A few rfactor questions.

Posted by Fincent 
A few rfactor questions.
Date: February 13, 2007 12:01AM
Posted by: Fincent
Hi there

Im just posting here to ask a few quick questions of you and your opinion :). At the moment I run a simulated league for my friends (i.e no player selected, just the AI racing) using GP3. It's good but it has its gripes....limited graphics being the major one. So I was considering switching to another game to do my league on..and rfactor was a possibility considering the reviews its had and the great graphics it has. So here are a few questions:

1) Does it support 'no player' mode like GP3?

2) How many teams/cars can there be?

3) What is the difficulty to modify the game (i.e painting and performance etc)?

4) Would my current pc be able to run it well? Inspiron 6400 Dell laptop. 2Ghz Dual core processor, 256MB ATI Mobility grfx card, 2GB ram.

Many thanks for any help :)



Circuit Thermalito

Liverpool Waterfront Circuit (WIP)
Re: A few rfactor questions.
Date: February 13, 2007 06:08AM
Posted by: Guimengo
1) No idea

2) A WHOLE lot, you could run 40 cars if you wanted for example

3) Depends on the mod, sometimes the stuff isn't available... but you basically have to open the file on PS or something then drop it at a certain folder, I believe. And maybe change a line or two in the RFM folder

4) Should run, yes :)

But the level of the AI will heavily depend on the mod you choose
Re: A few rfactor questions.
Date: February 13, 2007 04:57PM
Posted by: Morbid
1) Does it support 'no player' mode like GP3?
- No not as such. You need to enter a race event with a player vehicle. However, you can just enter it last on the grid, by not doing any track time, and then retire it immediately upon green lights. Then the AI is running the event unaffected. Alternatively, you can pass control of your car to the AI with a hot-key.

2) How many teams/cars can there be?
- Potentially unlimited, but each track has a certain amount of grid slots, garages and pit stalls (not always the same amount!). Testing the limits takes about 2-3 launches of the track (some 5 minutes of work). Normally, the limit for each track will be the amount of garages and grid slots, as they are all in use at the same time, whereas pit stalls are not. How each pit stall is used can also be modified. Most tracks support 20+ cars.

3) What is the difficulty to modify the game (i.e painting and performance etc)?
- Depends on what you want to change, but rFactor is mods Galore, so in general it is easy. Performance is governed by physics files, and while they are easy to change, understanding the variables is not. Driver performance is governed by talent files, and they are easy to change. Both file types are in txt format. Painting should be on the same difficulty level as most other sims.

4) Would my current pc be able to run it well? Inspiron 6400 Dell laptop. 2Ghz Dual core processor, 256MB ATI Mobility gfx card, 2GB ram.
- Easily. You will even be able to save the entire race, and do video clip shows, with your favorite codec.


Misc... I think you can accomplish what you want with rFactor, but of course there will be a learning curve, and you will also need to do some suitability testing in regards to mods and tracks. And of course, you will need to learn some new modding skills.

For instance the AI operates largely in the same way it does in GPx, an AI line, approximated physics, performance files and a setup. Most tracks DO NOT provide mod specific setups for the track, so the AI will use it's default setting. If that is unsuitable for the track, or the AI line is really daft, then bad things happen.

Both these problems can be overcome. You can make a setup for the AI, and if it is even halfway decent the AI will do fine. If you can get the AI to do one complete lap without destroying the car, the AI can also be set to "train" itself... effectively, the AI explores the track, lap by lap, and creates a brand new AI line for that car type ONLY.



It's only after we've lost everything, that we are free to do anything.



Edited 1 time(s). Last edit at 02/13/2007 05:00PM by Morbid.
Re: A few rfactor questions.
Date: February 13, 2007 06:53PM
Posted by: Locke Cole
I've never played rFactor so I have a simple specific question also.

The main reason I buy F1 games is to mod/edit them and create race scenarios in the "No Player" mode. I currently use GP4 for this, and though I'm proficient at car/helmet shape/livery + performance editing, I leave the tracks to people who know how :) With all this in mind, would you recommend rFactor as a better choice than GP4?



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Re: A few rfactor questions.
Date: February 14, 2007 03:53AM
Posted by: chet
I would recomend rFactor for any racing game fan.

Recently ive been using CTDP alot and really like the use of using individual physics for each team... For instance, on a default setup I can clock times in the Mclaren that I would have to really really get a good set up on in, lets say a RedBull...

But yeah, seeing as though you can edit quite abit you would enjoy rFactor quite abit, almost every mod has a template available... And there is always room for modders...

Just a question Morbid, what files are the performace of the cars stored in? The physics files?






"Trulli was slowing down like he wanted to have a picnic" LOL
Re: A few rfactor questions.
Date: February 14, 2007 11:27AM
Posted by: torana_05
has anyone bought rfactor threw moneybrookes? is it the best way to buy because i dont have a credit card cause id spend to much if i did


__________________________________________________________________________

Re: A few rfactor questions.
Date: February 16, 2007 10:49AM
Posted by: Morbid
Yes, I bought rFactor via moneybookers, as my bank boycotts paypal, and I didn't have a proper credit card at that point in time. It worked flawlessly.

torana_05 Wrote:
-------------------------------------------------------
> has anyone bought rfactor threw moneybrookes? is
> it the best way to buy because i dont have a
> credit card cause id spend to much if i did



It's only after we've lost everything, that we are free to do anything.
Re: A few rfactor questions.
Date: February 16, 2007 08:06PM
Posted by: Fraplee
Fincent,

To answer your first question about no player mode - it does support no player mode. You do not have to enter and retire.
You can drive all sessions of a race weekend plus race as an AI driver. Simply start a session and press the letter "I" and your car is now under someone else's(AI) control.

FraPP!!!
Re: A few rfactor questions.
Date: February 17, 2007 03:00AM
Posted by: chet
The AI mode is very good to check setup changes if your a lazy man. :p

I often do it alot. Set up a car, send him out, advance time for abit, then i take control, check tyre wear etc... pit him, then some more changes and repeat ;)

Then in between runs, Ill do about 5-10 laps just to see how the car is handling...

Its very easy to then decide what tyres are best, ie for ctdp its particulary useful...






"Trulli was slowing down like he wanted to have a picnic" LOL



Edited 1 time(s). Last edit at 02/18/2007 07:09PM by chet.
Re: A few rfactor questions.
Date: February 18, 2007 06:47PM
Posted by: GLD
Language Chet!!!!
Re: A few rfactor questions.
Date: February 18, 2007 07:10PM
Posted by: chet
Lol sorry, edited.






"Trulli was slowing down like he wanted to have a picnic" LOL
Re: A few rfactor questions.
Date: February 18, 2007 10:55PM
Posted by: GLD
Good haha
Re: A few rfactor questions.
Date: February 23, 2007 07:35PM
Posted by: Fincent
Cheers for the answers, lol, it looks like an investement to me (see other thread [www.grandprixgames.org])

Many thanks :)
-Fincent



Circuit Thermalito

Liverpool Waterfront Circuit (WIP)
Re: A few rfactor questions.
Date: March 25, 2007 06:34PM
Posted by: Nickv
*dig dig*

Does anyone know how to remove that annoying text box while driving? Every time something is said, I can't resist looking at it :P
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