Eigenen "Mod" erstellen!

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    • also ich kanns dir auch nur kurz anreißen, wie ich das machen würde und wie es theoretisch aussehen müsste (alle Ordner etc. musste natürlich so anpassen, dass es auf deinem System passt):

      1. Verzeichnisse erstellen und Dateien kopieren:

      erstellen:
      ~/rF/Vehicles/FormulaDivident/

      kopieren:

      Inhalt des Ordners ~/rF/Vehicles/MMG/F1/2007_Season/
      kopieren nach ~/rF/Vehicles/FormulaDivident/

      den Ordner ~/rF/Vehicles/ChampCarLola/
      kopieren nach ~/rF/Vehicles/FormulaDivident/

      2. rFm erstellen (durch Kopie einer anderen rFm):

      ~/rF/rFm/FormulaDivident.rfm

      3. Inhalt der rFm ändern:

      Quellcode

      1. // Game/Season Info:
      2. Mod Name = Formula Divident
      3. Track Filter = *
      4. Vehicle Filter = OR: CCWS GROUP1 GROUP2
      5. SafetyCar = CLK_63_AMG.veh
      6. Matchmaker = match.rfactor.net
      7. Matchmaker TCP Port = 39001
      8. Matchmaker UDP Port = 39002
      9. Loading Bar Color = 16750848
      10. RaceCast Location = racecast.rfactor.net
      11. Max Opponents = 77 // maximum opponents in practice/quick race/grand prix/championship
      12. Min Championship Opponents = 3 // minimum opponents in championship only
      13. ConfigOverrides
      14. {
      15. VehiclesDir=GAMEDATA\VEHICLES\FormulaDivident\
      16. //OSCFile=MMG07.OSC //if you want to use the MMG07 UI enable or disable this!
      17. }
      Alles anzeigen


      ich denke so sollte es gehen...SICHER bin ich mir nicht, von daher einfach immer schön auf die Fehler achten und natürlich auch mit Trace starten, damit Fehler protokolliert werden ;)
      "Beim Beschleunigen müssen die Tränen der Ergriffenheit waagerecht zum Ohr hin abfließen." - Walter Röhrl
    • So hab zwar alles hin bekommen (ist ja ein riesen Autwand die ganzen gen und veh dateien umzuschreiben, aber es funktioniert wann mann deiner Anleitung folgt! Vielen Dank dafür!), aber jetzt hab ich noch eine letzte
      Frage. Bei den Grand Slam Autos hab ich das Problem das ich auch bei
      der niedrigsten schwirigkeit (70%) kaum mithalten kann. Da bin ich nach
      ner stunde so fertig das gibt es gar nicht. Weiß jemand ob man das in
      einer Datei ändern kann?

      MFG
      Man sollte immer versuchen, dass Heck hinter sich zu halten!
    • in der HDV gibts so einen Eintrag der iwie "AI Speed per Waypoint" oder so heißt...die werte geben halt an wie schnell an den einzelnen Wegpunkten der AIW die KI unterwegs sein soll...ich kenn mich nur mit den Werten nicht aus...ich weiß aber das uns Spacekid da Ahnung von hat (oder hatte!?)

      ansonsten probier ma einfach aus, ob du wenn du die Werte runtersetzt besser mithalten kannst ;)
      "Beim Beschleunigen müssen die Tränen der Ergriffenheit waagerecht zum Ohr hin abfließen." - Walter Röhrl
    • Also da ich mitbekommen habe das der CTDP06er Mod erschienen ist. Habe ich mich entschlossen diesen mit den Champcars zu fahren passt ja auch viel besser.(Vor ner Woche Rfactor wierder rausgekramt.)
      (Und was ist diese Trace?

      So nun RFM dafür angelegt die wie folgt aussieht:
      Aber es will trotzdem nicht, wo liegt der Fehler?
      Ich starte Rfactor über die CTDP06 Centrale wähle den Mod aus und starte.
      Doch er zeigt mir nur kurz den startstreifen, dann gehts nicht weiter.
      Und das Programm beendet noch bevor es in den Vollbildmodus geht. Ohne Fehlermeldung.
      Entschuldigt mich für diesen langen Quellcode....

