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19 Jun 2009, 03:03 (Ref:2486323) | #26 | |||
Rookie
Join Date: May 2008
Posts: 57
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Quote:
I dont believe a roll over will give you a DNF , the Car files would have to be altered . you can do this by changing the file in the specific mod itself. Called Car_damage configuration files. Heres an example of one, dont ask me what values to change lol // This file has two sections ... physical damage and vertex deformation. // PHYSICAL DAMAGE: [PHYSICAL] RadiusAdd=0.6 // Base radius to apply damage RadiusMult=0.00014 // Multiplied by collision impulse to increase radius RadiusMax=2.6 // Maximum radius to apply damage Engine=16000.0 // Impulse to seize engine AeroDiv=1.25e-5 // Multiplied by impulse to affect aerodynamics and vertices AeroMin=1050.0 // Minimum impulse to damage aero and verts (unlike everything else, computed BEFORE damage multiplier) VertMult=1.0 // Multiplied by aero damage to get vert damage RadiatorCoverInstance=RadCover // If this gets knocked off, engine cools but aerodynamics suffer DeactivateInstance=LowDetailEngine // Deactivate this instance if any parts get knocked off ActivateInstance=HighDetailEngine // Activate this instance if any parts get knocked off WallSkidThresh=3000.0 // Minimum impulse to generate wall skid (ignores damage setting and multiplier) FrontWingDetach=1900.0 // Minimum impulse to detach front wing (doesn't apply to WC cars) FrontWingRandom=1.0 // Fraction of time wing breaks off FrontWingPos=(0.0,0.0,0.0) // If zero, automatically finds position of wing from graphics to check for damage FrontWingMassInertia=(10.0, 1.0, 0.5, 1.5) // Mass and inertia FrontWingCollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction RearWingDetach=1900.0 // Minimum impulse to detach front wing (doesn't apply to WC cars) RearWingRandom=1.0 // Fraction of time wing breaks off RearWingPos=(0.0,0.0,0.0) // If zero, automatically finds position of wing from graphics to check for damage RearWingMassInertia=(10.0, 1.0, 0.5, 1.5) // Mass and inertia RearWingCollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction TireCutDull=(6000.0, 0.25) // Impulse and fraction of incidents to cut tire with dull object TireCutSharp=(500.0, 0.65) // Impulse and fraction of incidents to cut tire with sharp object (body panel or wing) WheelBend=7500.0 // Impulse to bend wheel WheelDetach=23000.0 // Threshold to detach wheel WheelRandom=0.35 // Fraction of incidents where wheel actually breaks off Wheel0MassInertia=(30.0, 1.5, 1.0, 1.0) // Mass and inertia Wheel0CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction Wheel1MassInertia=(30.0, 1.5, 1.0, 1.0) // Mass and inertia Wheel1CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction Wheel2MassInertia=(30.0, 1.5, 1.0, 1.0) // Mass and inertia Wheel2CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction Wheel3MassInertia=(30.0, 1.5, 1.0, 1.0) // Mass and inertia Wheel3CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction Part0Detach=8700.0 // Impulse to make part become debris (see .gen file) Part0Random=0.4 // Fraction of time part breaks off Part0Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part0MassInertia=(20.0, 2.0, 4.0, 2.0) // Mass and inertia Part0CollParams=(7200.0, 100.0, 0.60) // Spring/damper/friction Part1Detach=8800.0 // Impulse to make part become debris (see .gen file) Part1Random=0.4 // Fraction of time part breaks off Part1Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part1MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part1CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part2Detach=8600.0 // Impulse to make part become debris (see .gen file) Part2Random=0.4 // Fraction of time part breaks off Part2Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part2MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part2CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part3Detach=8900.0 // Impulse to make part become debris (see .gen file) Part3Random=0.4 // Fraction of time part breaks off Part3Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part3MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part3CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part4Detach=9000.0 // Impulse to make part become debris (see .gen file) Part4Random=0.4 // Fraction of time part breaks off Part4Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part4MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part4CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part5Detach=8500.0 // Impulse to make part become debris (see .gen file) Part5Random=0.4 // Fraction of time part breaks off Part5Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part5MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part5CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part6Detach=8600.0 // Impulse to make part become debris (see .gen file) Part6Random=0.4 // Fraction of time part breaks off Part6Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part6MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part6CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction Part7Detach=8800.0 // Impulse to make part become debris (see .gen file) Part7Random=0.4 // Fraction of time part breaks off Part7Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage Part7MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia Part7CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction // VERTEX DAMAGE: // // This section defines how verts can be moved. There are two available rules currently: // // 1) You can restrict all verts within a given