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Thread: Advanced Rules Settings

  1. #1
    ISI Staff Staff Tim Wheatley's Avatar
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    Advanced Rules Settings

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    Flag Rules affect black and yellow flags. Turning it off completely allows users to do pretty much anything without getting disqualified. Setting it to Black Only is a good choice if you want players to get penalized or disqualified for jumping starts, driving backwards on track, etc. Local yellow flags will still be shown if Flag Rules is set to Black Only, but there will never be full-course cautions. Setting Flag Rules to Full will have the same rule enforcement as Black Only, but with occasional full-course cautions. By default, there will need to be at least a couple vehicles blocking the track to enact a full-course caution (see the unsupported External Options for information about how to tweak the sensitivity for causing full-course cautions).

    Fuel Usage sets how quickly fuel is burned up. Turning it off will mean that basically no fuel is necessary to race (you must start with at least 1 liter, regardless). Normal will burn fuel at a realistic rate. X2 through X7 will cause the fuel to burn at between twice and seven times the realistic rate. This causes more frequent pitstops, so strategy may be more important in short races.

    Tire Usage is similar to Fuel Usage, but works on tire wear.

    The default value for Mechanical Failures is "Time Scaled". This means that the rate of wear on the engine and other components is adjusted based on the length of the race. For longer races, the vehicle automatically becomes more reliable, so that you have roughly the same chance of finishing a 10-minute race as a 24-hour race without a mechanical failure. Another setting is "Normal". This is not recommended if you plan on competing in races longer than two hours, as the normal design of the vehicles in rFactor is to last through a two-hour race and not much more. Finally you can simply turn Mechanical Failures "Off" altogether. Note that random variance can cause some vehicles to expire before others - this is true to real-life mechanical failures.

    Private Testing indicates whether you desire to have AIs join you when you select "Testing" under the Control icon. Setting it to On allows you to be the only car on track. If you get lonely, turn the option Off.

    AI Drivers sets how many additional vehicles you will compete against in single player modes (Race Weekend and possibly Testing if Private Testing is off). Competing against more vehicles gives you a better chance of earning credits.

    Race Grid Position dictates your position on the grid ONLY if the qualifying session is completely skipped. You can skip the qualifying session by selecting the Race Details tab when going into Testing or a Race Weekend.

    Race Start Time sets the time of day when the race starts. You can set the time to any half-hour or set it to "Track Default", which will start the race at the typical time for the given track. This option ONLY affects the race session and testing, not practice, qualify or warmup.

    Race Time Scale configures how fast the time of day goes by. The choice "Normal" will have time go by at a normal rate, where one hour real time equals one hour game time. X2 through X60 will cause the time of day to appear to pass between twice and sixty time normal rate. For example, one minute real time will cause an hour of game time to go by at X60. Use this to see the wonderful game transitions between day and night and back to day again. Another setting is "Use Race %", which will scale the transitions based on how long the race is set to. If the race is typically 24 hours, but you decide to do 24 minutes, then a whole day->night->day transition will happen during your race. This option ONLY affects the race session and testing, not practice, qualify, or warmup.

    Type Of Start has four choices: Standing causes the race to be a standing start, where all participants are parked and accelerate at the green light. Formation/Standing is similar, except that the vehicles do one lap at reduced speed, park back in their starting locations, and again accelerate at the green light. Rolling starts have the cars follow the safety car around for one lap. Near the end of the lap, the safety car pulls into the pits while the other cars head towards the start/finish line at a reduced speed. When the vehicles near the start/finish line, the green light goes and everybody accelerates. The final Type Of Start setting is Use Track Default, which will start the race in the default format for the given track (ovals generally use rolling starts and road courses usually use standing starts).

    Race Length Type, Race Laps, and Race Time are all related and affect how long the race will last. If Race Length Type is "Laps", then the race will last for the number of laps given in the option Race Laps. If the Type is "Time", then the race will last for the amount of time given in the option Race Time. If the Type is "Laps and Time", then the race will last for the number of laps or the amount of time, whichever comes first. If the Type is "% Track Default", then it will again be run by both laps and time, and will be a percentage of the default race length for the given track.

  2. #2
    Newer Member Neo's Avatar
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    Hi! I've read the topic above, but I don't quite understand how to make full day-night-day transition in the following conditions: I want the 24-hour race last 2 real-time hours and have full day-night-day transition within this amount of time. So what should I set in "Race Time Scale", "Race Length Type" and "Race Time"? Hope for your support.

  3. #3
    Registered Max Angelo's Avatar
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    Race lenght type (time or laps): Time
    Race Time (the real lenght of the race): 2h

    Race Time Scale (the time multiplier of the day/night transition): the GUI multipliers are x2, x3, x4, x5, x10, x15, x20, x25, x30, x45 and x60, so your exemple (24h in 2h) is not possible in game, but may be possible via plr, editing the line (never tried, not sure it works),

    QUICK RaceTimeScale="1" // -1 = use race distance percentage, 0 - 60 = multiply time by given factor

    setting the value to 12.

    The line for online multiplier is

    MULTI RaceTimeScale="1"

    If the plr editing doesnt work you could set

    Race Time: 1h 36m

    and

    Race Time Scale: x15

    or

    Race Time: 2h 24m

    and

    Race Time Scale: x10

  4. #4
    Newer Member Neo's Avatar
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    Thanks. But from the article abow I thought that choosing "Use Race %" as Race Time Scale must must scale 24 game hours to any amount of real time. Thanks anyway

  5. #5
    Registered Lazza's Avatar
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    It scales the 'default race length' to your selected time. For example, I believe Toban has a default race length of 60 laps / 120 mins. If you set the time scale as "Use Race %" and have a 20 minute race, that default 120 mins will pass in your 20 minute race. It's fairly approximate though, especially if you set your race time very short.

    So, to have a virtual 24 hours pass in whatever length race you're running, the default race length for the track/mod needs to be 24 hours. I believe this is set first in the .rfm, but then in the track .gdb (i.e. it can override the .rfm value).

  6. #6
    Newer Member Neo's Avatar
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    Thanks a lot. I'll try this.

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