// Game/Season Info: Mod Name = Grid Motorsports (build id: ) // full ID Track Filter = * Vehicle Filter = OR: SafetyCar = Hammer_PC.veh Matchmaker = match.rfactor.net Matchmaker TCP Port = 39001 Matchmaker UDP Port = 39002 Loading Bar Color = 16750848 RaceCast Location = racecast.rfactor.net Max Opponents = 40 // maximum opponents in practice/quick race/grand prix/championship Min Championship Opponents = 5 // minimum opponents in championship only 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\ //VehicleSound=GAMEDATA\SOUNDS\ //OptionsAnim=UIDATA\MOVIES\ //OptionsFlags=GAMEDATA\NATIONS\ //OptionsSounds=UIDATA\UISOUNDS\ //OSCFile=UI.OSC OptionsDir=GAMEDATA\VEHICLES\GridMotorsports\mod-data\ //ReplayDir=REPLAYFRIDGE\REPLAYS\ //ReplayPluginsDir=REPLAYFRIDGE\PLUGINS\ //PluginsDir=PLUGINS\ MovieDir=GAMEDATA\VEHICLES\GridMotorsports\MOVIES //TracksDir=GAMEDATA\LOCATIONS\ //PitsDir=GAMEDATA\SCRIPTS\ //VehiclesDir=GAMEDATA\VEHICLES\ DriversDir=GAMEDATA\VEHICLES\GridMotorsports\TALENT //HelmetsDir=GAMEDATA\HELMETS\ //GamesDir=RFM\ //LogDir=USERDATA\LOG\ //SaveDir=USERDATA\ MusicDir=GAMEDATA\VEHICLES\GridMotorsports\MUSIC //ShadersDir=GAMEDATA\SHARED\ //ControllerDir=USERDATA\CONTROLLER\ //ScreenShotsDir=USERDATA\SCREENSHOTS\ //SupportDir=SUPPORT\ //LanguagesDir=SUPPORT\LANGUAGES\ //LanguagesFile=GAME.DIC } // The base # is a simple multiplier that has a clear effect on the draft. // The exponent numbers, though, control the curve of the effect vs. distance. // Higher numbers make the effect drop off at a shorter distance. Drafting { BaseDropoff=0.180 // higher number -> more drafting effect (default=0.185) LeadingExponent=1.95 // higher number -> lower effect on leader (default=2.0) FollowingExponent=1.8 // higher number -> lower effect on followers (default=2.0) } Season = GridMotorsports 2008A { FullSeasonName = Grid Motorsports World Cup 2008A BaseCreditMult = 100.0 MinExperience = 60000 EntryFee = 50000 Vehicle Filter = grid-gp RacePitKPH = 110 QualPitKPH = 110 NormalPitKPH = 80 FormationSpeedKPH = 180 QualifyDuration = 50 PitSpeedingAllowance = 1.0 ParcFermeSetup = 1 SceneOrder { Nuer_Sprint Mills_Long Mills_Short NAS_International Orchard_Lake_RC Toban_Long Lienz_MiniGP S_Heights_Short } } // Default scoring entries can be overridden by season entries, which // in turn can be overridden by track GDB entries. In general we would // recommend as few overrides in the track GDB as possible because they // will affect every series that races there. DefaultScoring { RacePitKPH = 180 NormalPitKPH = 180 FormationSpeedKPH = 200 Practice1Day = Friday Practice1Start = 11:00 Practice1Duration = 60 Practice2Day = Friday Practice2Start = 14:00 Practice2Duration = 60 Practice3Day = Saturday Practice3Start = 11:00 Practice3Duration = 60 Practice4Day = Saturday Practice4Start = 13:15 Practice4Duration = 15 QualifyDay = Saturday QualifyStart = 14:00 QualifyDuration = 60 QualifyLaps = 12 WarmupDay = Sunday WarmupStart = 9:00 WarmupDuration = 30 RaceDay = Sunday RaceStart = 14:00 RaceLaps = 50 RaceTime = 120 //RULES (See "NSCRS06.rfm", for full rules list and descriptions) // 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=0.25 SafetyCarOvalMult=1.0 // 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=0.0 SpinOvalSeverity=0.01 // 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 = 100.0 PitSpeedingAllowance = 10000000.0 // 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 = 0 // 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 = 1 // Additional random yellow laps; default = 1, possible values are 0 and up. RandomYellowLaps = 0 // Whether pits are closed during the first part of the full-course yellow; default=0, possible values 0 or 1. ClosePits = 0 // 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 = 3 // Penalty given for getting served on a closed pitlane (meaning that the vehicle entered AFTER the pit was // closed); default=2, possible values are 0=stop/go 1=drivethru 2=longest line. ClosedPitPenalty = 2 // Whether local yellows are shown, which can be different for road vs. oval courses; default=1, possible values 0 or 1. LocalYellowsRoad = 0 LocalYellowsOval = 0 // 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 = 0 // 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 = 4 // Whether passing is allowed on starts and restarts before the start/finish line; default=0, possible values // are 1=passing on right is legal, 2=passing on left is legal, and 3=passing anywhere is legal. PassingBeforeLineOval=3 PassingBeforeLineRoad=3 // 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=10 // 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 = 1 // 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 = 1 // 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 = 238 // 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 = 12500000 // always start with zero experience, but you need some money StartingVehicle=r_trainer01,r_trainer02,r_trainer03,r_trainer04,r_trainer05,r_trainer06,r_trainer07,r_trainer08,r_trainer09,r_trainer10,r_trainer11,r_trainer12 StartingVehicle=bmw_16 StartingVehicle=bmw_17 DriveAnyUnlocked = 2 // 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 = 9 SecondPlace = 7 ThirdPlace = 5 FourthPlace = 3 FifthPlace = 2 SixthPlace = 1 SeventhPlace = 0 EighthPlace = 0 } SceneOrder // first one in the list will be the default track when loading up the first time { NAS_BritishGP NAS_International NAS_National Nuer_EuropeanGP Nuer_Sprint 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=". PitGroupOrder { // format is: PitGroup = <# of vehicles sharing pit>, 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 }