sphere to move a given distance: // - RestrictionLimit=<maximum movement> // - RestrictionSphere=(<x>, <y>, <z>, <radius>) // You can change the limit before each sphere, or continue to use the last one defined. // // 2) You can prevent all verts from entering a given sphere: // - ForceFieldSphere=(<x>, <y>, <z>, <radius>) // Verts within the sphere cannot get any closer to the center. // // Note that the verts here are relative to the graphics model, not the physical CG. To // make things difficult, the graphics model isn't necessarily centered or anything. [VERTEX] DefaultLimit=3.00 // By default, all verts can move up to a meter RestrictionLimit=0.10 // Restricted verts can only move this far RestrictionSphere=(0.40, 1.05, 0.08, 0.95) // Don't crush verts too much around driver's head or the helmet might poke through the roof. ForceFieldSphere=( 0.40, 0.40, -0.90, 0.45) // Protect driver's legs ForceFieldSphere=( 0.00, 0.35, -1.85, 0.45) // Keep body verts out of radiator ForceFieldSphere=( 0.74, 0.35, -1.62, 0.47) // Keep verts away from FL wheel ForceFieldSphere=(-0.74, 0.35, -1.62, 0.47) // Keep verts away from FR wheel ForceFieldSphere=( 0.74, 0.35, 1.44, 0.47) // Keep verts away from RL wheel ForceFieldSphere=(-0.74, 0.35, 1.44, 0.47) // Keep verts away from RR wheel DeformableInstance=SLOT // This is a *special* keyword indicating the main body of the slot (which is named on-the-fly) DeformableInstance=FWING // You can leave this even if your vehicle doesn't have one DeformableInstance=RWING // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS0 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS1 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS2 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS3 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS4 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS5 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS6 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS7 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS8 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS9 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS10 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS11 // You can leave this even if your vehicle doesn't have one DeformableInstance=DEBRIS12 // You can leave this even if your vehicle doesn't have one DeformableInstance=EXHAUST DeformableInstance=WWELL_L DeformableInstance=WWELL_R DeformableInstance=SIDESKIRTS DeformableInstance=BONNET |
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19 Jun 2009, 03:11 (Ref:2486325) | #27 | ||
Veteran
Join Date: Jun 1999
Posts: 5,549
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Miss Hoover, I got an owwie!
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21 Jun 2009, 23:52 (Ref:2487938) | #28 | |
Rookie
Join Date: Jun 2009
Posts: 37
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I'm new to rFactor myself, but did come across that problem, and I also found this setting in my user (.plr) file:
CrashRecovery="0" // 0=none, 1=artificially keep cars on track, 2=flip cars upright, 3=both Actually there's 2 settings, one for offline and one for online. It defaults to 3 I believe. I think it works as expected but haven't checked extensively. Won't do anything to damage specifically I suppose, but it should at least keep you on your roof if you stop there. No idea whether it affects the computer cars as I haven't seen them roll very often. Of course I'm sure we all know to back up any files before editing them |
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24 Jun 2009, 17:05 (Ref:2489917) | #29 | ||
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Join Date: Jan 2004
Posts: 2,968
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that setting will ensure if you roll then the car will stay on its roof. it definitely works on servers as i use it on mine, much to everyones dismay (you put it there, so tough!). not sure if it affects the AI tho, will have to test that sometime.
Damage etc is best altered with the realism setting mentioned before. Diff mods are susceptible more or less to it - the single seaters tend to be very easy to break so its turned down more on those than tintops. Biggest gripe is that pitting won't sort most damage out. I dont want a perfect car in 9s pitstops, but even if it was a 5 mins stop i'd quite like my wheel or steering back |
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29 Jun 2009, 04:29 (Ref:2492982) | #30 | ||
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Join Date: Jun 1999
Posts: 5,549
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I've been busy editing my TCL v1.0 to get realistic lap times between the pros and privateers and i'm very happy with the results, but now I'm hankering to do some online racing again.
I believe the best option is to do a second install of rFactor and then download TCL v1.1 to the second install? But, how do i go about a second install of Rfactor? Are there any tricks or traps when doing a duplicate installation? |
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30 Jun 2009, 11:08 (Ref:2493845) | #31 | ||
Veteran
Join Date: Feb 2005
Posts: 782
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Keep just the one version of rFactor, and give your edited version of TCL a different name (eg TCL Offline). You might need a renamed copy of the rfm files, and change which directory they point to.
Then get a fresh copy of TCL to use online. Although there's not really anywhere good to race just occasionally, now that RFC has gone down. |
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