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Championship points not being calculated :(

Discussion in 'Automobilista' started by LeftTurnAddict, May 2, 2016.

  1. Hey guys i am having a weird problem that i only just noticed because i normally play single race mode and not championship mode..
    But anyways today i decided to start a opala86 stock car season.. I completed 2 races but @ the end of both races i could not click the icon to go to next race i had to exit the championship then load the championship again to go to my next race..
    Also championship points dont seem to be calculating.. In the standing board that comes on screen after you choose your championship it says i have completed 2 races but everyone has 0 points :\
     
    • Sad Sad x 1
  2. Is there a } after the points in the srs file? Scroll down and look.
     
  3. I've reported the error to Reiza.
    If you want to edit it, go to the reiza03.srs file and put the scoring in the right place, so it looks like this (REMEMBER to back up the srs file somewhere outside the srs folder first!) :

    Season = Opala Stock Car 1986
    {
    FullSeasonName = Opala Stock Cars 1986
    BaseCreditMult = 0.0
    MinExperience = 0
    EntryFee = 0
    Vehicle Filter = |Opala86
    Max Opponents = 23

    SeasonScoringInfo
    {
    FirstPlace = 25
    SecondPlace = 20
    ThirdPlace = 16
    FourthPlace = 14
    FifthPlace = 12
    SixthPlace = 10
    SeventhPlace = 9
    EighthPlace = 8
    NinthPlace = 7
    Place10 = 6
    Place11 = 5
    Place12 = 4
    Place13 = 3
    Place14 = 2
    Place15 = 1
    }
    SceneOrder
    {
    Taruma
    Guapore
    Interlagossc80
    JacarepaguaHist
    Goiania
    BrasiliaAlt
    Interlagossc80
    Taruma
    Goiania
    JacarepaguaHist
    Cascavel
    Interlagossc80
    }
     
  4. I tried both of those reply's and it still will not add up championship points :(
    Its annoying lol but i can do without for now using a table i made in excel :)
     
  5. Here is a copy of whats in my reiza03.srs file :)

    // Game/Season Info:
    Mod Name = Opala Stock Cars
    Track Filter = StockV8
    Vehicle Filter = OR: Opala80 Opala86
    SafetyCar = CamaroSS_SC.veh


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



    Max Opponents = 23 // maximum opponents in practice/quick race/grand prix/championship
    Min Championship Opponents = 5 // minimum opponents in championship only




    // Seasons:


    Season = Opala Stock Car
    {
    FullSeasonName = Opala Stock Cars
    BaseCreditMult = 0.0
    MinExperience = 0
    EntryFee = 0
    Vehicle Filter = |Opala80
    Max Opponents = 25

    SeasonScoringInfo
    {
    FirstPlace = 25
    SecondPlace = 20
    ThirdPlace = 16
    FourthPlace = 14
    FifthPlace = 12
    SixthPlace = 10
    SeventhPlace = 9
    EighthPlace = 8
    NinthPlace = 7
    Place10 = 6
    Place11 = 5
    Place12 = 4
    Place13 = 3
    Place14 = 2
    Place15 = 1
    }
    }


    SceneOrder
    {
    Taruma
    Guapore
    Interlagossc80
    JacarepaguaHist
    Goiania
    BrasiliaAlt
    Interlagossc80
    Taruma
    Goiania
    JacarepaguaHist
    Cascavel
    Interlagossc80
    }
    }


    Season = Opala Stock Car 1986
    {
    FullSeasonName = Opala Stock Cars 1986
    BaseCreditMult = 0.0
    MinExperience = 0
    EntryFee = 0
    Vehicle Filter = |Opala86
    Max Opponents = 23

    SeasonScoringInfo
    {
    FirstPlace = 25
    SecondPlace = 20
    ThirdPlace = 16
    FourthPlace = 14
    FifthPlace = 12
    SixthPlace = 10
    SeventhPlace = 9
    EighthPlace = 8
    NinthPlace = 7
    Place10 = 6
    Place11 = 5
    Place12 = 4
    Place13 = 3
    Place14 = 2
    Place15 = 1
    }
    }

