Tombstone
06-16-2007, 12:08 AM
Please be sure to make the following 3 changes to your INDiCAR.rfm file so you can join our server and not get a mismatch.
This can be found at C:\Program Files\rFactor\rFm\INDiCAR.rfm
// Game/Season Info:
Mod Name = X-RACE INDiCAR Series
Track Filter = *
Vehicle Filter = OR: INDiCAR
SafetyCar = x-race_pace.veh
Matchmaker = match.rfactor.net
Max Opponents = 31 // maximum opponents in practice/quick race/grand prix/championship
Min Championship Opponents = 5 // minimum opponents in championship only
Matchmaker = match.rfactor.net
Matchmaker TCP Port = 39001
Matchmaker UDP Port = 39002
Loading Bar Color = 16750848
RaceCast Location = racecast.rfactor.net
ConfigOverrides
{
// Remove the comment marks "//" and set the appropriate dir if you wish to override where
// this rFm looks for that data.
// At this time, I do not see a reasonable case for changing GameDir, SaveDir or LogDir
// Because of this new capability, I would no longer make changes to the Config.ini file
// except for debug reasons.
//SoundDir=GAMEDATA\SOUNDS\x-race\
//VehicleSound=GAMEDATA\SOUNDS\
//OptionsAnim=UIDATA\MOVIES\
//OptionsFlags=GAMEDATA\NATIONS\
//OptionsSounds=UIDATA\UISOUNDS\
// OSCFile=UIDATA\x-racedata\UI.OSC
OptionsDir=GAMEDATA\VEHICLES\XRACE\x-racedata\
//ReplayDir=REPLAYFRIDGE\REPLAYS\
//ReplayPluginsDir=REPLAYFRIDGE\PLUGINS\
//PluginsDir=PLUGINS\
//MovieDir=MOVIEFILES\
//TracksDir=GAMEDATA\LOCATIONS\
PitsDir=GAMEDATA\VEHICLES\XRACE\SCRIPTS\
VehiclesDir=GAMEDATA\VEHICLES\
//DriversDir=GAMEDATA\TALENT\
//HelmetsDir=GAMEDATA\HELMETS\
//GamesDir=RFM\
//LogDir=USERDATA\LOG\
//SaveDir=USERDATA\
MusicDir=MUSIC\x-race\
//ShadersDir=GAMEDATA\SHARED\
//ControllerDir=USERDATA\CONTROLLER\
//ScreenShotsDir=USERDATA\SCREENSHOTS\
//SupportDir=SUPPORT\
//LanguagesDir=SUPPORT\LANGUAGES\
//LanguagesFile=GAME.DIC
//VehiclesDir=GAMEDATA\VEHICLES\XRACE\
}
// Seasons:
Season = X-RACE INDiCAR Series
{
FullSeasonName = X-RACE INDiCAR Series
Vehicle Filter = INDiCAR
Min Championship Opponents = 5
SceneOrder
{
Homestead
Kansas
Surfers
JNSIndy
Milwaukee_Mile
JNSTexas
Bayfront_Park_2003
Richmond
Watkins Glen NASCAR
Nashville
MidOhio
Michigan
Infineon
troisriv
Chicagoland
adelaide
}
}
DefaultScoring
{
// NOTE: most or possibly all of these values can be overridden in a specific Season or in a specific track GDB file.
// SESSION TIMES AND DURATIONS
TestDayDay = Thursday
TestDayStart = 8:30
Practice1Day = Friday
Practice1Start = 10:00
Practice1Duration = 60
Practice2Day = Friday
Practice2Start = 13:00
Practice2Duration = 60
Practice3Day = Saturday
Practice3Start = 9:00
Practice3Duration = 45
Practice4Day = Saturday
Practice4Start = 10:15
Practice4Duration = 45
QualifyDay = Saturday
QualifyStart = 14:00
QualifyDuration = 60
QualifyLaps = 4
WarmupDay = Sunday
WarmupStart = 9:00
WarmupDuration = 30
RaceDay = Sunday
RaceStart = 12:00
RaceLaps = 50
RaceTime = 120
// RULES
// Pit speed limits in kilometers per hour for race and normal (all other sessions); default=80.0 kph (= 49.7 mph).
