Wish to all Vehicle Modders - Pitcrew in rFactor2

Discussion in 'Vehicles' started by GauchoRS, May 29, 2015.

  1. GauchoRS

    GauchoRS Registered

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    these days I experimented a F1 mod and was surprised by a complete pitcrew on the latest release of ISI Malaysia.
    ok, its NOT animated, but its far better then a red rectangle on floor.

    With this option in player.json, I turned on ALL pitcrews

    "Pitcrew Detail Level":2,
    "Pitcrew Detail Level#":"0=Off, 1=Player Only, 2=Everybody",

    My wish to all modders is to include the team related textures (wc_extra_XX.dds) to make in possible to identify the own pitbox.
    Perhaps some modifications to track definitions is also needed?

    View attachment 16807
     
  2. MikeeCZ

    MikeeCZ Registered

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    Can u test if that works on every track?
     
  3. Eddy

    Eddy Registered

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    And other cars 2....please ;)
     
  4. GauchoRS

    GauchoRS Registered

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    the pitcrew depends on the vehicle mod.
    I tested the F1 mod on various tracks, including third party tracks and it always worked.
    After changing the car I had only the red rectangle on floor.

    View attachment 16843
    View attachment 16842
     
  5. Eddy

    Eddy Registered

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    Thnx
     
  6. GauchoRS

    GauchoRS Registered

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    may be ISI have had plans to implement a pitcrew object to the UI. But in 3 years we didnt got this....

    so as a workaround some modders included a pitcrew as a startbox.gmt in the .mas file and VOILA !

    so I beg to more mod developers to do it in the same way, PLEASE.

    View attachment 16846
     
  7. MikeeCZ

    MikeeCZ Registered

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    what is this "starbox.gmt"? is that some mandatory name? are they animated? To they differ depeding on the nature of the pitstop?
     
  8. Coutie

    Coutie Moderator Staff Member

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    That's not the ISI pit crew. I'm guessing it's part of that F1 mod you're using. You can see the ISI one in devmode at joesville(I don't know if other tracks work).

    Edit: I read your post again. That mod team would have to let other people use their pit crew.
     
  9. GauchoRS

    GauchoRS Registered

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    well, as far as I know, startbox.gmt is the mandatory name the game is waiting for. There is one for clockwise (right) and anticlockwise (left). They are not animated because this comes from rfactor1.

    its not the way ISI had planned it with rF2, but its a good workaround, which works with the vehicle mod and gives as more immersion than a simple flashing rectangle.

    I would like to encourage every modding group, who has build a pitcrew in rfactor1 to publish the datafiles here for common use in rf2
     
  10. samcar304

    samcar304 Registered

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    Hello, this maybe slightly off topic but where did you get that F1 mod?
     
  11. Wishmaster

    Wishmaster Registered

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    Just did a quick test and it works.

    [​IMG]
     
  12. GauchoRS

    GauchoRS Registered

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    yes, it looks really promising !!

    hopefully more people will follow this

    View attachment 16888
    screenshot by whishmaster
     
  13. MikeeCZ

    MikeeCZ Registered

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    That is like bilion times better than what we have, the only questions that remain now are optimization (poly count) and animations which speed would have to be affected by the pit stop time. That would make me a happy man.
     
  14. Guimengo

    Guimengo Guest

    I think it's the F1 2014 worked on by rF2 mods.
     
  15. jefcam

    jefcam Registered

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  16. jefcam

    jefcam Registered

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    is this animated or static?
     
  17. Emery

    Emery Registered

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    From the source quote: "ok, its NOT animated, but its far better then a red rectangle on floor."

    Sure looks like everybody is forgetting the complications of animating pit crews:
    1) correct number of over-the-wall crew depends on race series & vintage being simulated
    2) correct style of jacking is dependent on race series & vintage being simulated
    - a) one side at a time (floor jack)
    - b) one end at a time (formula car jack)
    - c) whole car (air jacks)
    3) correct refueling method is dependent on race series & vintage being simulated
    - a) milk jug & funnel (very vintage!)
    - b) big metal can (NASCAR, vintage)
    - c) big plastic can (modern amateur series)
    - d) trackside hose w/tall tower (vintage TransAm & Can Am)
    - e) trackside hose w/fuel tank
    - f) overhead hose w/fuel tank
    4) Location of fuel filler is dependent on car being simulated
    5) Crew location is dependent on track/pits direction
    6) Crew apparel is dependent on race series & vintage being simulated
    7) Time editing these details is time NOT spent on modeling the car
     
  18. Marc Collins

    Marc Collins Registered

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    Not to mention the massive frame rate hit in the place that already has the lowest frame rates. I'd be satisfied in the short run with some sort of eye-level floating arrow or more highly visible indicator than the red rectangle on the ground.
     
  19. R1CHO

    R1CHO Registered

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    fighting a losing battle bro we been screaming for years
     
  20. INTEL48

    INTEL48 Registered

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    some time ago, I was playing with animated pits, and somehow...I dont know how i did it, but we had DEV mode pit animation in an online session, Richo probably remembers, it was at Adelaide track, from memory, everyone downloaded a mas file I created, and relpaced it in core somewhere.....will try to remember how I did it
     

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