Updating a Mod to RFE Weather Plugin – “How to” advices The intention of this tutorial is giving practical basic advices to quickly update any mod to the RFE Weather Plugin and it can be followed like a quick guide to perform better results. It is highly probable this “basic” tutorial will be updated several times in the near future due to the variations and new features that will be available in developing RFE Plugin Series; take in mind that RFE Plugin Series is an evolving project! To be able to follow the changes, please review the version of this tutorial on the document’s footer section and/or the specific session of the RFE forum. It is also very important understanding that making the following changes will not damage in any case the mod; it can be used with confidence running rFactor without the RFE Weather Plugin as well as with the Plugin, enhancing rFactor itself. But we must notice that is no longer possible to join a multiplayer session where is running the NOT updated mod and viceversa. Here we do not go into highly technical details but we show step by step how to update a mod. First important point is: we can (basic) update any mod to RFE Weather Plugin for rFactor (version 1 – 1255f the last one) without the need to manage gmt(s) and dds(s) files that are usually zipped into some .MAS files. This means that anyone can update a mod (to have the authorization by the author is a legal aspect, not a technical one and here we cannot speak about it). First notice: remembering this is a “basic” approach for updating a mod, currently we do not speak about the procedure to the visual update of the tread for different compounds and tires. The topic will be discussed in another tutorial. NOTE: 1. We are hardly working on enhancing how RFE Weather Plugin will render the scenes, using appropriate reflection maps for rain. ACCORDLINGLY, THIS TUTORIAL DOESN'T COVER CHANGES TO BE MADE FOR ENABLING REFLECTIONS OF THE MOD TO THE TRACK. 2. The update of the mod, to be “easy to do”, involves the .RFM file (the file that identify the vehicle) without duplicating/renaming other files of the vehicles and their descriptions. This is the why is no longer possible to join a multiplayer session where is running the NOT updated mod and viceversa. Updating a Mod to RFE Weather Plugin page 1 of 10 Aug. 26th, 2012 version 1.7 Which files must we edit? .TBC file .GEN file .RFM file .TGA file (the one(s) related to the RFM file) Step One: editing the .TBC file This is without any doubt the most complex and fine stuff to be performed! The file is responsible of several parameters that influence the behavior of the car, but we'll focus our attention only on the tires' grip. The tires' grip is influenced by coefficients in dry and wet weather for lateral and longitudinal factors, that can be different for front and rear tires. We must pay attention that, now on, rFactor (thought the RFE plugins) must really manage tires' temperatures, pressures and the “GripTempPress”, that is a kind of penalty for the grip if temperature and pressure are out of their optimal ranges! Managing the file we must also add other compounds for any needs we like: usually we'll add an “Intermediate Compound” and a “Wet Compound” to the slick or dry compound already in use. Edit the .TBC file that usually is located into the subfolder of the main folder of the mod (e.g. ...\rFactor\GameData\Vehicles\Predators\600\Predators_Tires_600) Scroll down the file to the [COMPOUND] section. Here we see the first line that identify the name of the tire compound, usually the brand name or a word like “dry” or “slick”. Then we can see all values related to “FRONT:” and below to “REAR:” tires. We assume that is listed only one compound and then the file ends. Copy all lines from [COMPOUND] to the end of the file. Paste at the end of the file (now we have duplicated the lines with same values of the original compound). But we assume to want more than 2 compounds, like an Intermediate Compound and a Wet Compound: paste the content again! Rename the line Name=”...” of the second compound into Name=”Intermediate Compound” and the name of the third compound into Name=”Wet Compound”. We suggest to rename also the original compound as Name=”Slick Compound”. In any case is MANDATORY