rFm issue

Anyone else having a problem adding rFm's to the game as of recently? If I try to add a custom rFm, whether its included with a mod or created myself, the game crashes on startup. This started happening recently. I already have some custom rFms that work fine though. I can change the .veh file and point it to a rFm that already exists but then that mod wont have its own championship. No matter what number I use it doesnt work. Is there a limit to how many rFms can be used? I cant add anymore to the "reiza18" rFm file without it crashing.
 
Post the rfm text here plz

// Game/Season Info:
Mod Name = F1 1994
Track Filter = StockV8
Vehicle Filter = OR: Reiza45
SafetyCar = CamaroSS_SC.veh


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



Max Opponents = 32 // maximum opponents in practice/quick race/grand prix/championship
Min Championship Opponents = 5 // minimum opponents in championship only




// Seasons:


Season = F1 1994
{
FullSeasonName = F1 1994 Session
BaseCreditMult = 0.0
MinExperience = 0
EntryFee = 0
Vehicle Filter = |Reiza45
Max Opponents = 33


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
{
75Kyalami
curitiba
Taruma
SalvadorStockCar
Brasilia
Cascavel
Ribeirao2012
Cascavel
Velopark2
curitiba2
Brasilia2
Interlagos2
}
}



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


// 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
// ----------------------------------------------------------------
 
and this is the reiza18 rFm

// Game/Season Info:
Mod Name = All Cars / All Tracks
Track Filter = StockV8 kart
Vehicle Filter = OR: Vehicle Filter = OR: StockV8 Marcas reiza1 reiza2 reiza3 reiza4 reiza5 reiza6 reiza7 reiza8 reiza9 reiza10 reiza11 reiza12 reiza13 reiza14 reiza15 reiza16 reiza17 reiza18 reiza19 reiza20 reiza21 reiza35 reiza40 reiza41 reiza45 reiza76 reiza82 reiza90 reiza93
SafetyCar = CamaroSS_SC.veh

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

Max Opponents = 33 // maximum opponents in practice/quick race/grand prix/championship
Min Championship Opponents = 5 // minimum opponents in championship only


ConfigOverrides
{


}



// Seasons:


DefaultScoring
{


// SESSION TIMES AND DURATIONS
FormationAndStart=4
NumberOfFormationLaps = 1
HeadlightsRequired = false
TestDayDay = Thursday
TestDayStart = 9:00
Practice1Day = Friday
Practice1Start = 10:00
Practice1Duration = 40
Practice2Day = Friday
Practice2Start = 14:20
Practice2Duration = 40
Practice3Day = Saturday
Practice3Start = 8:40
Practice3Duration = 40
QualifyRules = 2 // 0 default, 1 Stock V8, 2 Formula 1 >= 2006
QualifyDay = Saturday
QualifyStart = 14:00
QualifyDuration = 16
QualifyLaps = 10
Qualify2Start = 14:20
Qualify2Duration = 15
Qualify2Laps = 10
Qualify2DriversStart = 1
Qualify2DriversEnd = 15
Qualify3Start = 14:43
Qualify3Duration = 12
Qualify3Laps = 10
Qualify3DriversStart = 1 // allowed starting position
Qualify3DriversEnd = 10 // allowed ending position
WarmupDay = Sunday
WarmupStart = 9:00
WarmupDuration = 30
RaceDay = Sunday
RaceStart = 14:00
RaceLaps = 70
RaceTime = 120


// RULES
// Pit speed limits in kilometers per hour for race and normal (all other sessions); default=80.0 kph (= 49.7 mph).
FormationSpeedKPH = 100

// 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

// Control over what changes can be made between qualifying and race. This value can be overridden through
// the player file; default=0, possible values are 0=no restrictions, 1=restrictions apply, 2=restrictions
// apply as long as it doesn't rain in qualifying or afterwards (and no that doesn't mean rain is implemented
// yet, sorry).
ParcFerme = 0

