rFactor

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One 10 lap race at OldRing with the Cortinas and I can tell the settings improve everything. The AI wasn't having issues navigating chicanes as before they had a tendency to spin out going through them. I did see a few impact marks on the wall at the hairpin, so I can tell they still make mistakes there. AI was consistent though. I started 5th out of 17 in a random order qualifying and finished 2nd by about 1.2 seconds. Two cars had to pit and one was a DNF, which I assume were the cars that had impacted the wall, but 1st through 14th was within 40 seconds after 25 minutes of racing had taken place. 👍

Also, I caught the leader after the race ended and was able to get overlap on him and forced him over to the other side of the track to test if the multiple line thing worked, and it does. He had to back off to make the corner instead of the previous behavior of using me as a turning assist.
 
One 10 lap race at OldRing with the Cortinas and I can tell the settings improve everything. The AI wasn't having issues navigating chicanes as before they had a tendency to spin out going through them. I did see a few impact marks on the wall at the hairpin, so I can tell they still make mistakes there. AI was consistent though. I started 5th out of 17 in a random order qualifying and finished 2nd by about 1.2 seconds. Two cars had to pit and one was a DNF, which I assume were the cars that had impacted the wall, but 1st through 14th was within 40 seconds after 25 minutes of racing had taken place. 👍

Also, I caught the leader after the race ended and was able to get overlap on him and forced him over to the other side of the track to test if the multiple line thing worked, and it does. He had to back off to make the corner instead of the previous behavior of using me as a turning assist.

Did any of them try any crazy corner cuts? They do that at Knockhill sometimes for me :lol: , getting passed by a car sliding across the grass on the kerbing is a shocker :lol:
 
Did any of them try any crazy corner cuts? They do that at Knockhill sometimes for me :lol: , getting passed by a car sliding across the grass on the kerbing is a shocker :lol:
Didn't notice any, but OldRing isn't a track where shortcutting a corner happens. I'll have to try other tracks when I get a chance. I should probably try other mods as well. Historic, while fast (I have it set to 80% strength and it gives the same results that most mods set to 107% give me) is very conservative in driving style.
 
@GTPorsche @RACECAR gonna take these values for a spin? :)

Whenever the hell I can make sense of it all, sure :lol:

The few times I raced (both times with spec cars), I've always been wary about messing with the difficulty. Not sure what setting makes it so that its not impossible yet its not so easy that the AI gives no fight.
 
You can adjust those settings above, and then adjust difficulty in game later on. It won't overwrite the plr file settings you'd be changing. It's a bit of trial and error since not all mods works the same in regards to AI difficulty.
 
You can adjust those settings above, and then adjust difficulty in game later on. It won't overwrite the plr file settings you'd be changing. It's a bit of trial and error since not all mods works the same in regards to AI difficulty.

Does it work with enduracers? That's the mod I did my last two races.
 
Great .plr! I have it setup with your settings and damage cranked up to 200% and it works amazingly!

Edit: Just finished a race on hadenring (Or something similar) with these settings. Really fun race on a track I'm bad at. I just fly by the AI on the straights but it's balanced out by me being so slow in the corners. I feel like I'm in an X1 round that track in the FISI!
 
Alright. My tweaks for anyone who is interested. Firstly the player file. This is found in your userdata folder. In my case it would be: UserData\Alex Coady and be the file Alex Coady .PLR file. FEEDBACK APPRECIATED!

Make a backup of this file and move the back up outside of the RF folder or clashes may happen.

Find the following lines and change to the following. Bold is my explanation of why.

AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel) This is recommended by many modders, I just stick it in.

AI Fuel Mult="0.99000" // Additional fuel multiplier for AIs because of their driving style Same as above.

AI Tire Model="1.00000" // 0.0 = use AI peak slip, 1.0 = use player's dynamic slip, or a blend between the two (can be overrode in TBC with AITireModel) AI use the players tire physics.

AI Brake_Power Usage="1.28000" // Fraction of theoretical brake power that AI attempt to use (can be overrode in HDV) Power of the AI brakes. The higher the harder the AI brake and the quicker there deceleration is. 1.28 may seem a high number the reason why will become very clear.

AI Brake_Grip Usage="0.92500" // Fraction of theoretical brake grip that AI attempt to use (can be overrode in HDV) The higher this is, the better the AI thinks it can brake on the road. If this is too high in partnership with the "AI_Brake Power Usage" line then AI cars will think they have tons of braking grip and run straight off and crash.

AI Corner_Grip Usage="0.98000" // Fraction of theoretical cornering grip that AI attempt to use (can be overrode in HDV) Also works in relation to the above, I would not raise it above this.

AI Max Load="4500.00000" // Maximum total load to set up theoretical performance tables (can be overrode in HDV) A big one. The lower the Max Load, the harder AIs corner, accelerate. With the wrong settings AI will just understeer and speed off the road. They also will attempt more interesting overtakes. If you are not happy, 10000 is better suited for say, endurance races.

AI to AI Collision Rate="40" // Detection rate per second (1-40) for AI-to-AI collisions More accurate collision physics. If you have CPU problems, change to 20.

Auto Line Smooth="3" // 1 = fastest line, 2 = inside/outside, 3 = fastest and inside/outside AI don't just use one racing line.

AI Limiter="0.00000" // Range: 0.0 (no limiting) - 1.0 (limiting used to make racing closer but also make more driver differences on flat-out tracks) 0.0 means the AI will drive there very hardest whole time, which means they do spread out a little more. If you don't like this, I do not recommend going above 0.250000

AI Mistakes="2.00000" // a range of (intentional) AI mistakes from 0.0 (none) to 1.0 (sometimes). Anything above 1.0 multiplies the frequency The AI Limiter means in theory they should drive perfect races. This line however means they will make mistakes and crash more. 1.25 is lowest I would reduce this to.