to add the word “Compound” also into all existing compounds, otherwise the RFETire Component cannot work properly! Save the file overwriting the original one. Now the mod is already able to run without any error and we suggest to try it for a moment. We can also enter the garage and click to change tire compounds to see if they work nice, but we have only added compounds with different names not with different specifications and behaviors! Now starts the fine part of the stuff... Updating a Mod to RFE Weather Plugin page 2 of 10 Aug. 26th, 2012 version 1.7 Here, once again, we have to remind it is a “basic” tutorial and we'll not go into deep explanations that will be instead approached into other technical tutorials and/or technical sheets in the RFE forums. It's time to read few lines of the .TBC file also to understand how the mod has been programmed. We can find 2 different scenarios: • A .TBC file where the author calculated and added the values with a very high knowledge of the real car and its telemetry, in case adding also coefficients that rFactor without RFE Plugin Series cannot use. • A .TBC file where the author paid attention only to the most relevant values, leaving other coefficients nulls. Here are the relevant lines for us, now on, extracted from the ORIGINAL COMPOUND FRONT TIRES (usually we'll apply the same changes to the rear tires too): [COMPOUND] Name="Slick Compound” FRONT: DryLatLong=(1.675,1.450) WetLatLong=(1.000,1.000) … Temperatures=(90,20) ... GripTempPress=(1.5, 0.60, 0.50) The value we must change is the “WetLatLong” to this slick / dry compound, because slicks under rain cannot keep a good grip... under monsoon (a value for wetness on track > 80%) the grip is closed to zero! The coefficients we can assign are between 0.400 and 0.650 and they will be different for Lateral and Longitudinal grip. If we like to have a more stable car through the corners we must use a coefficient closed to the high one for Lateral... if we don't like to see the car locking tires too much during braking, similar we have to use an high coefficient for Longitudinal... but bear in mind that these are slick compounds so, in any case they must slip a lot! PLEASE NOTE FROM NOW ON changed data will be shown in bold In conclusion, for this example the result could be: [COMPOUND] Name="Slick Compound” FRONT: DryLatLong=(1.675,1.450) WetLatLong=(0.500,0.400) //for RFE Plugin Series purpose only … Temperatures=(90,20) ... GripTempPress=(1.5, 0.60, 0.50) Remember to duplicate the new “WetLatLong” coefficients for ORIGINAL COMPOUND REAR TIRES and to save the file. Updating a Mod to RFE Weather Plugin page 3 of 10 Aug. 26th, 2012 version 1.7 Now we have to work on the INTERMEDIATE COMPOUND FRONT TIRES (previously we had pasted the same lines changing only the names... Here we have: [COMPOUND] Name="Intermediate Compound” //for RFE Plugin Series purpose only FRONT: DryLatLong=(1.675,1.450) WetLatLong=(1.000,1.000) … Temperatures=(90,20) ... GripTempPress=(1.5, 0.60, 0.50) First of all we must add the line “WetWeather=1” IMMEDIATELY under [COMPOUND]: [COMPOUND] WetWeather=1 //for RFE Plugin Series purpose only Name="Intermediate Compound” //for RFE Plugin Series purpose only FRONT: DryLatLong=(1.675,1.450) WetLatLong=(1.000,1.000) … Temperatures=(90,20) ... GripTempPress=(1.5, 0.60, 0.50) Now we must calculate the grip of the Intermediate driving under dry conditions (dry asphalt) and it is obvious that the performances will be lower than a slick tire! A presumable coefficient could be between the 13% and the 14% of loss of grip for “DryLatLong”. Using a calculator we can easily find the result for both: [COMPOUND] WetWeather=1 //for RFE Plugin Series purpose only Name="Intermediate Compound” //for RFE Plugin Series purpose only FRONT: DryLatLong=(1.455,1.260) //for RFE Plugin Series purpose only WetLatLong=(1.000,1.000) … Temperatures=(90,20) ... GripTempPress=(1.5, 0.60, 0.50) The next value to be calculated is the “WetLatLong”: the Intermediate Compounds starts here to do their job, when track gets wet. We must remember that the range of use for the Intermediate Compound is between the 25% – 30% and 50% - 55% of wetness. In other words between “light rain” and “heavy rain”, depending from car to car. And the loss of grip is