RacePitKPH = 120
NormalPitKPH = 100
FormationSpeedKPH = 120
// Safety car threshold multipliers, in other words an adjustment for the sensitivity of the game to calling
// full-course cautions. These can be different for road vs. oval courses. Lower numbers result in more
// full-course cautions; default=1.0, possible values are 0.01 (very sensitive) and up. Values more than
// 5.0 will probably result in no full-course cautions being called by the game (note that there are now
// multiplayer admin commands to call cautions).
SafetyCarRoadMult=0.60
SafetyCarOvalMult=0.25
// Whether full-course cautions may be called for a spin more than 90 degrees where the driver keeps going.
// These can be different for road vs. oval courses. Higher values will result in more full-course cautions
// due to these temporary spins; default=0.0, possible values are 0.0-2.0.
SpinRoadSeverity=0.12
SpinOvalSeverity=0.70
// Just a general tolerance for very momentary speeding (this value has no particular units); default=4.0,
// possible values are 0.0 (not recommended) and up.
PitSpeedingAllowance = 4.0
// Whether leading car one lap down can re-gain his lap during a full-course caution. This value can not
// only be overridden per-season or per-track, but also in the player file; default=0,
// possible values are 0=off, 1=used at ovals only, 2=used at road courses only, 3=used everywhere.
LuckyDog = 3
// How many laps must be left for lucky dog to take effect; default = 10, possible values are 0 (meaning it
// is always applicable) and up.
LuckyDogLapsLeft = 10
// Minimum laps during a full-course yellow; default = 2, possible values are 1 (?) and up ... remember that it
// might be useful to override this one in some track GDBs.
MinimumYellowLaps = 3
// Additional random yellow laps; default = 1, possible values are 0 and up.
RandomYellowLaps = 1
// Whether pits are closed during the first part of the full-course yellow; default=0, possible values 0 or 1.
ClosePits = 1
// How many laps the pits remain closed during the first part of the full-course yellow; default=1, possible
// values are 1 and up (probably needs to be less than MinimumYellowLaps, though) ... again, it might be useful
// to override this one in some track GDBs.
PitsClosedLaps = 1
// This is the threshold for the number of yellow flag laps to determine whether the lead-lappers get to
// pit before everyone else. Only valid if ClosePits is enabled; default=2, possible values are 0 (never
// let leaders pit first) and up.
LeadYellowLaps = 2
// Private qualifying, which means that everyone is qualifying simultaneously but alone on track. You can
// actually still view other cars, but you can only see one participant at a time. This value can be overridden
// with a player file entry; default=0, possible values 0 or 1.
PrivateQualifying = 1
// Whether penalties add to each other, essentially meaning they can all be served at once; default=0, possible
// values 0 or 1.
AdditivePenalties = 1
// Number of laps to serve the penalty before being disqualified; default=3, possible values 1 and up.
LapsToServePenalty = 5
// Whether order of vehicles is frozen when the full-course yellow is first shown. If necessary, server will
// correct the order as people cross the start/finish line; default=0, possible values 0 or 1.
FreezeOrder = 1
// Behavior if full-course yellow is active at the end of a race; default=0, possible values are
// 0=race finishes normally, 1=finish will be delayed one time only and will allow one lap after the green flag,
// 2=finish will be delayed one time only and will allow two laps after the green flag, 3=finish can be delayed
// multiple times, with only one lap allowed after the green flag (not sure this option works as expected),
// 4=finish can be delayed multiple times, with two laps needed after the green flag. Note that a full-course
// yellow called on the very last lap will NOT currently delay the finish. Also note that this feature does
// not work for timed races.
FinishUnderCaution = 0
// Whether caution laps are counted towards the total number of laps; default=0, possible values 0 or 1.
CountCautionLaps = 1
// Whether restarts are double-file and how many laps left are required to do so; default=0, possible values
// are 0=off, 1+=laps left required to convert to double file.