      Quellcode

      1. // Game/Season Info:
      2. Mod Name = Formula Divident
      3. Track Filter = *
      4. Vehicle Filter = CTDPF1_2006, CCSW
      5. SafetyCar = AMG_CLK63.veh
      6. Matchmaker = match.rfactor.net
      7. Matchmaker TCP Port = 39001
      8. Matchmaker UDP Port = 39002
      9. Loading Bar Color = 16750848
      10. RaceCast Location = racecast.rfactor.net
      11. Max Opponents = 46 // maximum opponents in practice/quick race/grand prix/championship
      12. Min Championship Opponents = 3 // minimum opponents in championship only (Indianapolis 2005)
      13. ConfigOverrides
      14. {
      15. MusicDir=Music\CTDP2006
      16. VehiclesDir=GAMEDATA\VEHICLES\FormulaDivident\
      17. DriversDir=GAMEDATA\TALENT\CTDP06\
      18. OptionsSounds=UIDATA\CTDP\CTDPUISOUNDS\
      19. OptionsDir=UIDATA\CTDP\
      20. OSCFile=CTDP06UI.OSC
      21. }
      22. Season = Formula One 2006
      23. {
      24. FullSeasonName = Formula One 2006 Championship
      25. BaseCreditMult = 100.0
      26. MinExperience = 1
      27. EntryFee = 0
      28. Max Opponents = 22
      29. Vehicle Filter = |CTDPF1_2006
      30. RacePitKPH = 100
      31. QualPitKPH = 100
      32. NormalPitKPH = 80
      33. QualifyDuration = 20
      34. SceneOrder
      35. {
      36. Sakhir_BahrainGP06
      37. Malaysian_GP
      38. Australia
      39. 2006_ImolaGP
      40. Nuer_EuropeanGP
      41. Barcelona_GP
      42. MonteCarlo_GP
      43. NAS_BritishGP
      44. Montreal_GP
      45. Indianapolis_GP
      46. Magny-cours_GP
      47. Hockenheim_GP
      48. EMG_Hungary
      49. Turkey_GP
      50. Brianza_ItalianGP
      51. Shanghai
      52. SUZUKA-2005
      53. Interlagos_V2_01
      54. }
      55. }
      56. Season = Safety Car Special 2006
      57. {
      58. FullSeasonName = F1 Safety Car 2006 Championship
      59. BaseCreditMult = 10.0
      60. MinExperience = 0
      61. EntryFee = 0
      62. Vehicle Filter = |CTDPF1_2006SC
      63. RacePitKPH = 100
      64. QualPitKPH = 100
      65. NormalPitKPH = 80
      66. QualifyDuration = 50
      67. SceneOrder
      68. {
      69. Sakhir_BahrainGP06
      70. Malaysian_GP
      71. Australia
      72. 2006_ImolaGP
      73. Nuer_EuropeanGP
      74. Barcelona_GP
      75. MonteCarlo_GP
      76. NAS_BritishGP
      77. Montreal_GP
      78. Indianapolis_GP
      79. Magny-cours_GP
      80. Hockenheim_GP
      81. EMG_Hungary
      82. Turkey_GP
      83. Brianza_ItalianGP
      84. Shanghai
      85. SUZUKA-2005
      86. Interlagos_V2_01
      87. }
      88. }
      89. // CTDP-Drafting
      90. {
      91. BaseDropoff=0.114 // higher number -> more drafting effect (default=0.185)
      92. LeadingExponent=80.00 // higher number -> lower effect on leader (default=2.0)
      93. FollowingExponent=1.88 // higher number -> lower effect on followers (default=2.0)
      94. VehicleWidth=2.1 // helps determine base width of wake (default=1.9)
      95. SideEffect=0.35 // negative effects of side-by-side drafting (default=0.35, used to be ~3.0 which was way too strong!)
      96. SideLeadingExponent=2.4 // added to regular LeadingExponent to affect the side wake (default=2.0, used to be 0.0)
      97. SideFollowingExponent=5.3 // added to regular FollowingExponent to affect the side wake (default=5.0, used to be 0.0)
      98. }
      99. DefaultScoring
      100. {
      101. Practice1Day = Friday
      102. Practice1Start = 11:00
      103. Practice1Duration = 60
      104. Practice2Day = Friday
      105. Practice2Start = 14:00
      106. Practice2Duration = 60
      107. Practice3Day = Saturday
      108. Practice3Start = 11:00
      109. Practice3Duration = 60
      110. Practice4Day = Saturday // We'll fake Q2 here
      111. Practice4Start = 14:20
      112. Practice4Duration = 15
      113. QualifyDay = Saturday
      114. QualifyStart = 14:40
      115. QualifyDuration = 20
      116. QualifyLaps = 99
      117. //WarmupDay = Sunday
      118. //WarmupStart = 9:00
      119. //WarmupDuration = 30
      120. RaceDay = Sunday
      121. RaceStart = 14:00
      122. RaceLaps = 50
      123. RaceTime = 120
      124. // CTDP RULES
      125. // RULES
      126. // Pit speed limits in kilometers per hour for race and normal (all other sessions); default=80.0 kph (= 49.7 mph).
      127. RacePitKPH = 100
      128. QualPitKPH = 100
      129. NormalPitKPH = 80
      130. FormationSpeedKPH = 220
      131. // Safety car threshold multipliers, in other words an adjustment for the sensitivity of the game to calling
      132. // full-course cautions. These can be different for road vs. oval courses. Lower numbers result in more
      133. // full-course cautions; default=1.0, possible values are 0.01 (very sensitive) and up. Values more than
      134. // 5.0 will probably result in no full-course cautions being called by the game (note that there are now
      135. // multiplayer admin commands to call cautions).
      136. SafetyCarRoadMult=0.67
      137. SafetyCarOvalMult=0.33
      138. // Whether full-course cautions may be called for a spin more than 90 degrees where the driver keeps going.
      139. // These can be different for road vs. oval courses. Higher values will result in more full-course cautions
      140. // due to these temporary spins; default=0.0, possible values are 0.0-2.0.
      141. SpinRoadSeverity=0.00
      142. SpinOvalSeverity=0.01
