rFactor

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Ive got a question about iRacing...

Can you drive any car at any track?
For example, can i bring an Indycar to Brands Hatch? or a Nascar onto Silverstone?
 
Are they any really good tuning guides for rFactor? I know that it's very much mod dependent anyway.
 
Ive got a question about iRacing...

Can you drive any car at any track?
For example, can i bring an Indycar to Brands Hatch? or a Nascar onto Silverstone?

yeah you can. practice on any track you want. you can pay to hold races at any of the tracks already being run during that day/ week with any car you want, i think.
 
yeah you can. practice on any track you want. you can pay to hold races at any of the tracks already being run during that day/ week with any car you want, i think.

I see... i was just wondering because i tried searching for a vid with an Indycar around Silverstone but couldn't find any (youtube).
 
Are they any really good tuning guides for rFactor? I know that it's very much mod dependent anyway.

There doesn't seem to be a general tuning guide but Dominick's F1 tuning guide describes the basics which can pretty much apply to all cars (with a few exceptions of course):

http://gridmotorsports.com/forum/league/723889049/595195175/rfactor-f1-setup-guide.pdf

And another that is more aimed at F1 but does go into far greater detail:
http://www.if1c.hu/downloads/SetupGuide_EN.pdf
 
Race report-from Barcelona:

My weekend was always going to be compromised-I was unable to attend all practices, and as a rsult was forced to use somebody else's setup. I tweaked as much as I could during qualy, and put in a monster lap to grab 3rd.

I had a poor, poor start-Barrichello at Spa esque. However, I knew that I had lots of fuel, and I settles in for my first, 27 lap stint.

Barcelona being the prick of a track it is, I slowly overtook people, including two in one go down the the slowest corner, turn 9. Having finished lap one in 15th, I came into the pits 2nd, after others had already pitted etc, and came out seventh. Then the back of the pack forced a safety car-two laps of misery, after a four-car pileup at turn 10.
I got a good restart and immediately overtook a person, and then another after he was slapped with a drive-through for repeated dangerous blocking.

21 laps after my first pitstop, on lap 48, I pitted from second, to my surprise only falling to fourth.

Seventeen laps to go, and after pitstops promoted me back to second, it was time to have a go at the guy running in first. Five fastest laps in a row were dialled out-and the gap was closed to two seconds, with four laps remaining. I was cautious, as the dirty air was close, but on the final lap, the gap was 0.5 seconds. It was on. I passed him into the first corner, my compromised speed let him pass at turn three. We went in single file through four, five, six, seven and eight, and I pulled a move on him at turn nine. I succeeded, and I rubbed it in by tailsliding under power, to fill his helmet with smoke. I won, and celebratory donuts were a formality.
 
I'm having some serious issues that's making playing the game with mods impossible. So far I have only tried the SCC mod and at first it wouldn't load the cars so I deleted everything related to it from the rFactor folder. I than redid it and it loads the cars just fine however now it crashes while on the loading screen.

I'm also having problems with the cars/tracks already in the game. If I switch a series it will switch back to the SP Grand Prix series and the Spain track.

It didn't do either of these things before I tried modding it. I moved the folders to the right rFacor folders so I'm not sure what I'm doing wrong.
 
Not every vehicle mod works with the selector set to "all cars and tracks", and will crash upon track load, at around 85-90% completion. If you have the folders all set up exactly as they should be, then any given mod *will* work if you have the mod selector set to that particular mod, not AC&T.

You can make these such mods compatible with AC&T (requires editing the vehicle descriptor files), but it's a fiddly job and doesn't always work.
 
The above problem is what was wrong with the 1991 F1 mod. It would come up with an error, but continue to load, but instead of a car would be a very, very coarse saloon shaped car thing coloured grey when I tried driving it on All cars and Tracks.
 
The "coarse grey saloon" is the rFactor "temp car" - the model it uses when it can't find a car's model files, which is caused by the game not looking in the correct location for the data files.

For example, this is the search path for the MMG 07 F1 cars (to be specific, the BMW Sauber):
Code:
SearchPath=<VEHDIR>
SearchPath=<TEAMDIR>
MASFile=BMW_Sauber.mas
MASFile=BMW_Sauber_Textures.mas
MASFile=Teams_PE/MMGsharedfiles.mas
MASFile=cmaps.mas
The BMW_Sauberxxx.mas files are in GameData\Locations\Vehicles\MMG\F1\2007_Season\Teams_PE\BMW_Sauber.

When you're running All Cars and Tracks, <VEHDIR> (mod overridable, see the rfm files in \rfm) is set to GameData\Vehicles which means when rFactor tries to generate the model for the MMG BMW, it will look for the file BMW_Sauber.mas in GameData\Vehicles. Clearly it won't find it, and therefore the car won't load in AC&T. It works when the selector is set to just MMG 2007, because the mod's rfm overrides the VEHDIR path and redefines it as GameData\Vehicles\MMG\F1\2007_Season\ - and when rFactor starts looking for files using the 2007_Season folder as the initial directory it finds the files (it actually uses the TEAMDIR searchpath to dive a couple of folders deeper into the folder structure, using the team names to get the correct subfolder of 2007_Season\) and therefore works.

A counter-example - a mod that works in AC&T without any editing of the vehicle gens: GP1979
Code:
SearchPath=<VEHDIR>
MASFile=GP79\AlfaRomeo\Alfaromeo.mas
MASFile=GP79\GP_79_League_Edition\AlfaRomeo\Alfaromeo_LE.mas
MASFile=common_79.mas
MASFile=tyres_79.mas
MASFile=tachs_79.mas
The '79 Alfa's model file is found in GameData\Vehicles\GP79\AlfaRomeo\ (the first MASFile= line). xxx_79.mas are loose files and are installed into GameData\Vehicles - but that's not important in this example.

