2PassInPractice=1
Push2PassInQuali=0
Push2PassInWarmup=1
Push2PassInRace=1

[ENGINEMIXTURELIMITS]
PracticeLimit=1
QualifyingLimit=1
WarmupLimit=0
RaceLimit=0

When activated and deactivated, it shows seconds remaining for the lap and total in the Message Center.
P2P remaining.jpg
 
Thanks Bill! I do need to update the first post, I hadn't added in any new parameters yet, either the newly documented ones or the 'hidden' ones.

One thing probably worth mentioning (here, and in the first post when I edit it) is that basically all parameters should be in there when editing a vehicle/upgrade. Trying to only enter the lines you'll need might not have the intended consequences (and from at least one report, definitely won't work in the case of the session restrictions)


*Updated first post
 
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Hello all,
I wanted to know if there is a way to use P2P continuously without using buttons ?
On Indycar IR18, i want to have full power all the time. i know one way of doing this is to just tweak engine power multiplier to get similar HP as P2P , BUT doing so fuel consumption won't change i believe.
i want to get P2P additional power with all of its consequences to engine like fuel consumption , temperature , wear ....etc
iirc P2P seems to affect fuel consumption when activated , probably it affects other engine related things too, so i thought this was best possible way to get job done with minimum tweaking needed
OR i have to go with engine power multiplier , along with other parameters.
so what you guys recommend ?
 
Hello all,
I wanted to know if there is a way to use P2P continuously without using buttons ?
On Indycar IR18, i want to have full power all the time. i know one way of doing this is to just tweak engine power multiplier to get similar HP as P2P , BUT doing so fuel consumption won't change i believe.
i want to get P2P additional power with all of its consequences to engine like fuel consumption , temperature , wear ....etc
iirc P2P seems to affect fuel consumption when activated , probably it affects other engine related things too, so i thought this was best possible way to get job done with minimum tweaking needed
OR i have to go with engine power multiplier , along with other parameters.
so what you guys recommend ?
I would say follow the Saying "Nomen est Omen" which in your Case, with the Name "Simulation_Player", means use it as it is. ;)
 
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evening all.. bit late to the party i see lol.. anyway does anyone know how i can make it so p2p only activates after 2nd lap.???
 
Do AI cars use P2P?

I doubt it. Since it's not free (unlimited) like DRS, it would take some logic to manage its use, and given rF2's flexibility probably also some car parameters to help make the AI use it realistically for different mods. Pretty sure the latter doesn't exist, and the former would have taken multiple iterations to tweak which I think we'd have heard of.
 
I doubt it. Since it's not free (unlimited) like DRS, it would take some logic to manage its use, and given rF2's flexibility probably also some car parameters to help make the AI use it realistically for different mods. Pretty sure the latter doesn't exist, and the former would have taken multiple iterations to tweak which I think we'd have heard of.

I seem to recall the DRS working for the AI, but it was always stuck open. So it was kind of pointless at the time. I wonder if that has changed given all the updates we've had over the years. I very rarely used to run formula type cars
 
I seem to recall the DRS working for the AI, but it was always stuck open. So it was kind of pointless at the time. I wonder if that has changed given all the updates we've had over the years. I very rarely used to run formula type cars
Yeah, that's what I said: DRS works because they just use it all the time, like a human would. No logic required.

(they only use it when available though, so it doesn't seem "pointless"?)
 
Yeah, that's what I said: DRS works because they just use it all the time, like a human would. No logic required.

(they only use it when available though, so it doesn't seem "pointless"?)

I should have been clearer. When it was stuck open, it would give the AI DRS, even when they're not in a DRS zone. That was my experience before but it sounds like that is not the case now judging from your comment.
 
I should have been clearer. When it was stuck open, it would give the AI DRS, even when they're not in a DRS zone. That was my experience before but it sounds like that is not the case now judging from your comment.
I'm not sure, and I've hardly raced against AI. I thought they only had it in zones, in tracks with zones defined (In other tracks they'll use it everywhere, but so can the player).
 
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