![]() ![]() Yeah, the virtual ride system is the way to do this.Ĭorrect. Many mods have a decently sized fields to begin with and require neither of these methods. The other method, if that doesn't work, is to unpack the mod and remove liveries until there's few enough to race with, which is kind of a bother for just singleplayer racing. Then you can also add the skill specifics to the car. That's the name that will pop up in the big ai class list in the race settings. In the file itself (it opens with any text editor), you should add the Classes parameter (I think that's what it was called), and give it any name you wish. You can rename these, just keep the folder name and file name the same. There's a folder called 0 with the skin in it and an rcd file also called 0. Then go to the rFactor 2 folder, to UserData -> player -> settings and find the car you made a new driver for. It's now made a copy of that car with the new name and stuff. You can then use the buttons to select the newly created alt skin, and press create driver. The simplest, which works with official content, is to select a car, press the tuning button. ![]() For result logging and points tracking, the log analyzer is your friend.Īs far as getting consistent drivers and talents, there's a couple of ways to do it (Aside from what cobb said). ![]()
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