Absolutely! I'm in the 8. And yes, the dooring is one of the pieces of behavior I've yet to localize.
I suggest starting with ASRX or ARCA as they're already stock-car centric. I couldn't be much help getting rfactor up to the Arca/stock-car starting point. Additionally, I found the physics in the original ARCA 08 game to be more appropriate than ASRX in comparison against iRacing as a gold standard, but that's personal preference and limited to the ARCA bodies, not the Cup, Xfinity or Trucks (my initial attraction to this game are the gen4 bodies).
In ASRX they give you the original track and the AltAero version. AltAero is more like the racing we see now at these tracks. the original track is more reminiscent of 01-04 plate racing. My changes can be applied to both.
Firstly the rf JRPlugin is one of the main ingredients. Its widget doesn't display in the top left corner of the game to adjust settings as it should, but it does still work in the background. You just have to trust it. I would love to expand or dial in its effectiveness but I don't know anything about plugins. I believe this to be responsible for 50% of the experience created in the video you watched.
For Talladega, I swapped the Arca dega tire compound for the ASRX "CUP" dega tire compound. I can't recommend this enough.
Talladega AWI:
"drivinglines=3" - This is one of the simplest, yet most impactful changes. Seriously this simple in Talladega's case.
"AIDraftStickiness=1.000" - This is playing with how likely AI are to jump out of the draft. People's first inclination is to think the draft is the most important thing at superspeedways, so this gets set high. 4.000 seems to be the standard setting around the internet, but I've found that the higher variable finds the cars restricted, more afraid to leave the draft wake. I've set it at 1 and seem to see an appropriate amount of jockeying (though somehow this didn't have a major effect on the direct dooring you noticed... A head-scratching piece of behavior). This line largely helps promote a 3rd and sometimes 4th line of racing.
PLR:
AI to AI Collision Rate="39" // Detection rate per second (1-40) for AI-to-AI collisions - I'm still playing with this, but it seems to help smooth out their most erratic maneuvers and impacts.
Auto Line Smooth="3" // 1 = fastest line, 2 = inside/outside, 3 = fastest and inside/outside - this works in tandem with the draft stickiness to promote multiple racing lines.
I don't know where it is, but "Slowwhenpushed=1" is more accurate for 01-04 drafting packages. It creates a cushion of air between the back bumper and front valance that dissipates as the draft effect increases.
These are the main things to get you going. You should see an immediate difference. I'll have to look back over everything when I get back to my other computer after work to see what else I changed. Happy to share. I think there's a lot overlooked in this game, especially in terms of superspeedway simulation.
I suggest starting with ASRX or ARCA as they're already stock-car centric. I couldn't be much help getting rfactor up to the Arca/stock-car starting point. Additionally, I found the physics in the original ARCA 08 game to be more appropriate than ASRX in comparison against iRacing as a gold standard, but that's personal preference and limited to the ARCA bodies, not the Cup, Xfinity or Trucks (my initial attraction to this game are the gen4 bodies).
In ASRX they give you the original track and the AltAero version. AltAero is more like the racing we see now at these tracks. the original track is more reminiscent of 01-04 plate racing. My changes can be applied to both.
Firstly the rf JRPlugin is one of the main ingredients. Its widget doesn't display in the top left corner of the game to adjust settings as it should, but it does still work in the background. You just have to trust it. I would love to expand or dial in its effectiveness but I don't know anything about plugins. I believe this to be responsible for 50% of the experience created in the video you watched.
For Talladega, I swapped the Arca dega tire compound for the ASRX "CUP" dega tire compound. I can't recommend this enough.
Talladega AWI:
"drivinglines=3" - This is one of the simplest, yet most impactful changes. Seriously this simple in Talladega's case.
"AIDraftStickiness=1.000" - This is playing with how likely AI are to jump out of the draft. People's first inclination is to think the draft is the most important thing at superspeedways, so this gets set high. 4.000 seems to be the standard setting around the internet, but I've found that the higher variable finds the cars restricted, more afraid to leave the draft wake. I've set it at 1 and seem to see an appropriate amount of jockeying (though somehow this didn't have a major effect on the direct dooring you noticed... A head-scratching piece of behavior). This line largely helps promote a 3rd and sometimes 4th line of racing.
PLR:
AI to AI Collision Rate="39" // Detection rate per second (1-40) for AI-to-AI collisions - I'm still playing with this, but it seems to help smooth out their most erratic maneuvers and impacts.
Auto Line Smooth="3" // 1 = fastest line, 2 = inside/outside, 3 = fastest and inside/outside - this works in tandem with the draft stickiness to promote multiple racing lines.
I don't know where it is, but "Slowwhenpushed=1" is more accurate for 01-04 drafting packages. It creates a cushion of air between the back bumper and front valance that dissipates as the draft effect increases.
These are the main things to get you going. You should see an immediate difference. I'll have to look back over everything when I get back to my other computer after work to see what else I changed. Happy to share. I think there's a lot overlooked in this game, especially in terms of superspeedway simulation.
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