When using the default AC&T search directory of GameData\Vehicles, rFactor can find the car files right off the bat - it looks for GameData\Vehicles\GP79 \AlfaRomeo\Alfaromeo.mas and finds it.

Hope everyone managed to understand that. :lol:
 
I reinstalled the game and I'm still having this issue even if I have it set to the individual series. I figured I would try a different mod but it just did the same thing(reverted back to the SP Grand Prix car and the last track I was on before installing the mod).

I'm fairly certain I'm moving the files from the zip folder to the right ones in the rFactor folder.
 
Can't help with the first one but I got the second one from here.

http://www.rfactorcentral.com/detail.cfm?ID=NSS

I think the download I got had an installer that put it in the right place. I can't check that though since I'm at work at the moment.

I downloaded the FMS Tracks 2010 after that and I've not had any problems with it at all.
 
I have a question regarding the online racing. When I'm hosting a server through the game, not a dedicated one, how do I set the length of the sessions and time of day?
Also how does the car rank numbers work? I don't get it. I set the car rank type to vehicle, but when somebody joins it would let him choose any car he wants.
 
Single player settings should do the trick.

Regarding the trackday format I suggested, is anyone able to host? I know I can't-Bigpond goes screwy if I do.
 
I had to forward some ports on my router to be able to host. I don't use a firewall, but if you have one you should set it to pass the same ports, too. Google the ports, they're easy to find.

Do you understand how the rc rank minimum/maximum work?
Also how do I enable voting in my server?
 
I officially can now host-now all we need to do is work out a time.

A hosting rota would also be good-who hosts when.

I think it should be host's choice for mod/track-however there would be three weeks for which the same mod/track cannot be run.

Agreed?
 
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Yeah, I probably can't host, but I suppose one night we could just race on the site I race at's servers?

But yeah, sounds good to me. 👍
 
If they're happy to, then yeah.

Just let them know-two hour practice session, no quali, no race.

Also, can we use their teamspeak or ventrilo?
 
Well for example there is always a Touring Car Legends server up, we could all just go in there for a 2 hour practice.

Just had a look at renting a server got us, but to me seems too expensive (About $50 a month). So one of us will have to host or maybe we can just use what Adrenalin Factor has to offer (normally FVRV8_10 (although this needs skin pack, rfm, and Adrenalin version of the track), TCL, and a few other servers with random cars and tracks).

Regarding Ventrilo. I (TT-R) have a Vent server (10 slots), I can always upgrade this to 15 maybe 20, but for now we have 10. Depends on how many of us have a race I suppose. 👍

TT-R vent details at our site - http://transtasmanracing.com/tt-r-ventrilo-server-t139.html

EDIT
Oh and here is the round 1 Video that I made for Adrenalin Factor's FVR V8 Supercars league. Abu Dhabi was round 1, I won race 1 and came 7th in race 2 after starting 32nd due to a net drop out in warm up. Good fight back, but the TT-R PS3/GT commodore got into trouble multiple times with my driving labelled "dirty" by many. To be fair, I did drive pretty poorly in race 2...

 
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I think Thursday night would be a good start for me-I will however guage popularity first, and try to work out whther there is a better night.

Probably start at 7pm AEST-I know that'll hurt you Sharky, but the majority counts here, I reckon.

I will host first, if you guys don't mind, and I think that we'll start with some F1's-purely because they're fun.

Whether we go with FSONE, if it comes out in time, or WCP, is irrelevant.

Unless you feel like MG, which is a pile.
 
Well Thursday night is no good for me this week but most week's it's fine. I'd be happy to race what ever too. 👍

Just give us a heads up on the tracks and cars we need to download.

And are you going to host? Because there is NO WAY my connection could hold more than about hmmmm, myself. :lol:
 
I really like the FVR V8 mod, I hear that ORSM is pretty close, within a month, to putting their new one out (V8Factor Unleashed) so we'll see who did better for the 2010 year.

Mad94d: Do you like racing with Holden or Ford more?
 
I really like the FVR V8 mod, I hear that ORSM is pretty close, within a month, to putting their new one out (V8Factor Unleashed) so we'll see who did better for the 2010 year.

Mad94d: Do you like racing with Holden or Ford more?

I'm a Holden Fan. :D So our TT-R FVR cars are VE's.

I'd like to have an FVRV8_2010 night at some point. 👍 Great cars.

Apparently, V8Factor Unleashed is not coming out for aages more, heard it through a few of the league guys I race with (whether it's true or not, nobody knows, reminds me of PD). I've heard the ORSM guys have got Paid work at the moment. ;)
 
Someone over at Simraceway was telling me the same thing (that this would be ages before a release), when I checked around most people were saying that ORSM is going to focus on 2009-2010 and release 2007-2008 later instead of in one package so they can release it publicly a lot faster. I checked the ORSM forums and this may hold some weight: "Too much work has gone into the 2007 and 2008 seasons for those to be scrapped. They will be released but for now our focus is the 2009 and 2010 seasons." I don't know though, this FVR one is good enough for me. 👍

I like the Commodore's too. Do you play on Race2Play at all? If so, are you signed up for any of the upcoming V8 events?
 
I like the Commodore's too. Do you play on Race2Play at all? If so, are you signed up for any of the upcoming V8 events?

I race mainly at Adrenalin Factor but i'll check out Race2Play.

Just had a look at R2P, got no idea where to find anything there. :lol:
 
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