      143. // Just a general tolerance for very momentary speeding (this value has no particular units); default=4.0,
      144. // possible values are 0.0 (not recommended) and up.
      145. PitSpeedingAllowance = 0.1
      146. // Whether leading car one lap down can re-gain his lap during a full-course caution. This value can not
      147. // only be overridden per-season or per-track, but also in the player file; default=0,
      148. // possible values are 0=off, 1=used at ovals only, 2=used at road courses only, 3=used everywhere.
      149. LuckyDog = 0
      150. // How many laps must be left for lucky dog to take effect; default = 10, possible values are 0 (meaning it
      151. // is always applicable) and up.
      152. LuckyDogLapsLeft = 10
      153. // Minimum laps during a full-course yellow; default = 2, possible values are 1 (?) and up ... remember that it
      154. // might be useful to override this one in some track GDBs.
      155. MinimumYellowLaps = 1
      156. // Additional random yellow laps; default = 1, possible values are 0 and up.
      157. RandomYellowLaps = 4
      158. // Whether pits are closed during the first part of the full-course yellow; default=0, possible values 0 or 1.
      159. ClosePits = 0
      160. // How many laps the pits remain closed during the first part of the full-course yellow; default=1, possible
      161. // values are 1 and up (probably needs to be less than MinimumYellowLaps, though) ... again, it might be useful
      162. // to override this one in some track GDBs.
      163. PitsClosedLaps = 1
      164. // This is the threshold for the number of yellow flag laps to determine whether the lead-lappers get to
      165. // pit before everyone else. Only valid if ClosePits is enabled; default=2, possible values are 0 (never
      166. // let leaders pit first) and up.
      167. LeadYellowLaps = 3
      168. // Penalty given for getting served on a closed pitlane (meaning that the vehicle entered AFTER the pit was
      169. // closed); default=2, possible values are 0=stop/go 1=drivethru 2=longest line.
      170. ClosedPitPenalty = 1
      171. // Whether local yellows are shown, which can be different for road vs. oval courses; default=1, possible values 0 or 1.
      172. LocalYellowsRoad = 1
      173. LocalYellowsOval = 1
      174. // Private qualifying, which means that everyone is qualifying simultaneously but alone on track. You can
      175. // actually still view other cars, but you can only see one participant at a time. This value can be overridden
      176. // with a player file entry; default=0, possible values 0 or 1.
      177. PrivateQualifying = 0
      178. // Whether penalties add to each other, essentially meaning they can all be served at once; default=0, possible
      179. // values 0 or 1.
      180. AdditivePenalties = 0
      181. // Number of laps to serve the penalty before being disqualified; default=3, possible values 1 and up.
      182. LapsToServePenalty = 8
      183. // Whether passing is allowed on starts and restarts before the start/finish line; default=0, possible values
      184. // are 1=passing on right is legal, 2=passing on left is legal, and 3=passing anywhere is legal.
      185. PassingBeforeLineOval=0
      186. PassingBeforeLineRoad=0
      187. // Whether order of vehicles is frozen when the full-course yellow is first shown. If necessary, server will
      188. // correct the order as people cross the start/finish line; default=0, possible values 0 or 1.
      189. FreezeOrder = 1
      190. // Behavior if full-course yellow is active at the end of a race; default=0, possible values are
      191. // 0=race finishes normally, 1=finish will be delayed one time only and will allow one lap after the green flag,
      192. // 2=finish will be delayed one time only and will allow two laps after the green flag, 3=finish can be delayed
      193. // multiple times, with only one lap allowed after the green flag (not sure this option works as expected),
      194. // 4=finish can be delayed multiple times, with two laps needed after the green flag. Note that a full-course
      195. // yellow called on the very last lap will NOT currently delay the finish. Also note that this feature does
      196. // not work for timed races.
      197. FinishUnderCaution = 0
      198. // Whether caution laps are counted towards the total number of laps; default=0, possible values 0 or 1.
      199. CountCautionLaps = 1
      200. // Whether restarts are double-file and how many laps left are required to do so; default=0, possible values
      201. // are 0=off, 1+=laps left required to convert to double file.
      202. DoubleFileRestarts=0
      203. // Control over what changes can be made between qualifying and race. This value can be overridden through
      204. // the player file; default=0, possible values are 0=no restrictions, 1=restrictions apply, 2=restrictions
      205. // apply as long as it doesn't rain in qualifying or afterwards (and no that doesn't mean rain is implemented
      206. // yet, sorry).
      207. ParcFerme = 2
      208. // Whether fuel level remains the same (only if parc ferme is applicable). In general, this value specifies
      209. // what fraction of the qualifying session is reached before fuel usage becomes "free"; default=0.0, possible
