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Custom Series file error

Discussion in 'General Discussion' started by Avelino Neto, May 28, 2017.

  1. Avelino Neto

    Avelino Neto Member AMS2 Club Member

    Joined:
    Jun 3, 2016
    Messages:
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    Dear all,

    After 1.4 update, my custom series files, to create a new mod was showing the error below while the loading screen is running:

    Error loading mesh file UNKNOWN_TOKEN_ARMSA to memory

    Someone can help me?
    Thanks

    PS: The Series file:
    REIZA600.srs
    // Game/Season Info:
    Mod Name = Custom Stock Car
    Track Filter = StockV8
    Vehicle Filter = OR: StockV8
    SafetyCar = CamaroSS_SC.veh
    ID=600

    Matchmaker = match.reizastudios.com
    Matchmaker TCP Port = 40001
    Matchmaker UDP Port = 40002
    Loading Bar Color = 13244190

    Max Opponents = 37 // maximum opponents in practice/quick race/grand prix/championship
    Min Championship Opponents = 5 // minimum opponents in championship only


    ConfigOverrides
    {

    }



    // Seasons:

    Season = Stock Car V8 2015
    {
    FullSeasonName = Stock Car Brasil V8 2015
    BaseCreditMult = 0.0
    MinExperience = 0
    EntryFee = 0
    Vehicle Filter = |StockV8



    SeasonScoringInfo
    {
    R1P1 = 24
    R1P2 = 20
    R1P3 = 18
    R1P4 = 17
    R1P5 = 16
    R1P6 = 15
    R1P7 = 14
    R1P8 = 13
    R1P9 = 12
    R1P10 = 11
    R1P11 = 10
    R1P12 = 9
    R1P13 = 8
    R1P14 = 7
    R1P15 = 6
    R1P16 = 5
    R1P17 = 4
    R1P18 = 3
    R1P19 = 2
    R1P20 = 1
    }

    SceneOrder
    {
    Goiania
    Ribeirao2012
    Velopark2
    curitiba
    SantaCruz
    curitiba
    Goiania
    Cascavel
    CampoGrande
    curitiba
    TarumaC
    Interlagos15sc
    }
    }



    DefaultScoring
    {


    // SESSION TIMES AND DURATIONS
    FormationAndStart=4
    NumberOfFormationLaps = 1
    HeadlightsRequired = false
    TestDayDay = Thursday
    TestDayStart = 9:00
    Practice1Day = Friday
    Practice1Start = 10:00
    Practice1Duration = 40
    Practice2Day = Friday
    Practice2Start = 14:20
    Practice2Duration = 40
    Practice3Day = Saturday
    Practice3Start = 8:40
    Practice3Duration = 40
    QualifyRules = 1 // 0 default, 1 Stock V8, 2 Formula 1 >= 2006
    QualifyDay = Saturday
    QualifyStart = 15:00
    QualifyDuration = 15
    QualifyLaps = 20
    QualifyDriversStart = 1
    QualifyDriversEnd = 16 // Q1, drivers 1 to 16
    Qualify2Start = 15:15
    Qualify2Duration = 10
    Qualify2Laps = 30
    Qualify2DriversStart = 17
    Qualify2DriversEnd = 103 // Q2, drivers from 17th...
    Qualify3Start = 15:30
    Qualify3Duration = 10
    Qualify3Laps = 30
    Qualify3DriversStart = 1
    Qualify3DriversEnd = 10 // Q3, top 10 times.
    RaceDay = Sunday
    RaceStart = 11:00
    RaceTime = 40
    DRS-MaximumTime = 1.0 // the maximum time between your car and the one in front (in seconds)
    DRS-MinimumCrossings = 2 // the minimum number of times the cars have passed the detection point before it becomes active
    DRS-TestDayRules = -1 // for all rules settings:
    DRS-Practice1Rules = -1 // -1 means disable DRS
    DRS-Practice2Rules = -1 // 0 means DRS is active everywhere on the track
    DRS-Practice3Rules = -1 // Positive values should be interpreted as a bitfield with the following bit values:
    DRS-Practice4Rules = -1 // 1 = DRS is active only in detection zones
    DRS-Qualify1Rules = -1 // 2 = DRS is active only after the minimum set number of crossings (in DRS-MinimumCrossings)
    DRS-Qualify2Rules = -1 // 4 = DRS is active only if within DRS-MaximumTime of the car in front
    DRS-Qualify3Rules = -1 // so for the full DRS rules you use the value 7 (1+2+3)
    DRS-Qualify4Rules = -1
    DRS-WarmupRules = -1
    DRS-Race1Rules = -1
    DRS-Race2Rules = -1
    DRS-Race3Rules = -1
    DRS-Race4Rules = -1


