1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Safety Car Info

Discussion in 'General Discussion' started by Boomslangnz, Oct 12, 2016.

  1. Boomslangnz

    Boomslangnz New Member

    Joined:
    Oct 12, 2016
    Messages:
    1
    Likes Received:
    0
    Hi guys

    could someone please explain how safety car works? I looked at the plr file and see

    QUICK Safety Car Thresh="1.00000"
    MULTI Safety Car Thresh="1.00000"

    What affects a safety car coming out? is it random or do crashes etc cause it? Im wanting to do a 6hr endurance race and I would like to get safety car to occur 5 or 6 times or so during the race, I have no clue what to try set the threshold at or how safety car even happens

    Also is there a way to make myself and AI cars be able to pit under safety car?
     
  2. HansieCronje

    HansieCronje New Member AMS2 Club Member

    Joined:
    Sep 16, 2016
    Messages:
    23
    Likes Received:
    11
    There is safety car info in each .srs file that overrides .plr file. I've played with extremes in the mulitplier and spin severity and confirm that it does work but haven't had a chance to do any fine tuning or play with other parameters. Look for the following in the .srs files:
    // 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
     
    • Like Like x 1
    • Informative Informative x 1
  3. Avelino Neto

    Avelino Neto Member AMS2 Club Member

    Joined:
    Jun 3, 2016
    Messages:
    64
    Likes Received:
    10
    So, If I set SafetyCarRoadMult=0 means there are no safety car available ?
     
  4. Brett Nagle

    Brett Nagle Well-Known Member AMS2 Club Member

    Joined:
    Oct 14, 2016
    Messages:
    839
    Likes Received:
    505
    If you set it at 5.00 a safety car will most likely not deploy
     

Share This Page