DoubleFileRestarts=0
// Control over what changes can be made between qualifying and race. This value can be overridden through
// the player file; default=0, possible values are 0=no restrictions, 1=restrictions apply, 2=restrictions
// apply as long as it doesn't rain in qualifying or afterwards (and no that doesn't mean rain is implemented
// yet, sorry).
ParcFerme = 0
// Whether fuel level remains the same (only if parc ferme is applicable). In general, this value specifies
// what fraction of the qualifying session is reached before fuel usage becomes "free"; default=0.0, possible
// values are 0.0-1.0, where 0.0 indicates fuel level is always free, 0.5 would mean fuel level at the halfway
// point of qualifying will be used to start the race, and 1.0 means fuel level at the end of qualifying will
// be used to start the race (and no refueling allowed during qualifying).
ParcFermeFuel = 0.0
// How many of the top qualifiers have to keep their used tires on for the race (only if parc ferme is applicable);
// default=0, possible values are 0 and up (300 recommended if everybody has to keep their used tires).
ParcFermeTires = 0
// Whether setup used during qualifying must be used during the race (only if parc ferme is applicable), except
// for the RFM/season/GDB or PLR file "FreeSettings"; default=1, possible values 0 or 1.
ParcFermeSetup = 0
// Settings that are free to be changed regardless of fixed or parc ferme setup. This can be overridden by the
// player file. You must add the values of each setting that drivers are free to change:
// 1 = steering lock
// 2 = brake pressure
// 4 = starting fuel
// 8 = fuel strategy
// 16 = tire compound
// 32 = brake bias
// 64 = front wing
// 128 = engine settings (rev limit, boost, and engine braking)
// For example, the default free settings are: steering lock (1) + brake pressure (2) + fuel strategy (8) = 11.
// Possible values are -1 (use default value) up to 255 (which equals 1+2+4+8+16+32+64+128).
FreeSettings = -1
// How blue flags are used. This value can be overridden through the player file; default=3, possible values
// are: 0=no blue flags, 1=show but never penalize for not moving over, 2=show and penalize if necessary for
// vehicles withing 0.3 seconds, 3=0.5 seconds, 4=0.7 seconds, 5=0.9 seconds, 6=1.1 seconds.
BlueFlags = 1
// Method to end timed races. Previous releases of rFactor (versions 1.070 and before) gave the checkered flag to
// any vehicle that crossed the start/finish line after time ran out. The new default behavior is to wait until
// the leader crosses the start/finish line before waving the checkered flag. However, in the case that the
// leader has crashed out but is multiple laps ahead of the second-place vehicle, there needs to be a fail-safe
// case. This value defines how many laps non-leaders can complete after time runs out before being given the
// checkered flag; default=2 (which means that, in most normal circumstances, the checkered flag will be given
// when the leader crosses the s/f line), possible values are 1 (which would be the original rFactor behavior) or
// any positive integer.
TimedRaceNonLeaderLaps = 2
}
// Money and experience accumulation (mostly multipliers for hard-coded values
// which have various factors taken into account like number of competitors)
StartingMoney = 50000000 // you might need a little spendin' cash
