How to fix rF2 stock car rules

about LaneSpacing, with a discussion with a F1 challenge modder, basicaly tolds the wide space occupied by the AI line. I dont know if this was changed in RF2.

Its function itself would be similar to that of the Groove width of the old ISImotor games but the truth is that I don't notice much difference either, generally I see that this line is set between 4 and 5
 
LOL nice guide but gees ,a whole page of modding a million things just to get flags working at a moderate level?
Pass.
RFactor 2,the sim that loves to take two steps backward before it takes one step forward which is a shame because the potential of this sim was huge.

They have left the ruins and now working on LeMans Ultimate.
Does that have the same over noodling for simple tasks?

You know we haven't seen any workable AI since Geoff Crammond's GP series of games.

How long ago was that?

Just makes Geoff a God even more.

Just don't let it get to your head ole son like Chris Roberts and Scam Citizen.
 
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Thanks for trying this out! And happy to help :)

So first, a small clarification. Did the guide Ole provided to get a functional Stock Car Rules plugin work? As in, did it provide you (regardless of AI crashing) with a instantaneously-thrown full-course yellow and other oval racing rules? I believe, from what you say, the answer is yes. In which case Ole's tutorial did work as it 'should', in a way.

Sadly, there are two related but different issues at play here. First, there is a ruleset plugin changing when yellow flags are thrown and when pit stops are allowed. Second, there is AI behaviour.

rF2 developers (probably devs at Image Space Incorporated) clearly spent time coding at least some AI behaviour to go along with the ruleset plugin - following a pace car in single or double file, pit strategy, and so on. But we can't know how far they went with this. If they wanted the AI to slow down quickly after a FCY or evade accidents differently once one is thrown, they would need to have explicitly coded this. And your experience suggests that they did not.

If only the patched plugin provided in Ole's guide could instantly provide a compelling AI racing experience on ovals in rFactor 2. It fixes several major issues - local yellows and irrelevant blue flags - but is not a panacea. :redface:

In my opinion, as of today in 2022, for oval sim racing with AI, 20 years later, your best bet is still NASCAR Racing 2003 Season (a.k.a. NR2003). And it's not even close. Plus, there are Indycar mods (albeit of limited realism :p) for NR2003. Just the other day, I tried some AI racing in rFactor 2 at Indianapolis with the Stock Car 2018X, then hopped into NR2003 and did a short race with AI. rF2 has much better driving feel (as you would expect :roflmao:) but my Lord, the AI racing in NR2003 just feels right and instantly put a smile on my face... whereas in rF2 I was trying to look past issues like AI in a 'train track' line, weirdly inconsistent pace lap to lap, and AI cars slamming into walls on corner exit. Studio 397 could fix my and your issues with oval racing AI if they devoted time and effort... but sadly I've seen little evidence to suggest this is something they intend to do.
Nascar Racing 2003 with the mods like reshade transports it to todays level of graphics.
Truly a wonder for a decades old racing game.

This and Crammond's GP series.

If only we had 144 hz GPL and reshade.

VROC "hold onto yer butt!"

NOTHING will be as fun and glorious as those days of sim racing.
Todays games have amazing physics and graphics but AI is absolutely TERRIBLE.

Geoff Crammond got it right decades ago.

NOONE can do it today lmaooooooo.

Maybe IRacing?
I haven't tried that AI module yet.
 
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