I'm trying to set the vehicle tires/brakes values in the vehicleclass.ini file for the stock cars. I started the debug.log and got the correct name for the car I selected. [2015 Titan StockCar]. My question is what is the category.name= and where do you get that?
You can extract the mas file of the car and have a look into a veh file, or you could use carstat2 (search the forum), to get the category.
Thanks for your amazing work, i have a few suggestions for the plugin, -Instead of " accident in sector x", could add an event to tell the name of the driver, " drivername has an accident in sector x"? - will be very nice in the race pitoutevent to know what tires other drivers are using, like " drivername is using soft tires"?, or with freepie saying the name of the driver and telling you the tires they have - an event to know when someone enter in the server like a sound or drivername, in and out track? Just a few ideas i dont know if they can be done, but thanks and waiting your updates
Don't remember but if tires info are in the telemetry part of the API (I think yes) Those data are available only for you, not for oponnents. Envoyé de mon GT-N7105 en utilisant Tapatalk
No problems so far while testing in online practise with newest version. Last race was still with an older version. Next race will be with 2.0.4 and 1.9. looks all good so far.
Can't give Feedback ATM because I've to rule out the reason for CDT. Because of this I've disabled all plugins for testing and analyzes. (After I extended my Rig with SimX Stage 1 Parts and a new cabling) Regardless of the circumstances, I am very satisfied with the plugin and how it works.
Is there any way to seperate spotter sound from the rest of the audio? I'd like to put the spotter through headphones to isolate it but I can't find a method to do so. It sounds like you adjust volume through the spotter volume control in the rF2 interface, so I'm thinking perhaps the developers would have to add an option to use different sound outputs, or use the Windows default communications device.
Il don't know if it is possible. I will make some searches. Envoyé de mon GT-N7105 en utilisant Tapatalk
Thanks, Gerald. I have the feeling it's an outstanding option for the developers to add, but maybe there's a sneaky workaround somewhere.
Please, someone can get the voice packet in German. In the version I think rfactor1 were SirMaverick but all the links I find are old and are no longer operating. regards, Corti.
Sound Pack Spotter Français Disponible Cliquer ICI pour télécharger le SoundPackFR Réglage AUDIO conseillé
No but Ive got spotter said - this is your last lap or sth like that whilst there are 3 minutes left in the timed race - and when timer runs out and white flag is out , it says well done- while i still have 1 more lap- battling for podium p3 - i threw it all away last week cos i drift as soon as i heard those- then finished p4 lol. This is online vs human no AI race. Sent from my iPhone using Tapatalk
Great mod, thanks a lot guys. Just one major gripe for me at the moment. I only play against the AI and tend to spin of quite a bit. I then pit to repair damage. The sound of the wheel guns is on a loop (I presume), so if I'm in the pits awhile, the wheel gun is continuous. Any chance of having the wheel gun sound only play four times (The amount of wheels) followed by some ambient mechanical type sounds for the rest of the pit duration? One other thing, when the work in the pits is finished, is it possible to have an audio prompt to leave? Edit: Just served a stop and go. Wheel nut gun played the whole time
I have found that if I edit the spotter.ini in the section for "blueflag.distance" and set it to "=30" the spotter will match exactly the games blue flag indicator.
If your running timed events the best option is to open your default rules.ini and go to rule #30 (remaining laps) and directly under rule 30 add the line "enable=0". This way you don't hear "laps remaining" during a TIMED event.