StartingExperience = 0 // start with no experience
StartingVehicle = form_000 // randomly chooses one free vehicle from this list
DriveAnyUnlocked = 0 // 0 = must own to drive, 1 = must be unlocked to drive, 2 = drive anything
BaseCreditMult = 1.0 // base which is multiplied by all the other multipliers
LapMoneyMult = 1.0 // laps completed (based roughly on expected lap times)
LapExpMult = 1.0
FineMoneyMult = 1.0 // fines
FineExpMult = 0.0
PoleSingleMoneyMult = 1.0 // pole positions in single player
PoleSingleExpMult = 1.0
PoleCareerMoneyMult = 1.0 // pole positions in career mode
PoleCareerExpMult = 1.0
PoleMultiMoneyMult = 1.0 // pole positions in multiplayer
PoleMultiExpMult = 1.0
WinSingleMoneyMult = 1.0 // wins in single player
WinSingleExpMult = 1.0
WinCareerMoneyMult = 1.0 // wins in career mode
WinCareerExpMult = 1.0
WinMultiMoneyMult = 1.0 // wins in multiplayer
WinMultiExpMult = 1.0
PointsSingleMoneyMult = 1.0 // points in single player
PointsSingleExpMult = 1.0
PointsCareerMoneyMult = 1.0 // points in career mode
PointsCareerExpMult = 1.0
PointsMultiMoneyMult = 1.0 // points in multiplayer
PointsMultiExpMult = 1.0
// Season scoring info
SeasonScoringInfo
{
FirstPlace = 500
SecondPlace = 480
ThirdPlace = 460
FourthPlace = 440
FifthPlace = 400
SixthPlace = 340
SeventhPlace = 280
EighthPlace = 220
NinthPlace = 200
Place10 = 180
Place11 = 160
Place12 = 140
Place13 = 120
Place14 = 100
Place15 = 80
Place16 = 60
Place17 = 40
Place18 = 20
}
SceneOrder
{
Toban_Long
Toban_Short
Mills_Long
Mills_Short
Orchard_Lake_Oval
Orchard_Lake_RC
S_Heights_short
Joesville_Speedway
}
// Pitstop locations in order from front to back, with the number
// of vehicles sharing each pit ... if the order needs to be
// reversed on an individual track, set "ReversePitOrder=1" in
// the track-specific GDB file.
// These are now "pit group" names, not necessarily team names.
// In the VEH file, the pit group defaults to the team name but
// can be overridden by defining "PitGroup=<name>".
PitOrderByQualifying = true // whether to set the pit order in the race by qualifying results
PitGroupOrder
{
// format is: PitGroup = <# of vehicles sharing pit>, <groupname>
PitGroup = 1, Group1
PitGroup = 1, Group2
PitGroup = 1, Group3
PitGroup = 1, Group4
PitGroup = 1, Group5
PitGroup = 1, Group6
PitGroup = 1, Group7
PitGroup = 1, Group8
PitGroup = 1, Group9
PitGroup = 1, Group10
PitGroup = 1, Group11
PitGroup = 1, Group12
PitGroup = 1, Group13
PitGroup = 1, Group14
PitGroup = 1, Group15
PitGroup = 1, Group16
PitGroup = 1, Group17
}
This can be found at C:\Program Files\rFactor\rFm\INDiCAR.rfm
// Game/Season Info:
Mod Name = X-RACE INDiCAR Series
Track Filter = *
Vehicle Filter = OR: INDiCAR
SafetyCar = x-race_pace.veh
Matchmaker = match.rfactor.net
Max Opponents = 31 // maximum opponents in practice/quick race/grand prix/championship
Min Championship Opponents = 5 // minimum opponents in championship only
Matchmaker = match.rfactor.net
Matchmaker TCP Port = 39001
Matchmaker UDP Port = 39002
Loading Bar Color = 16750848
RaceCast Location = racecast.rfactor.net
ConfigOverrides
{
// Remove the comment marks "//" and set the appropriate dir if you wish to override where
// this rFm looks for that data.
// At this time, I do not see a reasonable case for changing GameDir, SaveDir or LogDir
// Because of this new capability, I would no longer make changes to the Config.ini file
// except for debug reasons.