    SceneOrder
    {
    Taruma
    Guapore
    Interlagossc80
    JacarepaguaHist
    Goiania
    BrasiliaAlt
    Interlagossc80
    Taruma
    Goiania
    JacarepaguaHist
    Cascavel
    Interlagossc80
    }
    }

    DefaultScoring
    {


    // SESSION TIMES AND DURATIONS
    FormationSpeedKPH = 100
    FormationAndStart=4
    NumberOfFormationLaps = 1
    HeadlightsRequired = false
    TestDayDay = Thursday
    TestDayStart = 9:00
    Practice1Day = Friday
    Practice1Start = 8:00
    Practice1Duration = 60
    Practice2Day = Friday
    Practice2Start = 16:30
    Practice2Duration = 60
    Practice3Day = Saturday
    Practice3Start = 12:00
    Practice3Duration = 60
    QualifyDay = Saturday
    QualifyStart = 15:00
    QualifyDuration = 30
    QualifyLaps = 20
    WarmupDay = Sunday
    WarmupStart = 9:00
    WarmupDuration = 30
    RaceDay = Sunday
    RaceStart = 13:00
    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
    SafetyCarRoadMult=2.00
    SafetyCarOvalMult=0.20
    SpinRoadSeverity=0.0
    SpinOvalSeverity=0.30
    PitSpeedingAllowance = 4.0
    LuckyDog = 0
    MinimumYellowLaps = 2
    RandomYellowLaps = 1
    ClosePits = 1
    PitsClosedLaps = 1
    LeadYellowLaps = 0
    ClosedPitPenalty = 0
    LocalYellowsRoad = 1
    LocalYellowsOval = 0
    PrivateQualifying = 0
    AdditivePenalties = 1
    LapsToServePenalty = 3
    PassingBeforeLineOval=3
    PassingBeforeLineRoad=3
    FreezeOrder = 1
    FinishUnderCaution = 0
    CountCautionLaps = 1
    DoubleFileRestarts=0
    ParcFerme = 0
    ParcFermeFuel = 0.0
    ParcFermeTires = 0
    ParcFermeSetup = 0
    FreeSettings = -1
    BlueFlags = 1
    TimedRaceNonLeaderLaps = 1
    }


    DriveAnyUnlocked = 2 // 0 = must own to drive, 1 = must be unlocked to drive, 2 = drive anything
    StartingVehicle = BMonteiro
    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 = 1, Group3
    PitGroup = 2, Group4
    PitGroup = 2, Group5
    PitGroup = 2, Group6
    PitGroup = 1, Group7
    PitGroup = 2, Group8
    PitGroup = 1, Group9
    PitGroup = 1, Group10
    PitGroup = 2, Group11
    PitGroup = 1, Group12
    PitGroup = 2, Group13
    PitGroup = 2, Group14
    PitGroup = 2, Group15
    PitGroup = 2, Group16
    PitGroup = 2, Group17
    }

    [RF_HIGHVOLTAGE1]
    // Min required version of rF_HighVoltage (-1 = Force latest available version)
    MIN VERSION REQUIRED = 1.3.0.0
    // KERS enabled in this mod? 0 (or missing) = disabled / 1 = enabled
    KERS ENABLED = 1
    // How long is KERS available (time in seconds)
    KERS TIME = 6.6
    // 0 kers can't be refilled / 1 = refill at Start/Finish line
    KERS REFILLABLE = 1
    // how often can kers be refilled
    KERS NUM USAGE PER FILL = -1
    // This setting enables you the adapt the strengt of the kers effect to the needs of your mod (100 = 100%) (min. 0 (off) / max. 200 (doubles the default setting)
    KERS POWER FACTOR = 100