Vehicle Removal="120.00000" // Seconds until stationary vehicle is removed from track
Debris Removal="120.00000" // Seconds until stationary debris is removed from track
Parts Duration="120.00000" // Seconds after parts break off before disappearing
Self explanatory. If a car is retired and stopped, it will be moved off of the track a full 2 minutes (120 seconds) after it stopped moving. A car dissapearing off track after 5 seconds isn't realistic after all.





.HDV tweaks (optional)

Vehicle physics - often found in RGameData\Vehicles and then mods and cars folder.

AIMinPassesPerTick=8 2 is default. This is to do with how much CPU AI uses for calculating cornering physics. The more you use, the higher your CPU rate will be but also AI cars will be faster and more stable and accurate. 8 is what I can get away with on the Super Touring mod due to it being very fps friendly, but even a change to 3 or 4 can help. DO NOT set to 1, or AI physics can go very wonky.

AITorqueStab=(0.65, 0.65, 0.75) // torque adjustment to keep AI stable Stability of a car under Acceleration, Deceleration and Cornering. May vary from 1.0 to 0.5 depending on the mod. Too low and AI wreck and flip and crash like paper.



Damage files i'll work on later :)





Would you recommend these settings for open-wheel mods? I'm about to try them now.
 
DK
Would you recommend these settings for open-wheel mods? I'm about to try them now.
Open wheel physics are different primarily in damage form. I'm hoping to have something to share with you guys by end of the week...
 
I just changed blue flag rules in the plr file from default of "3" to "1", which takes it from show and penalize within .5 seconds to show but never penalize. Doing multi-class races and using cars that aren't in the top class makes it annoying to be threatened with penalties any time the cars ahead are coming through and having to give up a position battle because the AI is never penalized for blue flag violations.
 
I just changed blue flag rules in the plr file from default of "3" to "1", which takes it from show and penalize within .5 seconds to show but never penalize. Doing multi-class races and using cars that aren't in the top class makes it annoying to be threatened with penalties any time the cars ahead are coming through and having to give up a position battle because the AI is never penalized for blue flag violations.
I just have flag rules off, yellows show automatically anyhow.
 
I have flag rules on but full course yellows never happen anyway. Did a test race with Enduracers GT classes and at one point, the entire track was blocked when one AI made a mistake and caused a pileup. Would have expected an FCY for that but it stayed local instead.
 
I have flag rules on but full course yellows never happen anyway. Did a test race with Enduracers GT classes and at one point, the entire track was blocked when one AI made a mistake and caused a pileup. Would have expected an FCY for that but it stayed local instead.
Tried a race using Furi's .plr setup but with AI mistakes on 5 and there was a huge pileup on turn 1 with over half the grid involved while I got away scot free. Got full course yellow (I got up to 3rd from 22nd) and a driver in a red FISI rolled it on the final turn of the final caution lap and I cooked the engine driving so slow
 
OldRing normally causes cars to make mistakes in the final corners of the track, regardless of settings or mod used. The AI just tries to take it flat out when it's not possible.
 
I have written to the creator of the original Super Touring mod (if he is still around) asking for his permission to update his 1.61 mod and publicly release. I already have new engine sfx, reworked physics, new tyres, and all tracks (and I have managed to get reverse grids as well from Qualifying, currently got a Knockhill reverse grid).

As i've shown on here, all seasons now have there own RFM, artworks and UI. The UI has been taken from WES mod but I am working on editing that. However I got a feeling EvoMonkey is not around anymore. By any stretch, it is a private project that I would be more than willing to give to the public if I am given permission.
 
I have written to the creator of the original Super Touring mod (if he is still around) asking for his permission to update his 1.61 mod and publicly release. I already have new engine sfx, reworked physics, new tyres, and all tracks (and I have managed to get reverse grids as well from Qualifying, currently got a Knockhill reverse grid).

As i've shown on here, all seasons now have there own RFM, artworks and UI. The UI has been taken from WES mod but I am working on editing that. However I got a feeling EvoMonkey is not around anymore. By any stretch, it is a private project that I would be more than willing to give to the public if I am given permission.
Great stuff
 
Hi guys,just wanted to ask if someone can share some tips in how to tune the suspension settings on open-wheel cars and tire pressure as well,been playing rfactor for over 3 years but never tried to mess with all that,the help will be much appreciated.
 
Hi guys,just wanted to ask if someone can share some tips in how to tune the suspension settings on open-wheel cars and tire pressure as well,been playing rfactor for over 3 years but never tried to mess with all that,the help will be much appreciated.
What are you looking to get out of the suspension settings?

As for tire pressure, lowering it increases lateral grip, while increasing it reduces lateral grip.
 
What are you looking to get out of the suspension settings?

As for tire pressure, lowering it increases lateral grip, while increasing it reduces lateral grip.

Well,to be specific,I have problems with understeering in the F1-sr 1993 mod,those cars barely turn so I want more oversteering.
 
Well,to be specific,I have problems with understeering in the F1-sr 1993 mod,those cars barely turn so I want more oversteering.
You'll want to lower the settings in the front, and raise the settings in the rear. Do it little by little, that way if something isn't to your liking, you can revert the thing you changed and try adjusting something else.
 
So, I've been asked to alter number plates for a mod. Unfortunately, the cars I've been sent are .GTR and .CAR. files. So, what exactly reads this kinds of files? Paint.net sure doesn't.
 
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