      210. // values are 0.0-1.0, where 0.0 indicates fuel level is always free, 0.5 would mean fuel level at the halfway
      211. // point of qualifying will be used to start the race, and 1.0 means fuel level at the end of qualifying will
      212. // be used to start the race (and no refueling allowed during qualifying).
      213. ParcFermeFuel = 0.0
      214. // How many of the top qualifiers have to keep their used tires on for the race (only if parc ferme is applicable);
      215. // default=0, possible values are 0 and up (300 recommended if everybody has to keep their used tires).
      216. ParcFermeTires = 10
      217. // Whether setup used during qualifying must be used during the race (only if parc ferme is applicable), except
      218. // for the RFM/season/GDB or PLR file "FreeSettings"; default=1, possible values 0 or 1.
      219. ParcFermeSetup = 1
      220. // Settings that are free to be changed regardless of fixed or parc ferme setup. This can be overridden by the
      221. // player file. You must add the values of each setting that drivers are free to change:
      222. // 1 = steering lock
      223. // 2 = brake pressure
      224. // 4 = starting fuel
      225. // 8 = fuel strategy
      226. // 16 = tire compound
      227. // 32 = brake bias
      228. // 64 = front wing
      229. // 128 = engine settings (rev limit, boost, and engine braking)
      230. // For example, the default free settings are: steering lock (1) + brake pressure (2) + fuel strategy (8) = 11.
      231. // Possible values are -1 (use default value) up to 255 (which equals 1+2+4+8+16+32+64+128).
      232. FreeSettings = 234
      233. // How blue flags are used. This value can be overridden through the player file; default=3, possible values
      234. // are: 0=no blue flags, 1=show but never penalize for not moving over, 2=show and penalize if necessary for
      235. // vehicles withing 0.3 seconds, 3=0.5 seconds, 4=0.7 seconds, 5=0.9 seconds, 6=1.1 seconds.
      236. BlueFlags = 4
      237. // Method to end timed races. Previous releases of rFactor (versions 1.070 and before) gave the checkered flag to
      238. // any vehicle that crossed the start/finish line after time ran out. The new default behavior is to wait until
      239. // the leader crosses the start/finish line before waving the checkered flag. However, in the case that the
      240. // leader has crashed out but is multiple laps ahead of the second-place vehicle, there needs to be a fail-safe
      241. // case. This value defines how many laps non-leaders can complete after time runs out before being given the
      242. // checkered flag; default=2 (which means that, in most normal circumstances, the checkered flag will be given
      243. // when the leader crosses the s/f line), possible values are 1 (which would be the original rFactor behavior) or
      244. // any positive integer.
      245. TimedRaceNonLeaderLaps = 2
      246. }
      247. StartingMoney = 50000 // you might need a little spendin' cash
      248. StartingExperience = 100 // start with no experience
      249. StartingVehicle = SA05_SY23,M16_TM18 // randomly chooses one free vehicle from this list
      250. DriveAnyUnlocked = 2 // 0 = must own to drive, 1 = must be unlocked to drive, 2 = drive anything
      251. BaseCreditMult = 100.0 // base which is multiplied by all the other multipliers
      252. LapMoneyMult = 1.0 // laps completed (based roughly on expected lap times)
      253. LapExpMult = 1.0
      254. FineMoneyMult = 0.05 // fines
      255. FineExpMult = 0.0
      256. PoleSingleMoneyMult = 1.0 // pole positions in single player
      257. PoleSingleExpMult = 1.0
      258. PoleCareerMoneyMult = 1.0 // pole positions in career mode
      259. PoleCareerExpMult = 1.0
      260. PoleMultiMoneyMult = 1.0 // pole positions in multiplayer
      261. PoleMultiExpMult = 1.0
      262. WinSingleMoneyMult = 1.0 // wins in single player
      263. WinSingleExpMult = 1.0
      264. WinCareerMoneyMult = 1.0 // wins in career mode
      265. WinCareerExpMult = 1.0
      266. WinMultiMoneyMult = 1.0 // wins in multiplayer
      267. WinMultiExpMult = 1.0
      268. PointsSingleMoneyMult = 1.0 // points in single player
      269. PointsSingleExpMult = 1.0
      270. PointsCareerMoneyMult = 1.0 // points in career mode
      271. PointsCareerExpMult = 1.0
      272. PointsMultiMoneyMult = 1.0 // points in multiplayer
      273. PointsMultiExpMult = 1.0
      274. // Alternate commentary directory if desired (filename comes from config.ini)
      275. //CommentarySeries = GameData\Commentary\NSCRS_Spotter
      276. // Season scoring info
      277. SeasonScoringInfo
      278. {
      279. FirstPlace = 10
      280. SecondPlace = 8
      281. ThirdPlace = 6
      282. FourthPlace = 5
      283. FifthPlace = 4
      284. SixthPlace = 3
      285. SeventhPlace = 2
      286. EighthPlace = 1
      287. }
      288. PitGroupOrder
      289. {
      290. // format is: PitGroup = <# of vehicles sharing pit>,
      291. PitGroup = 2, Group1
      292. PitGroup = 2, Group2
      293. PitGroup = 2, Group3
      294. PitGroup = 2, Group4
      295. PitGroup = 2, Group5
      296. PitGroup = 2, Group6
      297. PitGroup = 2, Group7
      298. PitGroup = 2, Group8
      299. PitGroup = 2, Group9
      300. PitGroup = 2, Group10
      301. PitGroup = 2, Group11
      302. PitGroup = 1, Group12
      303. }
      Alles anzeigen

