Not a problem~ Unfortunately there are many other facets to creating realistically performing sets of drivers, so this is not comprehensive and certainly dependent on the base mod itself. I'm glad this has still been of some use now two and a half years after I produced it, as it's a great game and I think it may help prolong it for people like it did me.
Okay, thought I'd ask a question. I'm currently making my own sort of season in rFactor, so I evened out stats for all the guys for balance things. The thing is, most races end up with someone having a sizeable lead at the end. Is there any way to change that for the AI either in user performance or in the player file or no? My limiter is already at 1.0 right now, by the way.
I don't remember "promising" anything like that, but quite simply it's in the VEH file you'll find for every car, which is in each teams' folder in the vehicles folder. Hope that helps.
Interesting video. I tried to do the same, using the IDT indy95 mod, I created two rcd files exactly like the ones shown in the video and using the same car, the slowest one based on Rosset rcd file is constantly the fastest of the two. I'm confused, as it seems rcd files are not working at all.
I like very much the F1 cars and their mods. ... . There are mods for many years (almost one mod for each year starting from 70's) but only a few work fine with physics&ffb; so, only for my personal use, I would like to use the skin/liveries/layout/visuals (sorry but English in not my native language) of a "not-good working mod" and use them in a good-working mod, so creating a "new" mod with the right cars layout of that year already available (maybe F1 1974 for example), using the physics of a good-working mod of a similar year (maybe 1971 or 1975). I would appreciate a tutorial about that
still helpful after all these years - thanks
And I'm still around after all these years lol~ I'm really glad it helped you though, much appreciated.
Legend. Ty so much!
Not a problem~ Unfortunately there are many other facets to creating realistically performing sets of drivers, so this is not comprehensive and certainly dependent on the base mod itself. I'm glad this has still been of some use now two and a half years after I produced it, as it's a great game and I think it may help prolong it for people like it did me.
Okay, thought I'd ask a question. I'm currently making my own sort of season in rFactor, so I evened out stats for all the guys for balance things. The thing is, most races end up with someone having a sizeable lead at the end. Is there any way to change that for the AI either in user performance or in the player file or no? My limiter is already at 1.0 right now, by the way.
how to create a new driver or how to add an extra vehicle in a mod
Um, where is the video where you promised to teach us how to change AI names?
I don't remember "promising" anything like that, but quite simply it's in the VEH file you'll find for every car, which is in each teams' folder in the vehicles folder. Hope that helps.
Interesting video.
I tried to do the same, using the IDT indy95 mod, I created two rcd files exactly like the ones shown in the video and using the same car, the slowest one based on Rosset rcd file is constantly the fastest of the two.
I'm confused, as it seems rcd files are not working at all.
hey buddy just found this! Can the same steps be performed for Rfactor2????
I like very much the F1 cars and their mods. ... .
There are mods for many years (almost one mod for each year starting from 70's) but only a few work fine with physics&ffb; so, only for my personal use, I would like to use the skin/liveries/layout/visuals (sorry but English in not my native language) of a "not-good working mod" and use them in a good-working mod, so creating a "new" mod with the right cars layout of that year already available (maybe F1 1974 for example), using the physics of a good-working mod of a similar year (maybe 1971 or 1975). I would appreciate a tutorial about that
Are the stats from 0 to 50 or 0 to 100?
0-100.