I want the spotter to tell me my time at the end of each lap. The code below does that. It uses either Laptime or LastLaptime with S3 as the trigger. Laptime/LastLaptime contains the number of seconds to do the lap so it has to be converted from seconds to minutes/seconds. Fro example, if you run the lap in 2 minutes and 20 seconds, Laptime will contain 140 seconds. This will give a time as "Your time for that lap was three one four point one five nine." You will need a rule rule calling it and a wav/mp3 file for the "Your time for that lap was" and for "point." Event=MyLap { // Event properties (note that these are not applied if this event is played by another event) Detail=1 Spacing=0.0 Priority=1 Probability=1.0 TTL=10.0 Break=0.25 // Repeat until duration ends Repeat=Off Duration=0.0 // Play introduction to laptime //I need to set the volume really high because my wav file of the "Your time...." was way too low Volume=10 File=Your_time_for_that_lap_was.wav //Set the volume back to 1 for the numbers Volume=1.0 // Incoming is time in seconds so 3:14.159 = 194.159 Variable=Input1IntFunc,1,60,10 // This gives me the minute { Value=1 { File=1.wav } Value=2 { File=2.wav } Value=3 { File=3.wav } Value=4 { File=4.wav } Value=5 { File=5.wav } Value=6 { File=6.wav } Value=7 { File=7.wav } Value=8 { File=8.wav } Value=9 { File=9.wav } Value=0 { File=0.wav } } Variable=Input1IntFunc,1,10,6 // This gives 10 seconds { Value=1 { File=1.wav } Value=2 { File=2.wav } Value=3 { File=3.wav } Value=4 { File=4.wav } Value=5 { File=5.wav } Value=6 { File=6.wav } Value=7 { File=7.wav } Value=8 { File=8.wav } Value=9 { File=9.wav } Value=0 { File=0.wav } } Variable=Input1IntFunc,1,1,10 // This gives the unit second { Value=1 { File=1.wav } Value=2 { File=2.wav } Value=3 { File=3.wav } Value=4 { File=4.wav } Value=5 { File=5.wav } Value=6 { File=6.wav } Value=7 { File=7.wav } Value=8 { File=8.wav } Value=9 { File=9.wav } Value=0 { File=0.wav } } //This say the word "point" for the decimal point File=point.wav Variable=Input1IntFunc,10,1,10 // This gives tenth of second ( Value=1 { File=1.wav } Value=2 { File=2.wav } Value=3 { File=3.wav } Value=4 { File=4.wav } Value=5 { File=5.wav } Value=6 { File=6.wav } Value=7 { File=7.wav } Value=8 { File=8.wav } Value=9 { File=9.wav } Value=0 { File=0.wav } } Variable=Input1IntFunc,100,1,10 // hundredth { Value=1 { File=1.wav } Value=2 { File=2.wav } Value=3 { File=3.wav } Value=4 { File=4.wav } Value=5 { File=5.wav } Value=6 { File=6.wav } Value=7 { File=7.wav } Value=8 { File=8.wav } Value=9 { File=9.wav } Value=0 { File=0.wav } } Variable=Input1IntFunc,1000,1,10 // 3141 x 1000 / thousandth { Value=1 { File=1.wav } Value=2 { File=2.wav } Value=3 { File=3.wav } Value=4 { File=4.wav } Value=5 { File=5.wav } Value=6 { File=6.wav } Value=7 { File=7.wav } Value=8 { File=8.wav } Value=9 { File=9.wav } Value=0 { File=0.wav } } }
Wow this is a great plugin, I was not expecting all that flexibility! Thank you for putting this out there. I was wondering the same thing as you @BoothJoe, so I will definitely try your Event. On a side note, I saw your missing a { after the Variable=Input1IntFunc,10,1,10 // This gives tenth of second line. Great work guys, keep it up!
nstallation: - Copy fmodex64.dll into <rF2Core>/Bin64 (not under Bin64/Plugins) - Copy fmodex.dll into <rF2Core>/Bin32 (not under Bin32/Plugins) - Copy SpotterPlugin_x64.dll into <rF2Core>/Bin64/Plugins - Copy SpotterPlugin.dll into <rF2Core>/Bin32/Plugins - Copy the Spotter directory itself in the <rF2Data>/UserData/player, so for example, the Spotter.ini file will be <rF2Data>/UserData/player/Spotter/Spotter.ini in rf2 core there is no bin64 folder...how do i install ??