    // DRS enabled in this mod? 0 (or missing) = disabled / 1 = enabled
    DRS ENABLED = 1
    // DRS Number of laps which must be completed in a race session before DRS will get available to the driver
    DRS MIN LAPS TO ACTIVATE = 2
    // DRS min distance to the competing car in front at the detection point during race session
    DRS MIN DISTANCE = 1.0
    // DRS is available only in DRS Zone during race session (1 = Zone only / 0 = everywhere)?
    DRS ZONE ONLY RACE = 1
    // DRS is available only in DRS Zone during qualy session (1 = Zone only / 0 = everywhere)?
    DRS ZONE ONLY QUALY = 0
    // DRS is available only in DRS Zone during other sessions than race or qualy (1 = Zone only / 0 = everywhere)?
    DRS ZONE ONLY OTHER = 0
    // Where will the distance to the car in front be detected (Distance in meters from Start/Finishline)
    DRS DETECTION POINT 1 = 1200
    // Where will the distance to the car in front be detected (Distance in meters from Start/Finishline / -1 to disable)
    DRS DETECTION POINT 2 = -1
    // DRS Zone 1 start (must be greater than Detection point)
    DRS ZONE 1 START = 1500
    // DRS Zone 1 stop, DRS is allowed in this zone only during race
    DRS ZONE 1 STOP = 2000
    // DRS Zone 2 start (must be greater than Zone 1 stop, or -1 to deactivate)
    DRS ZONE 2 START = -1
    // DRS Zone 2 stop, DRS is allowed in this zone only during race
    DRS ZONE 2 STOP = -1
    // DRS Zone 3 start (must be greater than Zone 2 stop, or -1 to deactivate)
    DRS ZONE 3 START = -1
    // DRS Zone 3 stop, DRS is allowed in this zone only during race
    DRS ZONE 3 STOP = -1
    // DRS Zone 4 start (must be greater than Zone 3 stop, or -1 to deactivate)
    DRS ZONE 4 START = -1
    // DRS Zone 4 stop, DRS is allowed in this zone only during race
    DRS ZONE 4 STOP = -1

    // Block zones are zones on the track where DRS isn't allowed to be used in any session
    // DRS Block Zone 1 start (-1 to deactivate)
    DRS BLOCK ZONE 1 START = -1
    // DRS Block Zone 1 stop (after Block Zone 1 start, or -1 to deactivate)
    DRS BLOCK ZONE 1 STOP = -1
    // DRS Block Zone 2 start (-1 to deactivate)
    DRS BLOCK ZONE 2 START = -1
    // DRS Block Zone 2 stop (after Block Zone 2 start, or -1 to deactivate)
    DRS BLOCK ZONE 2 STOP = -1

    // Max. allowed wetnes on path to activate DRS (for use with weather plugin)
    // (default: 0.02; range: 0.0 - 0.2)
    // Available since version 1.3
    DRS MAX WETNESS = 0.02

    // DRS strength factor (range 0 to 200; 0 = default)
    // This factor can be used to finetune the strength of DRS effect to the used mod
    // Available since version 1.2
    // DEPRECATED since version 1.4 (will be removed in the next version!)
    // Use DRS LIFT STRENGTH FACTOR instead!
    // "DRS LIFT STRENGTH FACTOR" = ("DRS STRENGTH FACTOR" / 4) + 100
    DRS STRENGTH FACTOR = 0

    // DRS Lift strength factor (range 0 to 200; 100 = default)
    // This factor can be used to finetune the strength of DRS effect to the used mod
    // Available since version 1.4
    DRS LIFT STRENGTH FACTOR = 100

    // DRS Drag strength factor (range 0 to 200; 100 = default)
    // This factor can be used to finetune the strength of DRS effect to the used mod
    // Available since version 1.4
    DRS DRAG STRENGTH FACTOR = 100

    // DRS Damage strength (range 10 to 200; 80 = default)
    // This factor can be used to finetune the strength of Damage effect in case the rearwing is damaged
    // Available since version 1.4
    DRS DAMAGE STRENGTH = 80
    // ----------------------------------------------------------------
     
  6. I see at least one mistake - you have too many close brackets after the scoring info.

    Open one of the other srs files, and follow the format EXACTLY. If you put a bracket in the wrong place, it will not work. It is always important to have exactly the same spaces, gaps between lines, brackets, and spelling. These files will easily stop working otherwise.

    If you are still stuck after re-editing it, , shout out again :)