much more gradual, less accentuated in each condition compared to the Slick or Intermediate tires. All that, in numbers, means about the 25% of loss of grip under raining conditions, in front to the same compound on a dry track. Once again we must use a calculator to find the coefficients and then type them: Updating a Mod to RFE Weather Plugin page 4 of 10 Aug. 26th, 2012 version 1.7 [COMPOUND] WetWeather=1 //for RFE Plugin Series purpose only Name="Intermediate Compound” //for RFE Plugin Series purpose only FRONT: DryLatLong=(1.455,1.260) //for RFE Plugin Series purpose only WetLatLong=(1.100,0.950) //for RFE Plugin Series purpose only … Temperatures=(90,20) ... GripTempPress=(1.5, 0.60, 0.50) Let's manage the last values: Optimal Temperature of the Intermediate Compound, that must be lower that the Slicks in any case, but higher that the Wet Compound. In effect the line shows 2 data: the first one is the “optimal temperature”, the second one the “starting temperature”. We can leave this second value like the original data (as author's choice)... on the contrary we have to change the first one. If we do not have a way to find the true values (we could know the brand and model of the real tire and/or a technical sheet of the manufacturer) we can decrease the original value of Slicks of about the 20%: [COMPOUND] WetWeather=1 //for RFE Plugin Series purpose only Name="Intermediate Compound” //for RFE Plugin Series purpose only FRONT: DryLatLong=(1.455,1.260) //for RFE Plugin Series purpose only WetLatLong=(1.100,0.950) //for RFE Plugin Series purpose only … Temperatures=(70,20) //for RFE Plugin Series purpose only ... GripTempPress=(1.5, 0.60, 0.50) And here we must manage the last value “GripTempPress”, that, as I explained before is not mandatory and we can choose to follow the author's choice: leaving same penalty he used in the original Slicks (if not null) or calculating them also for this compound. An easy clarification of what are these coefficients and how they works is: • first value = grip penalty if tire is below optimal temperature • second value = grip penalty if tire is above optimal temperature • third value = grip penalty if tire is off optimal pressure Higher number means faster grip drop off. In effect, due to the nature of the compound itself, the Intermediate tire suffers working below optimal temperature more than a Slick and we can calculate the variation of the first value in a coefficient that increases about the 70% the penalty itself: [COMPOUND] WetWeather=1 //for RFE Plugin Series purpose only Name="Intermediate Compound” //for RFE Plugin Series purpose only FRONT: DryLatLong=(1.455,1.260) //for RFE Plugin Series purpose only WetLatLong=(1.100,0.950) //for RFE Plugin Series purpose only … Updating a Mod to RFE Weather Plugin page 5 of 10 Aug. 26th, 2012 version 1.7 Temperatures=(70,20) //for RFE Plugin Series purpose only ... GripTempPress=(2.5, 0.60, 0.50) //for RFE Plugin Series purpose only It's time to save the file: the Intermediate Compound has been set! Now we must repeat same steps calculating the right coefficients for the Wet Compound, taking care to adapt the “GripTempPress” in a little different way: the Wet Compound is really soft and suffers higher temperature much more than other tires. For that we must focus our attention on the second value (grip penalty if tire is above optimal temperature), increasing it up to the 300%: [COMPOUND] WetWeather=1 //for RFE Plugin Series purpose only Name="Wet Compound” //for RFE Plugin Series purpose only ... GripTempPress=(1.5, 2.40, 0.50) //for RFE Plugin Series purpose only Other values for Wet Compounds, related to the ORIGINAL DRY COMPOUND, must be applied following this recommendations: • % of decrease for DryLatLong = 24% - 26% • repeat same result for WetLatLong • % of decrease for Optimal Temperature = 40% - 45% All that gives a result like this: [COMPOUND] WetWeather=1 //for RFE Plugin Series purpose only Name="Wet Compound” //for RFE Plugin Series purpose only FRONT: DryLatLong=(1.250,1.100) //for RFE Plugin Series purpose only WetLatLong=(1.250,1.100) //for RFE Plugin Series purpose only … Temperatures=(50,20) //for RFE Plugin Series purpose only ... GripTempPress=(1.5, 2.40, 0.50) //for RFE Plugin Series purpose only No other actions