When using MAS2.exe, you are presented with a list of all the cars you have. If you want to add an entire class of cars, you must look up separately which cars are in said class then add each car. The same must be done for the tracks. This can become quite an annoyance unless you want to race the same handful of cars on the same handful of tracks over and over.Hi, not sure what you asking, don't understand what you mean by "adding them one by one" ( cars and tracks I assume )
rfmod should take 30 seconds to make, few minutes if you pick out skins and track layouts, etc. So few minutes to make then use in server for hours.
Benefit is if you and people that join keep all the rfmods you use installed when content is updated steam can't delete the old versions. So you don't have to change immediately you can even run 2 rfmod with new and old version of content.
Can't do that with any other sim.
You preserve old versions sometimes because oh I don't know it's Saturday and you are almost finished a week practice for Sunday.
So what you going to put new version tracks and cars ( like last update) no one has used or tested ?
Then you can also put up "Test" server with new versions of content to I don't know test for a few hours and they can decide to swap or stay with old ( for time being ie: I round)
Many servers overlap versions they don't all update rfmods the same day.
Anyway as only rF2 does this I am going to say it's an advantage, how could it be a disadvantage ?
I never said anywhere a server could run 2 mods at same time also never inferred to keep old versions forever.
Anyway I hosted for 3 years you did see that right? Sometimes we would run old versions of content for some reason or another and I think it's great you can do it.
But if something was brand new I would tell all "see you back in 5 minutes" , leave, download new content, make a new rfmod, go to the loo, make coffee, boot server ... 5 minuites
Is there a way to add all cars and tracks to one rfmod file without it crashing on launch?
Still don't know what your issue is I think you upset you have to scroll large lists of cars and tracks or maybe you forget what to add and where they are in list ?
What I do is open rF2 in a small window and mod manager and mas2 and windows on-screen keyboard ( so you don't have to hold Ctrl key, then slip and have to start over all again )
So you can multi highlight of cars or tracks, just checking.
In mod manager I click on old version of rfmod I going to update.
I put the bottom window with content in rfmod and mas2 window where you select content side by side ( mas 2 always on right )
Then you can scroll through the rfmod in manager and in mas2 click on corresponding content.
Save new rfmod you will have 2 rfmods with different versions of content.
By having rF2 open in window you can cross check mod content, skins, etc. like you see me doing here.
Probably won't help you but someone else.
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You're correct, I am upset at how complex changing server settings is. This is how it works in Project Cars 2, which is much faster and does not require any external applications:
The most important missing feature in rFactor 2 is shown at 5:04 (ability to select entire classes). Project Cars 2 is no longer in development, unlike rFactor 2. I expected rFactor 2 to have at least the same level of functionality as Project Cars 2 and all other games. Most multiplayer games do not require the usage of external applications to alter server settings. You simply edit them in the game itself.
No, it actually appears to have less then every other racing sim I have played. For example, in PCARS2 you can restrict the AI and the players to completely separate classes in-game. You can't do so in rFactor without rebuilding the rfmods.At the same time, rF2 have a lot more possibilities for changes on the server, pluses and minuses.
No, it actually appears to have less then every other racing sim I have played. For example, in PCARS2 you can restrict the AI and the players to completely separate classes in-game. You can't do so in rFactor without rebuilding the rfmods.