//SoundDir=GAMEDATA\SOUNDS\x-race\
//VehicleSound=GAMEDATA\SOUNDS\
//OptionsAnim=UIDATA\MOVIES\
//OptionsFlags=GAMEDATA\NATIONS\
//OptionsSounds=UIDATA\UISOUNDS\
// OSCFile=UIDATA\x-racedata\UI.OSC
OptionsDir=GAMEDATA\VEHICLES\XRACE\x-racedata\
//ReplayDir=REPLAYFRIDGE\REPLAYS\
//ReplayPluginsDir=REPLAYFRIDGE\PLUGINS\
//PluginsDir=PLUGINS\
//MovieDir=MOVIEFILES\
//TracksDir=GAMEDATA\LOCATIONS\
PitsDir=GAMEDATA\VEHICLES\XRACE\SCRIPTS\
VehiclesDir=GAMEDATA\VEHICLES\
//DriversDir=GAMEDATA\TALENT\
//HelmetsDir=GAMEDATA\HELMETS\
//GamesDir=RFM\
//LogDir=USERDATA\LOG\
//SaveDir=USERDATA\
MusicDir=MUSIC\x-race\
//ShadersDir=GAMEDATA\SHARED\
//ControllerDir=USERDATA\CONTROLLER\
//ScreenShotsDir=USERDATA\SCREENSHOTS\
//SupportDir=SUPPORT\
//LanguagesDir=SUPPORT\LANGUAGES\
//LanguagesFile=GAME.DIC
//VehiclesDir=GAMEDATA\VEHICLES\XRACE\
}
// Seasons:
Season = X-RACE INDiCAR Series
{
FullSeasonName = X-RACE INDiCAR Series
Vehicle Filter = INDiCAR
Min Championship Opponents = 5
SceneOrder
{
Homestead
Kansas
Surfers
JNSIndy
Milwaukee_Mile
JNSTexas
Bayfront_Park_2003
Richmond
Watkins Glen NASCAR
Nashville
MidOhio
Michigan
Infineon
troisriv
Chicagoland
adelaide
}
}
DefaultScoring
{
// NOTE: most or possibly all of these values can be overridden in a specific Season or in a specific track GDB file.
// SESSION TIMES AND DURATIONS
TestDayDay = Thursday
TestDayStart = 8:30
Practice1Day = Friday
Practice1Start = 10:00
Practice1Duration = 60
Practice2Day = Friday
Practice2Start = 13:00
Practice2Duration = 60
Practice3Day = Saturday
Practice3Start = 9:00
Practice3Duration = 45
Practice4Day = Saturday
Practice4Start = 10:15
Practice4Duration = 45
QualifyDay = Saturday
QualifyStart = 14:00
QualifyDuration = 60
QualifyLaps = 4
WarmupDay = Sunday
WarmupStart = 9:00
WarmupDuration = 30
RaceDay = Sunday
RaceStart = 12:00
RaceLaps = 50
RaceTime = 120
// RULES
// Pit speed limits in kilometers per hour for race and normal (all other sessions); default=80.0 kph (= 49.7 mph).
RacePitKPH = 120
NormalPitKPH = 100
FormationSpeedKPH = 120
// Safety car threshold multipliers, in other words an adjustment for the sensitivity of the game to calling
// full-course cautions. These can be different for road vs. oval courses. Lower numbers result in more
// full-course cautions; default=1.0, possible values are 0.01 (very sensitive) and up. Values more than
// 5.0 will probably result in no full-course cautions being called by the game (note that there are now
// multiplayer admin commands to call cautions).
SafetyCarRoadMult=0.60
SafetyCarOvalMult=0.25
// Whether full-course cautions may be called for a spin more than 90 degrees where the driver keeps going.
// These can be different for road vs. oval courses. Higher values will result in more full-course cautions
// due to these temporary spins; default=0.0, possible values are 0.0-2.0.
SpinRoadSeverity=0.12
SpinOvalSeverity=0.70
// Just a general tolerance for very momentary speeding (this value has no particular units); default=4.0,
// possible values are 0.0 (not recommended) and up.
PitSpeedingAllowance = 4.0
// Whether leading car one lap down can re-gain his lap during a full-course caution. This value can not
// only be overridden per-season or per-track, but also in the player file; default=0,
// possible values are 0=off, 1=used at ovals only, 2=used at road courses only, 3=used everywhere.
LuckyDog = 3
// How many laps must be left for lucky dog to take effect; default = 10, possible values are 0 (meaning it
// is always applicable) and up.
LuckyDogLapsLeft = 10
// Minimum laps during a full-course yellow; default = 2, possible values are 1 (?) and up ... remember that it
// might be useful to override this one in some track GDBs.
MinimumYellowLaps = 3
// Additional random yellow laps; default = 1, possible values are 0 and up.
RandomYellowLaps = 1
// Whether pits are closed during the first part of the full-course yellow; default=0, possible values 0 or 1.
ClosePits = 1
// How many laps the pits remain closed during the first part of the full-course yellow; default=1, possible
// values are 1 and up (probably needs to be less than MinimumYellowLaps, though) ... again, it might be useful
// to override this one in some track GDBs.
