rFactor 2 | How to choose the grid of cars for multi-class racing


Having an offline multiclass race can be great fun and useful for practicing your over taking and defending skills within a grid of differently paced machines.

Many new players of rFactor 2 may find it difficult to set up a multi-class race, choosing exactly the right number of A.I. cars in a certain class, exact skins and so on.

Using the add A.I. button will choose any car at random out of the opponents you have selected, allowing you no control over which cars and how many of them are chosen.

Find above a short video showing you how to choose the exact cars you want to race against from within the game, using the current UI quickly, and easily!
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That is certainly better than creating and managing those MAS files. Is there a way to save the AI for future use or is that only possible using the MAS utility?
 
That is certainly better than creating and managing those MAS files. Is there a way to save the AI for future use or is that only possible using the MAS utility?
That is something I have been waiting for since the first new UI was released, since it would be easy to add features to the new HTML based UI. But even with the new new UI this still is not possible. Studio 397… just look at how CM for AC has implemented this…
 
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That is certainly better than creating and managing those MAS files. Is there a way to save the AI for future use or is that only possible using the MAS utility?
What I suggest is when you're done with the grid you want to race against by adding the different AIs you leave the session. Then you can rejoin the session with the replay. It's recommended to rename the replay so you know what's that replay for.
 
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Premium
Thank you for this video, and also for the *Cough*. I am getting back into rFactor2 after a hiatus due to constant CTD/ BSOD happening in the past. Hopefully all is fixed now, and I can enjoy some racing again.
 
It's ridiculous that they can't implement such a straightforward and basic functionality into the game

In principal I totally agree but as I say this is ancient system
I am sure if it was easy to implement changes to code to allow this
someone would have done it already and demonstrated on you tube.
ISI built rF2 ( gmotor2.5) for online, little thought went into offline
S397 has hugely improved this aspect.

Still ever since early builds you can choose exact skins, numbers and track layouts you want. MAS2 is that basic functionality in rF2.

Either way no sim engine has ESP, you must select the cars the skins the track layouts you wish in all of them which takes roughly same time yes ? So why is rF2 any better or worse ?

Before you answer I use AC and CM and make same sort of "room mods". If anything they take longer as you are clicking back and forwards more like you do with the threads way.
Mas2 is one window so no clicking back and forth.

So I rather spend same amount of time making 5kb rfm so it is saved in packages rather then a replay for each and every combo and track, that sounds prehistoric to me

Tip: Easy way to make rfm mods is to open rF2 in a small window. Start "all cars and tracks" that way you can scan every car # and skin as you add then to your room mod. ;)
 
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How can this be fun while the AI is so bugged in such a terrible way that it's almost impossible to play?

I don't think that rF2 is impossible to play, I have had awesome races up to 6 hours and no 2 races are ever the same .

Oh right right, I am branded as a fanboy so I must be lying

If you go quick race in rF2 classes will be spread throughout the grid like slowest car on pole

You at least need to run a accelerated quallie session :laugh:

I can't stand AI races in other engines because they simply behave too good so boring moronic robotic races and one is the same as next.
 
Premium
That worked a treat, thanks again Paul:thumbsup:.
I would have liked to see a thumbnail of the AI cars beside the names in the list so I can choose based on color, purely for 'Screenshot' purposes:rolleyes:...just to make it easier instead of going back and forth checking to see what has been chosen etc....otherwise something new I have learnt in rF2 :inlove:

0 rFACTOR 2 LeMANS MULTICLASS with CADILLAC copy.jpg
1 rFACTOR 2 LeMANS MULTICLASS with CADILLAC copy.jpg
2 rFACTOR 2 LeMANS MULTICLASS with CADILLAC copy.jpg
3 rFACTOR 2 LeMANS MULTICLASS with CADILLAC copy.jpg
 
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How can this be fun while the AI is so bugged in such a terrible way that it's almost impossible to play?

Sorry about quality
120% AI
75% Aggression
50% Damage
2 x fuel
2 x tyres

Bang wheels with AI for 5 laps

Bugged, terrible, impossible to play
sorry but no :) respectfully.

Other things please someone tell me you can hear the AI stuttering, spluttering whatever NO so how does it affect anything ?
AI drive in lines never passing lol are you watching same video ?


 
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How can this be fun while the AI is so bugged in such a terrible way that it's almost impossible to play?
Short answer? AI is not a monolithic thing. With some cars with handling characteristics suited to the AI's on-off driving style, tracks with well-made AIW files that suit the cars in question, and appropriate strength % and aggression values, you can get lucky and have a good experience. That's a lot of caveats, for sure. More than there should be - especially when they still apply to first-party content from Studio 397 (which they do in some cases). BUT... even so, AI in rF2 is not uniformly "so bugged in such a terrible way that it's almost impossible to play".

Also, some of the issues I tend to bring up about rF2 are serious but not necessarily atrocious compared to other sims. Yes, AI in rF2 have no built-in "slipstream, pull out, then overtake" behaviour. But neither do AI in other sims (Codies F1, Grand Prix 4, and maybe ACC aside). Yes, AI brake and accelerate as if driving with a keyboard in rF2. But other isiMotor-based games have AI with less severe versions of this same issue (e.g. GTR2, AMS1) and you can have a great AI experience in those. Yes, some rF2 tracks have AIW files with fast lines that run too close to walls or send sensitive cars spinning after hitting kerbs. For Studio 397 tracks that's unacceptable, but for mod tracks, it's less unreasonable - there's plenty of poor AI on mod tracks for AC or older isiMotor2-based titles.

So find yourself some well-made prototypes and GTs, a track with a suitably well-crafted AIW file, find some appropriate % parameters, have a little luck ;) and you can have fun in multiclass. The rF2 AI are a little... um... aggressive :roflmao: in their overtakes on slower classes but you can still have fun with them. Especially if you reduce or turn damage off, but it's not strictly necessary.
 
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Bugged, terrible, impossible to play
sorry but no :) respectfully.
Bugged at times, but no, not at all impossible to play, I agree :)

Other things please someone tell me you can hear the AI stuttering, spluttering whatever NO so how does it affect anything ?
AI drive in lines never passing lol are you watching same video ?
These are two fair criticisms of rF2 AI IMO. "Train tracks" of AI have been a criticism of isiMotor AI going back to GTR2 and rF1 - I would not say they never pass (that's preposterous, especially on road courses) BUT it can look silly (breaking muh immersion) and can cause no passing snorefests in oval racing (compare to NR2003, and ISI AI can look like a train track on ovals). And the spluttering/stuttering - if you mean the on/off throttle and brake behaviour, it does sound ridiculous and does cause problems with racing certain cars (like the Stock Car 2018 and 2018X, which jerk around in sweeping corners and require 10+% extra strength to reach the same pace over a lap relative to other cars).

But thankfully, neither of these issues usually affects sportscar multiclass racing :)
 
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I think the trains you talk about are because of the settings and no AI training. I could make another video of same combo in fact driving like a train.
Just set 100% AI and low aggression you want to see that.
 

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