      Noch eine Frage am Rande.
      Was ist wenn man über die Centrale Rfactor startet +fullproc
    • Divident schrieb:

      [...]
      (Und was ist diese Trace?)

      So nun RFM dafür angelegt die wie folgt aussieht:
      Aber es will trotzdem nicht, wo liegt der Fehler?
      Ich starte Rfactor über die CTDP06 Centrale wähle den Mod aus und starte.
      Doch er zeigt mir nur kurz den startstreifen, dann gehts nicht weiter.
      Und das Programm beendet noch bevor es in den Vollbildmodus geht. Ohne Fehlermeldung.
      Entschuldigt mich für diesen langen Quellcode....
      [...]
      Noch eine Frage am Rande.
      Was ist wenn man über die Centrale Rfactor startet +fullproc


      1. trace ist eine Fehlersammlung oder besser eine Protokollmöglichkeit von rF, dazu startest rF mit der Option "-trace=1000" und er legt dann eine trace.txt im LOG Verzeichnis ab...
      2. du musst für die Fahrzeugfilter "OR: CTDPF1_2006 CCSW" eintragen, also ohne komma und mit dem kleinen "OR:" davor ;) sollte es dann nicht gehen, liegt das an den Verzeichnisstrukturen und dem MOD-Aufbau (solltest den nicht geändert haben oder doch, solltest nochmal nachsehen ob du alles geändert hast, dazu vielleicht auch die Trace bemühen)
      3. die Option "+fullproc" ist genauso wie die trace eine Zusatzfunktion und gibt rF die Fähigkeit mit Multi-Core CPUs umzugehen...oder besser umzugehen...wobei da glaub ich die Wirkung nicht so ganz von jedem bestätigt werden kann ;)
      "Beim Beschleunigen müssen die Tränen der Ergriffenheit waagerecht zum Ohr hin abfließen." - Walter Röhrl


    • bei kommt immer diese meldung, obwohl ih alles überprüft hab und die mas-datei genau dort ist wo sie sein sollte. weiß zufällig jemand woran das liegt? hab den Skyline in den Fia GT mod eingefügt, jedoch findet rFactor nicht die mas-datei. woran liegt das?


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