Awesome Damage!

SteelyDave

where/how can i get this damage mod? ive been playing around with rFactor for a few days now, and LOVE it, only thing missing is more REALISTIC damage like seen here i would REALLY like to get something along these lines

thanks!

Dave
 
Each mod sets its own damage parameters. Some have only very basic damage set up (a couple of parts might fall off, or even none, with very little deformation) while others, like that one, put more work into defining different parts that can fall off. You can alter your damage settings in rFactor, but very high values will just mean your car will be damaged much more easily - it doesn't change how many bits can actually detach.
 
in that video description it says 200% damage mod... ive been looking and searching and cant seem to find it anywhere. im running 100% right now, and the cars seem almost bullet proof... i want more sensitive damage... I want the cars to get damaged more easily.
 
What he's done is edited his .PLR file directly to set it to 200% (you can't go that high within rFactor itself).

Open up your PLR file, go to the [ Game Options ] section, and change the QUICK Damage Multiplier figure. But, if you go to the Settings -> Difficulty page in the game it'll reset to 100% (even without touching it) so avoid doing that. (the only way to know it's on 200% is that you edited the file, and after you leave rFactor that file still says "200" - if you do look at that page in game you'll find that file, which gets rewritten when rFactor exits, says "100")

Even with 200%, if the mod only has a couple of 'debris' items defined (say, front and rear spoiler) then that's all that will fall off.
 
That's probably one of the most highest detailed models built for the game, you can get it here http://www.virtualr.net/toyota-supra-mkiv-10-released/
If you go into your rFactor install folder, open UserData > Your username > open the .plr, in there you will be able to adjust the damage manually.

[ED] sorry Lazza, we post at the same time :D
 
Oh, and if you want to have even more sensitive damage, or just avoid having to set up that damage figure manually any time it gets reset, AND you're just playing offline (so mismatches aren't an issue), you could edit the damage-related .ini files for the particular mod you're using. Most of the small files in your GameData\Vehicles folder are text files (might have extensions like .veh, .sfx, .hdv, etc, but you can open them up with notepad), well worth having a look around for a while to see how things work. You'll probably find there's an .ini file with 'damage' in the name that defines the damage parameters for most/all of the cars in the mod, you could go into there and lower the impulse required to damage/detach the various parts. If you're not used to delving through files you might find it all a bit overwhelming at first, most of it has comments describing what the figures do so just have a read and see what you find.

And, obviously, if you alter a mod in that way it'll mismatch if/when you jump online for a race, so either make backups or just lay down a new rF folder if you want to get online.
 
Toyota supra is really good mod, but it doesn't mean that any other one cannot have comparable damage.
Note that rF supports maximum 10 debris objects. So lets's count: rear bumper, hood/bonnet, boot/trunk, four lights, 2 mirrors, exhaust - that's 10. Alfo FWING, WING and WHEELs may be detached. That's all. In common cases it is enough. So, as you can see there is no need to have some super-detailed model. But after that, it is up to modder to define correct values of deformation and forces causing parts detaching. It is really not a problem to set minimum impulse to some low value, for example 1500-2000. ...Maybe only with drivers who are not accustomed to crash car to death by hitting a wall with 60 kmph.

BTW: one of the problems with debris are, that light objects like blglo and hlglo may not be detached. Which is really pain in ass. Just imagine, that lamp fall down but light glow is still on place. Some workaround is to set those objects as deformable. In most cases they will hide glow over some other objects.
 
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Toyota supra is really good mod, but it doesn't mean that any other one cannot have comparable damage.
Note that rF supports maximum 10 debris objects. So lets's count: rear bumper, hood/bonnet, boot/trunk, four lights, 2 mirrors, exhaust - that's 10. Alfo FWING, WING and WHEELs may be detached. That's all. In common cases it is enough. So, as you can see there is no need to have some super-detailed model. But after that, it is up to modder to define correct values of deformation and forces causing parts detaching. It is really not a problem to set minimum impulse to some low value, for example 1500-2000. ...Maybe only with drivers who are not accustomed to crash car to death by hitting a wall with 60 kmph.

BTW: one of the problems with debris are, that light objects like blglo and hlglo may not be detached. Which is really pain in ass. Just imagine, that lamp fall down but light glow is still on place. Some workaround is to set those objects as deformable. In most cases they will hide glow over some other objects.

+1 here, an improvement for rF2 will be volumetric light, linked to 3D object. And so is the object is detached, the light is switched off.
 
Just a note, the PCC Porsche mod is good for damage too; removeable doors there too :cool:
 

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