Pitbox allocation

Discussion in 'Automobilista - Help & Support' started by NWRAP, Mar 18, 2017.

  1. NWRAP

    NWRAP New Member AMS2 Club Member

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    As per the title how are pitboxes allocated when using a 1 or 2 car team?

    I have allocated pit groups 1 to 13 to the 26 cars in our skinpack.

    The reason I ask is that I have 2 x 1 car team to run using pit group 9 for example and each time i load into a track it swaps the order of bays.

    My files are named as such
    Driver 1:
    DefaultLivery="17_FGX_006_WAT_R01.dds"
    Pitbox="17_FGX_006_WAT_R01_PitBox"

    Driver 2:
    DefaultLivery="17_FGX_001_WIN_R01.dds"
    Pitbox="17_FGX_001_WIN_R01_PitBox"

    Is there a way to allocate a specific bay to each driver?

    How is it determined which driver uses what bay, is it by driver name or number or some other method?

    I would like to get this resolved so we can update all the pitbox decals for our skinpack
     
  2. NWRAP

    NWRAP New Member AMS2 Club Member

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    Nothing???
     
  3. Buzzhornet

    Buzzhornet New Member

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    Hi Nigel I found this reference from stock car extreme maybe it will help:

    The cars are set in the order of the "Pit Group" they are assigned to in the vehicles veh file ... the mod maker assigns what skins are placed to what pit group. There is nothing you can do other than to open up the veh file for the mod your going to set the garage up for and the assign the garages in that order. However, this then will only be true for the mod you do this for ... and you cannot be certain on all mod skins being set up correctly.

    When I did skin mods, I made sure that I only had 3 skins (veh file) assigned per PitGroup.

    Ex: this veh extraction is from the FN1008 Mod:
    C:\Program Files\rFactor\GameData\Vehicles\FN2008\All_Teams\CERUMO INGING\FN2008_47.veh

    Number=47
    Team="08-09 CERUMO/INGING"
    PitGroup="Group9"
    Driver="Ronnie Quintarelli"
    Description="#47 Ronnie Quintarelli"
    Engine="TOYOTA RV8J"
    Manufacturer="Lola Cars"
    Classes="FN2008"
    FullTeamName="CERUMO/INGING"
    TeamFounded=
    TeamHeadquarters="Japan"
    TeamStarts=
    TeamPoles=
    TeamWins=
    TeamWorldChampionships=

    If I wanted this car to appear in the first garage location then that garage spots would be labeled 9/1,9/2 & 9/3 ....

    However, the only way this will work 100 percent of the time, and only in this mod, would be that no more than 3 cars in the entire mode was assigned to "GROUP9".

    Again, this is controllled by the person setting up all the veh files for the mod.

    If add on skins were added after the mode was released and more than 3 cars are assigned to the same group, then cars may double up in the same garage stall.

    This is why it is a good practice to set 20 pit stalls and 60 garage positions (when Possible) as a minimum. At least 2x more than the Pit locations are needed to avoid the error message upon saving in the (ISI) AIW editor.

    As for your second question, the pit crew is determined by your placement of the Pit location. You will need to set this by trial and error ... set a location for your pit stall ... save it then exit and the pits and rive back into the pits as you would for a normal pit stop. take notice as to where the pit box and crew members are located in relation to where your waypoint marker is for that pit.

    Then it will be a judgement call/guestimation as for the remainder of the positions.

    This to me is above and beyond the since of realisim ... a nice touch but too many variables are out of your control to do that much work. IMHO.
     
  4. NWRAP

    NWRAP New Member AMS2 Club Member

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    I have all the liveries setup in the respective VEH files the same way

    for example


    Number=12
    Team="Shell V-Power Racing Team"
    PitGroup="Group7"
    Driver="Fabian Coulthard"
    Description="SupV8: Fabian Coulthard"
    Engine="5.0L V8 RWD"
    Manufacturer="Ford"
    Transmission="six-speed sequential transaxle with an integrated spool differential"
    Extra="The car features onboard adjustable roll bars and brake bias."
    Classes="2017_VASC"


    I will test the Group7/1 & Group7/2 see if that does anything.

    The thing that is frustrating me is each time i load into a track it swaps the order of bays.

    If I cant get it sorted then I will simply no longer do them!
     
  5. Erick Goldner

    Erick Goldner Active Member AMS2 Club Member

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    The Pitgroup should be set as:
    PitGroup="Group1" (for drivers of the team 1)
    PitGroup="Group2" (for drivers of the team 2)
    and so on!
    When the Race order is defined on the Qualy, it will use this to ensure the positions of the drivers boxes that are on the server.
     
  6. NWRAP

    NWRAP New Member AMS2 Club Member

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    Yes and that's how I have set all liveries up as already stated.

    The issue is with the cars swapping pit bays within the pitgroup each time you load into a track therefore
    making it annoying when trying to do traditional pitbays.

    This is what im trying to achieve
    17379915_10212637799724460_351739381_o.jpg
    The cars are in the correct position, Waters & Winterbottom on this load into the Adelaide track BUT on the next load into the track they are occasionally reversed. I also have the issue where I want a car to use the driver 1 slot in a pit bay and driver 2 to use the other (2 single car teams that share a pitbox) so I can put them into official pit allocations.
     
  7. NWRAP

    NWRAP New Member AMS2 Club Member

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    Here are how the 2 cars in the above picture are setup in the VEH

    DefaultLivery="17_FGX_001_WIN_R01.dds"
    Pitbox="17_FGX_001_WIN_R01_PitBox"
    Number=1
    Team="The Bottle-O Racing Team"
    PitGroup="Group9"
    Driver="Mark Winterbottom"
    Description="SupV8: Mark Winterbottom"

    DefaultLivery="17_FGX_006_WAT_R01.dds"
    Pitbox="17_FGX_006_WAT_R01_PitBox"
    Number=6
    Team="Monster Energy Racing 2017"
    PitGroup="Group9"
    Driver="Cameron Waters"
    Description="SupV8: Cam Waters"
     
  8. NWRAP

    NWRAP New Member AMS2 Club Member

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    Oh well no answer to solve this makes my life easy as I will simply now not bother with them :(
     
    • Agree Agree x 1
  9. Buzzhornet

    Buzzhornet New Member

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    Shame you were unable to get anybody to help.
     
    • Agree Agree x 2
  10. NWRAP

    NWRAP New Member AMS2 Club Member

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    Not sure it will ever be right since Reiza cant get it right either..

    20170330155144_1.jpg
     
  11. Buzzhornet

    Buzzhornet New Member

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    Wow there you go. If reiza is wrong it doesn't leave much hope, sounds like it isn't possible.
     
  12. NWRAP

    NWRAP New Member AMS2 Club Member

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    Well I wouldn't know as Reiza has not thrown any answers into the thread :(
     

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