PitsClosedLaps = 1
// This is the threshold for the number of yellow flag laps to determine whether the lead-lappers get to
// pit before everyone else. Only valid if ClosePits is enabled; default=2, possible values are 0 (never
// let leaders pit first) and up.
LeadYellowLaps = 2
// Private qualifying, which means that everyone is qualifying simultaneously but alone on track. You can
// actually still view other cars, but you can only see one participant at a time. This value can be overridden
// with a player file entry; default=0, possible values 0 or 1.
PrivateQualifying = 1
// Whether penalties add to each other, essentially meaning they can all be served at once; default=0, possible
// values 0 or 1.
AdditivePenalties = 1
// Number of laps to serve the penalty before being disqualified; default=3, possible values 1 and up.
LapsToServePenalty = 5
// Whether order of vehicles is frozen when the full-course yellow is first shown. If necessary, server will
// correct the order as people cross the start/finish line; default=0, possible values 0 or 1.
FreezeOrder = 1
// Behavior if full-course yellow is active at the end of a race; default=0, possible values are
// 0=race finishes normally, 1=finish will be delayed one time only and will allow one lap after the green flag,
// 2=finish will be delayed one time only and will allow two laps after the green flag, 3=finish can be delayed
// multiple times, with only one lap allowed after the green flag (not sure this option works as expected),
// 4=finish can be delayed multiple times, with two laps needed after the green flag. Note that a full-course
// yellow called on the very last lap will NOT currently delay the finish. Also note that this feature does
// not work for timed races.
FinishUnderCaution = 0
// Whether caution laps are counted towards the total number of laps; default=0, possible values 0 or 1.
CountCautionLaps = 1
// Whether restarts are double-file and how many laps left are required to do so; default=0, possible values
// are 0=off, 1+=laps left required to convert to double file.
DoubleFileRestarts=0
// Control over what changes can be made between qualifying and race. This value can be overridden through
// the player file; default=0, possible values are 0=no restrictions, 1=restrictions apply, 2=restrictions
// apply as long as it doesn't rain in qualifying or afterwards (and no that doesn't mean rain is implemented
// yet, sorry).
ParcFerme = 0
// Whether fuel level remains the same (only if parc ferme is applicable). In general, this value specifies
// what fraction of the qualifying session is reached before fuel usage becomes "free"; default=0.0, possible
// values are 0.0-1.0, where 0.0 indicates fuel level is always free, 0.5 would mean fuel level at the halfway
// point of qualifying will be used to start the race, and 1.0 means fuel level at the end of qualifying will
// be used to start the race (and no refueling allowed during qualifying).
ParcFermeFuel = 0.0
// How many of the top qualifiers have to keep their used tires on for the race (only if parc ferme is applicable);
// default=0, possible values are 0 and up (300 recommended if everybody has to keep their used tires).
ParcFermeTires = 0
// Whether setup used during qualifying must be used during the race (only if parc ferme is applicable), except
// for the RFM/season/GDB or PLR file "FreeSettings"; default=1, possible values 0 or 1.
ParcFermeSetup = 0
// Settings that are free to be changed regardless of fixed or parc ferme setup. This can be overridden by the
// player file. You must add the values of each setting that drivers are free to change:
// 1 = steering lock
// 2 = brake pressure
// 4 = starting fuel
// 8 = fuel strategy
// 16 = tire compound
// 32 = brake bias
// 64 = front wing
// 128 = engine settings (rev limit, boost, and engine braking)
// For example, the default free settings are: steering lock (1) + brake pressure (2) + fuel strategy (8) = 11.
// Possible values are -1 (use default value) up to 255 (which equals 1+2+4+8+16+32+64+128).
FreeSettings = -1
// How blue flags are used. This value can be overridden through the player file; default=3, possible values
// are: 0=no blue flags, 1=show but never penalize for not moving over, 2=show and penalize if necessary for
// vehicles withing 0.3 seconds, 3=0.5 seconds, 4=0.7 seconds, 5=0.9 seconds, 6=1.1 seconds.