are involving the .TBC file, so we can save it for the last time. Once again we like to remark there are much many values involved into the real wear and grip of the tires, but once again we must remark this is only a basic tutorial useful to start to better understand the .TBC file. Step Two: editing the .GEN file Here we must only add one line to the file. The .GEN file is the file that “renders” the vehicle showing the visual aspect of any component. We are making “basic” update to the mod and for now we do not manage the reflections of the car on wet track, nor the visual aspect of the tread of different compounds. But to better renders the scene we need to add the bold line just under the: Instance=SLOT<ID> Updating a Mod to RFE Weather Plugin page 6 of 10 Aug. 26th, 2012 version 1.7 { Moveable=True ReflectPlane=(0.000, -1.000, 0.000, -0.200) //for RFE Plugin Series purpose only and save the file... that's all! Step Three: editing the .RFM file This file identify the mod and it also shows the name into rFactor. Please, remember the note at the beginning of this tutorial: The update of the mod, to be “easy to do”, involves the .RFM file (the file that identify the vehicle) without duplicating/renaming other files of the vehicles and their descriptions. This is the why is no longer possible to join a multiplayer session where is running the NOT updated mod and viceversa. If you want to leave the original mod as it is, adding an updated version to RFE Plugin Series you must handle many more files and speaking about the procedure is not the purpose of this tutorial. In any case, into the .RFM files we have to change the name of the mod editing the very first line. E.g., from: Mod Name = Formula Predator's Trofeo by S.RW v1.04 to Mod Name = Formula Predator's Trofeo by S.RW v1.05 RFEWeather Saving the file we have performed all steps that need to (basic) update a mod to RFE Weather Plugin. Step Four (optional): adding RFE Logo to the .TGA(s) of the .RFM file RFE Plugin Series is a very complex job still in development that will bring rFactor to a new level. To see many mods updated to the RFE Weather Plugin is one of our goals. Into the download area of SYMRacing.net forum you are free to download the logo to be added into the “modname.tga” that come with the .RFM file using a simple photo-editing software. It is available in .PNG format, in light and dark tones. Here is the sample in dark tone to match a light background. Step Five (optional): adding the link of the mod You are invited, to add the link to the mod “updated to RFE Weather Plugin” into Updating a Mod to RFE Weather Plugin page 7 of 10 Aug. 26th, 2012 version 1.7 the specific area of SYMRacing.net forum. Final Steps are... to enjoy the new mod driving with variable weather conditions in one of our dedicated servers or creating your own dedicated server running RFE Weather Server Plugin (available soon)... And to be ready to enjoy the full optimized and enhanced features of RFE Plugin Series in the next future in one of the new Climate dedicated server for rFactor! USEFUL INFORMATION: Following the tutorial the first question that probably several times left us confused was: “But, how can I test the mod and the job I'm doing?”. And the answer is: using the “RFEModelersAidTool”. But probably you have already downloaded, installed and tested it... As you have seen (or you will see using it) we can change live the most relevant coefficients to perceive immediately the reaction of the car. But we have to play careful with these values to avoid unexpected or too much fictional behaviors. What we suggest is to follow this tutorial in any case! We have also developed an Excel sheet that covers a more advanced procedure to calculate and compare the behavior of the different compounds for dry and wet coefficients, also evaluating the penalty ones. Only this more technical and advanced approach, with a deeper and technical explanation to allow pro modelers to get more and more precise info, can achieve the best results. Please read the RFE forum for more info. There are so many variables into the development of a mod and/or in the way it has been developed that it is really impossible to identify all potential troubles. One useful update could be that both front