// Whether fuel level remains the same (only if parc ferme is applicable). In general, this value specifies
// what fraction of the qualifying session is reached before fuel usage becomes "free"; default=0.0, possible
// values are 0.0-1.0, where 0.0 indicates fuel level is always free, 0.5 would mean fuel level at the halfway
// point of qualifying will be used to start the race, and 1.0 means fuel level at the end of qualifying will
// be used to start the race (and no refueling allowed during qualifying).
ParcFermeFuel = 0.0

// How many of the top qualifiers have to keep their used tires on for the race (only if parc ferme is applicable);
// default=0, possible values are 0 and up (300 recommended if everybody has to keep their used tires).
ParcFermeTires = 0

// Whether setup used during qualifying must be used during the race (only if parc ferme is applicable), except
// for the RFM/season/GDB or PLR file "FreeSettings"; default=1, possible values 0 or 1.
ParcFermeSetup = 0

// Settings that are free to be changed regardless of fixed or parc ferme setup. This can be overridden by the
// player file. You must add the values of each setting that drivers are free to change:
// 1 = steering lock
// 2 = brake pressure
// 4 = starting fuel
// 8 = fuel strategy
// 16 = tire compound
// 32 = brake bias
// 64 = front wing
// 128 = engine settings (rev limit, boost, and engine braking)
// For example, the default free settings are: steering lock (1) + brake pressure (2) + fuel strategy (8) = 11.
// Possible values are -1 (use default value) up to 255 (which equals 1+2+4+8+16+32+64+128).
FreeSettings = 255

// How blue flags are used. This value can be overridden through the player file; default=3, possible values
// are: 0=no blue flags, 1=show but never penalize for not moving over, 2=show and penalize if necessary for
// vehicles withing 0.3 seconds, 3=0.5 seconds, 4=0.7 seconds, 5=0.9 seconds, 6=1.1 seconds.
BlueFlags = 1

// Method to end timed races. Previous releases of rFactor (versions 1.070 and before) gave the checkered flag to
// any vehicle that crossed the start/finish line after time ran out. The new default behavior is to wait until
// the leader crosses the start/finish line before waving the checkered flag. However, in the case that the
// leader has crashed out but is multiple laps ahead of the second-place vehicle, there needs to be a fail-safe
// case. This value defines how many laps non-leaders can complete after time runs out before being given the
// checkered flag; default=2 (which means that, in most normal circumstances, the checkered flag will be given
// when the leader crosses the s/f line), possible values are 1 (which would be the original rFactor behavior) or
// any positive integer.
TimedRaceNonLeaderLaps = 1
}


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

DRS
{
TestDay = 0 // -1 Disabled, 0 free to use DRS if available, 1 only in DRS Zones, 2 only in DRS Zones within detection time lapse.
Practice1 = 1
Practice2 = 1
Practice3 = 1
Practice4 = 1
Qualify1 = 1
Qualify2 = 1
Qualify3 = 1
Qualify4 = 1
Warmup = -1
Race1 = 2
Race2 = 2
Race2 = 2
Race2 = 2
Minimun Laps = 2
Detection Time = 1.0
}
 
Oh, now I see. I read your first post, sorry for not doing that before.
Don't know then, like I said... I have it and have not problem of any sort with it. And I spend so much time with it, cause I wasn't (but that's nothing new tbh) satisfied with thair onboard cams, so I start to modify them to my taste. Team by team. :cautious::inlove::D
 
Oh, now I see. I read your first post, sorry for not doing that before.
Don't know then, like I said... I have it and have not problem of any sort with it. And I spend so much time with it, cause I wasn't (but that's nothing new tbh) satisfied with thair onboard cams, so I start to modify them to my taste. Team by team. :cautious::inlove::D
yah im lost. Ive tried everything. Looks like Im going to have to use an existing rfm and lose out on having its own championship
 
What I need to know is what number do I need to impute into a rfm to get standing starts at a race. I swapped the tracks out of an existing rfm and that works great but starts are set to 4 in the rfm giving me rolling starts only with no skipping of the pace lap.
 
Ok so I think I figured out what the problem is. There is a limit to how many "reiza" strings you can have in the reiza18 rfm. To get it working I had to remove some of the "unused" reiza strings. For example, reiza15 - 17 were not in the rFm folder but it was written in the reiza18.rfm. From what im seeing, I think the limit is 25 strings
 

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