    // RULES
    // Pit speed limits in kilometers per hour for race and normal (all other sessions); default=80.0 kph (= 49.7 mph).
    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=2.00
    SafetyCarOvalMult=0.20

    // 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=0.30

    // 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 = 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 = 2

    // 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 = 0

    // 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 = 0

    // Whether local yellows are shown, which can be different for road vs. oval courses; default=1, possible values 0 or 1.
    LocalYellowsRoad = 1
    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 = 3

    // 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=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 = 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 = 255

    // 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 within 30s
    BlueFlags = 1

    AIBlueFlagCurveRadius = 600 ////in meters, curves with a radius under this value won't affect AI under blue flag

    AIBlueFlagCourtesyThreshold = 0.5 //// from 0 to 1 the amount of courtesy the AI need to lift when not obeying the blue flag is not punished. Blue flag is not punished with srs BlueFlag=1

    AIBlueFlagReactionTime = 20 //// max amount of seconds for the AI to react to the blue flag

    AILiftUnderBlue = 0.25 //// bonus of the throttle for the lack of courtesy of the driver to add to the final throttle of the AI

    // Method to end timed races. Previous releases 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 = 1
    }


    DriveAnyUnlocked = 2 // 0 = must own to drive, 1 = must be unlocked to drive, 2 = drive anything
    BaseCreditMult = 0.0 // base which is multiplied by all the other multipliers
    LapMoneyMult = 0.0 // laps completed (based roughly on expected lap times)
    LapExpMult = 0.0
    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


    PitOrderByQualifying = false // whether to set the pit order in the race by qualifying results
    PitGroupOrder
    {
    // format is: PitGroup = <# of vehicles sharing pit>, <groupname>
    PitGroup = 2, Group1
    PitGroup = 2, Group2
    PitGroup = 2, Group3
    PitGroup = 2, Group4
    PitGroup = 2, Group5
    PitGroup = 2, Group6
    PitGroup = 2, Group7
    PitGroup = 2, Group8
    PitGroup = 2, Group9
    PitGroup = 2, Group10
    PitGroup = 2, Group11
    PitGroup = 2, Group12
    PitGroup = 2, Group13
    PitGroup = 2, Group14
    PitGroup = 2, Group15
    PitGroup = 2, Group16
    PitGroup = 2, Group17
    PitGroup = 2, Group18
    PitGroup = 2, Group19
    PitGroup = 2, Group20
    }
     
  2. FS7

    FS7 controller filters off please AMS2 Club Member

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    Are you using a custom upgrades.ini file?
    I got a similar error while using a set of custom .srs, skins & upgrades.ini files for F-Reiza, I fixed it by including arms/no arms upgrades in the custom upgrades.ini file.
     
  3. LeD00m

    LeD00m New Member

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    How did you do that upgrade? I'm having this issue too with my custom upgrade ini
     
  4. FS7

    FS7 controller filters off please AMS2 Club Member

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    If you're using a custom upgrades.ini file for Stock V8 you should open the original StockV8_2015_Upgrades.ini file, copy all the stuff in it and paste at the end of your custom upgrades.ini file.
     
  5. Avelino Neto

    Avelino Neto Member AMS2 Club Member

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    I'm not using custom upgrades file. I just change the VEHs to include the upgrades file.
    But the mod stops to work before and after this change... It stopped since 1.4 version...
     
  6. Renato Simioni

    Renato Simioni Administrator Staff Member

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    Check the differences between default v1.4 VEH & upgrades.ini and old / modified VEH & upgrades.ini, it should tell you what´s missing.
     

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