and rear tires must be changed simultaneously in the garage but with the chance to change only front or rear tires during the pitstop. If we notice they are not yet set in this manner, to allow it we must edit the .HDV file looking for these lines and set the values as below: [PITMENU] ... AllTires=0 FrontRearTires=(1,1) LeftRightTires=(0,0) IndividualTires=(0,0,0,0) … CompoundRestrictions=2 Updating a Mod to RFE Weather Plugin page 8 of 10 Aug. 26th, 2012 version 1.7 Sometime the author of the mod add special and/or original sounds and also here he could choose a solution that stops the sound of rain activated by the RFE Weather Plugin. If you notice this unwanted behavior, take a look to the .RFM files and you will find something like this: ConfigOverrides { ... VehiclesDir=GAMEDATA\VEHICLES\nameofthemod MusicDir=Music\nameofthemod SoundDir=GAMEDATA\SOUNDS\nameofthemod\ } As we can see, all sounds (not only those specifically related to the mod) are redirected to a subfolded with the name of the mod. RFE Weather Plugin points to the ORIGINAL location of the ambient sounds of rFactor. We must then redirect it to have RFE sounds working again, easily adding the following line: ConfigOverrides { ... VehiclesDir=GAMEDATA\VEHICLES\nameofthemod MusicDir=Music\nameofthemod SoundDir=GAMEDATA\SOUNDS\nameofthemod\ SoundDir=GAMEDATA\SOUNDS\nameofthemod\Ambient\ } In addition: • We must “copy&paste” the original “Ambient” subfolder (DO NOT MOVE IT!), located into the ...\GameData\Sounds folder • We must delete all files present into this new location with the exception of those named as “RFE...” Also the scenario that we may encounter in .TBC files, concerning the various original compounds, is an unknown variable: we can have a mod the uses an “all weather” compound according to the real car. In this case, to maintain the mod closed to the real life, we suggest to DO NOT ADD OTHER COMPOUNDS, but to change only the coefficients of “WetLatLong”, adapting them to match the behavior of the real car (e.g. the Formula Predator's uses the AVON ACB10 and we changed only that line!). On the contrary we can discover the mod already uses more than one compound (Qualify / SuperSoft Compound, etc.). In this case, we suggest to leave the original compounds, adding the new ones at the end of the .TBC file, copying&pasting the “medium” or “race” compound (it depends from the name the author chose) and starting from this “standard” compound to follow all the procedure written above for the .TBC file. Last, but not least... we can choose to add ONLY ONE WET Compound to the vehicle... in this case the % of decrease for DryLatLong and WetLatLong must be about = 20% APPENDIX Updating a Mod to RFE Weather Plugin page 9 of 10 Aug. 26th, 2012 version 1.7 The table below shows a quick guide for calculating the coefficients for Intermediate and Wet Compounds as explained in the tutorial. All percentages are intended to be applied starting from the original values with the exception of WetLatLong values for Intermediate tires. Remember to add the sentence “WetWeather=1” IMMEDIATELY under new [COMPOUND] for Intermediate and Wet tires. Dry/Slick Intermediate Wet/Rain DryLatLong Original values - 13% ÷ 14% (1) - 24% ÷ 26% WetLatLong 0.400 ÷ 0.650 - 25% (from 1) - 24% ÷ 26% Temperatures Original values - 20% ~ - 40% ÷ 45% First value + 70% Second value up to if not present do not 300% or do not exceed 2.0 ÷ 2.5 exceed 2.5 ÷ 3.0 GripTempPress Original values The table below shows a quick guide for calculating the coefficients for adding ONLY a Wet Compounds. All percentages are intended to be applied starting from the original values. Dry/Slick Wet/Rain DryLatLong Original values - 20% ~ WetLatLong 0.400 ÷ 0.650 - 20% ~ Temperatures Original values - 30% ÷ 35% First value + 70% GripTempPress Original values if not present do not exceed 2.0 ÷ 2.5 Second value up to 300% or do not exceed 2.5 ÷ 3.0 The table below shows a quick guide for calculating the coefficients for WetLatLong in case of All Weather original tires. All Weather DryLatLong Original values WetLatLong - 20% ~ Temperatures Original values GripTempPress Original values Updating a Mod to RFE Weather Plugin page 10 of 10 Aug. 26th, 2012 version 1.7
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