BlueFlags = 1
// Method to end timed races. Previous releases of rFactor (versions 1.070 and before) gave the checkered flag to
// any vehicle that crossed the start/finish line after time ran out. The new default behavior is to wait until
// the leader crosses the start/finish line before waving the checkered flag. However, in the case that the
// leader has crashed out but is multiple laps ahead of the second-place vehicle, there needs to be a fail-safe
// case. This value defines how many laps non-leaders can complete after time runs out before being given the
// checkered flag; default=2 (which means that, in most normal circumstances, the checkered flag will be given
// when the leader crosses the s/f line), possible values are 1 (which would be the original rFactor behavior) or
// any positive integer.
TimedRaceNonLeaderLaps = 2
}
// Money and experience accumulation (mostly multipliers for hard-coded values
// which have various factors taken into account like number of competitors)
StartingMoney = 50000000 // you might need a little spendin' cash
StartingExperience = 0 // start with no experience
StartingVehicle = form_000 // randomly chooses one free vehicle from this list
DriveAnyUnlocked = 0 // 0 = must own to drive, 1 = must be unlocked to drive, 2 = drive anything
BaseCreditMult = 1.0 // base which is multiplied by all the other multipliers
LapMoneyMult = 1.0 // laps completed (based roughly on expected lap times)
LapExpMult = 1.0
FineMoneyMult = 1.0 // fines
FineExpMult = 0.0
PoleSingleMoneyMult = 1.0 // pole positions in single player
PoleSingleExpMult = 1.0
PoleCareerMoneyMult = 1.0 // pole positions in career mode
PoleCareerExpMult = 1.0
PoleMultiMoneyMult = 1.0 // pole positions in multiplayer
PoleMultiExpMult = 1.0
WinSingleMoneyMult = 1.0 // wins in single player
WinSingleExpMult = 1.0
WinCareerMoneyMult = 1.0 // wins in career mode
WinCareerExpMult = 1.0
WinMultiMoneyMult = 1.0 // wins in multiplayer
WinMultiExpMult = 1.0
PointsSingleMoneyMult = 1.0 // points in single player
PointsSingleExpMult = 1.0
PointsCareerMoneyMult = 1.0 // points in career mode
PointsCareerExpMult = 1.0
PointsMultiMoneyMult = 1.0 // points in multiplayer
PointsMultiExpMult = 1.0
// Season scoring info
SeasonScoringInfo
{
FirstPlace = 500
SecondPlace = 480
ThirdPlace = 460
FourthPlace = 440
FifthPlace = 400
SixthPlace = 340
SeventhPlace = 280
EighthPlace = 220
NinthPlace = 200
Place10 = 180
Place11 = 160
Place12 = 140
Place13 = 120
Place14 = 100
Place15 = 80
Place16 = 60
Place17 = 40
Place18 = 20
}
SceneOrder
{
Toban_Long
Toban_Short
Mills_Long
Mills_Short
Orchard_Lake_Oval
Orchard_Lake_RC
S_Heights_short
Joesville_Speedway
}
// Pitstop locations in order from front to back, with the number
// of vehicles sharing each pit ... if the order needs to be
// reversed on an individual track, set "ReversePitOrder=1" in
// the track-specific GDB file.
// These are now "pit group" names, not necessarily team names.
// In the VEH file, the pit group defaults to the team name but
// can be overridden by defining "PitGroup=<name>".
PitOrderByQualifying = true // whether to set the pit order in the race by qualifying results
PitGroupOrder
{
// format is: PitGroup = <# of vehicles sharing pit>, <groupname>
PitGroup = 1, Group1
PitGroup = 1, Group2
PitGroup = 1, Group3
PitGroup = 1, Group4
PitGroup = 1, Group5
PitGroup = 1, Group6
PitGroup = 1, Group7
PitGroup = 1, Group8
PitGroup = 1, Group9
PitGroup = 1, Group10
PitGroup = 1, Group11
PitGroup = 1, Group12
PitGroup = 1, Group13
PitGroup = 1, Group14
PitGroup = 1, Group15
PitGroup = 1, Group16
PitGroup = 1, Group17
}