Dedicated Server: Track Geometry and tdf mismatch when rotating tracks?

KingKenny04

Heyas, having issues setting up my Dedicated Server with Enduracers + Simtek addon.

Short Version:
Only the first track in the server rotation works. Going to the next tracks in rotation gives everyone who connects a "Track Geometry" and "(track).tdf" mismatches, where (track) is whatever the first track in the rotation is.

Long Version:
I rent a server from purepings and update/modify it via FileZilla. My normal means of modifying the Multiplayer.ini, Dedicated(mod).ini, and plr files is to run the rfactor dedicated server program, set it up how I want the dedicated server set up, then close it and upload the generated ini and plr files to my dedicated server. This method has previously worked just fine for CARTfactor and various dirt track mods I've run.

Unfortunately now I'm having issues with Enduracers. Basically only the first track in the rotation works, additional tracks throw the previous errors. For example, the first time it happened I had Donington GP as the first track in the rotation and Fuji 1993 as the second. Donington worked fine, but when we finished the weekend and the server rotated to Fuji, everyone got a "Track Geometry" mismatch, and a "Donington.tdf" mismatch. I thought maybe just that track was bad, so I switched the track rotation to have Phillip Island first and Mid-Ohio second. Same thing, Phillip Island worked fine, but when we switched to Mid-Ohio, we got "Track Geometry" and "phil.tdf" mismatches. I thought maybe previous mods I'd hosted on the server had messed with some core files, so I reinstalled rfactor on the dedicated server and reinstalled the mods, same issue. I also verified that the tracks I had on the server were the same as the ones myself and my friends had installed.

Basically what I think is happening is the server switches tracks, but still looks for the first track file when checking for matches and doesn't find it from anybody, EVEN THOUGH the server itself has switched tracks. So what's going on? I've tried looking through the Multiplayer.ini and DedicatedEnduranceSeries.ini files to see if any configuration issues are to blame, but I can't find anything. Please help?
 
i'm guessing different track versions for starters, double check if the server has the correct version that you and others are using.

If the tracks are correct make sure the server has them installed correctly, sounds like perhaps some tracks are not in the correct folder (i.e. not inside a trackpack folder when they should be or the other way around)

another one, goto rfactor/userdata/LOG/Hat and delete the trackname.HAT file from the server and restart. (users might try this as well)

There should also be only one tdf file in locations called terrain.tdf
(this is used when a track has no tdf file itself, it will use this one. users with tdf issues might have their own installed/tweaked)
Here is the original tdf file:
http://files.imagespaceinc.com/1255/GameData/Locations/

I think some mods overwrite the default tdf file as well.
 
As I said in the original post, we've already verified that the tracks are correct and the same version. The tracks we're using were uploaded by me, and the ones on the server were downloaded from the same place the users are getting them, just to be sure they're the same version.

The tracks are installed correctly, as I've said they work just fine as long as they are first in the rotation order. I've tested each track in the rotation at the top of the order (take server down, change rotation order, restart server, rinse repeat for each track). All of the tracks work fine and none of my users get any mismatches as long as the track is first in the load order. As soon as we finish a race weekend and the server loads the next track, that's when we get mismatches. As it is, if we want to switch tracks I have to take the server down and manually change the load order and then restart the server.

I'll try deleting the .hat files and see if that does anything. This issue happened even after a clean reinstall of everything on the server so I'm not sure what that means.

Thanks for the reply!
 
I have had this problem 1x on our servers with a track which had have 5 layouts and the *.tdf's of all layouts had the same name, but different content. Result->Track/tdf Mismatches.
But you've said that it is OK in your trackpack.

Is there a possibility to get the trackpack (SimSync, Download...)?
Would be the best way to figure out what causes the mismatches.
 
Trackpack is here
https://mega.co.nz/#!jBc1kRSQ!OZl9cdGSH0Roahe5nIbSQLDOgilDrnunxN2CSz6F4yw

The issue is it throws the .tdf mismatch for whatever the first track is in rotation. For example, if Phillip Island was first in the rotation order, and we skip or finish the weekend and the server loads mid-ohio (the next track), the server will then throw tdf mismatches for Phillip island (phil.tdf), even though we've moved to mid-ohio. It does this for every track in rotation on every client until the server gets back to the first track in order. It does this regardless of the order the tracks are in on the server, it always throws the error for whatever track is first in the load order
 
The good News are that the Tracks seem to be OK.
In my Home-Network, on 1 PC the Dedi and from another i join, i can switch threw all tracks without a problem.

So i would say that the problem is caused by your Host-rfactor installation.

I don't have any experience with the kind of server that you use, so i can't help you in that direction.

Can you join it over remote-access or do you only have the possibility to upload things via ftp?
And how do you start the dedi then?
 
The good News are that the Tracks seem to be OK.
In my Home-Network, on 1 PC the Dedi and from another i join, i can switch threw all tracks without a problem.

So i would say that the problem is caused by your Host-rfactor installation.

I don't have any experience with the kind of server that you use, so i can't help you in that direction.

Can you join it over remote-access or do you only have the possibility to upload things via ftp?
And how do you start the dedi then?

I can only efficiently add updates via ftp. PurePings has a user CP that lets me start/restart/reinstall the server, I don't run the dedicated server exe directly but when I click "start" in the User CP it starts the server so I'm guessing that's like remotely running the server.

I can go into the CP and tell it to stop and reinstall the server, it installs a stock rf1 installation. Beyond that I can only upload individual files via ftp, I can't run any exes on the server itself.


I'll try doing a clean reinstall and double checking that the tracks aren't adding any weird custom tdf files or anything.
 
I've managed our Community Servers for a long time.
What i always did, was to run each Mod on it's own Server.

We had 6 Servers online and i had 6 rFactor Installations on the Root-Server.

And it always only the currently played mod and track/trackpack was installed in each installation.
And when i changed the mod/track/trackpack i deleted all unneeded files/folders.

This System prevents you from any kind of Problems that can happen, when you have x mods and tracks/trackpacks in your Installation folder.
Even when they are not selected in the Selection of the Dedicated Server, it can always be that you e.g. have two tracks with identical filenames but different content in 2 different trackpacks.
And that e.g. can cause such problems as you have with the *.tdf Mismatch.

My suggestion: Make a fresh install and upload ONLY the mod and the trackpack. Nothing else.

The
 
I've managed our Community Servers for a long time.
What i always did, was to run each Mod on it's own Server.

We had 6 Servers online and i had 6 rFactor Installations on the Root-Server.

And it always only the currently played mod and track/trackpack was installed in each installation.
And when i changed the mod/track/trackpack i deleted all unneeded files/folders.

This System prevents you from any kind of Problems that can happen, when you have x mods and tracks/trackpacks in your Installation folder.
Even when they are not selected in the Selection of the Dedicated Server, it can always be that you e.g. have two tracks with identical filenames but different content in 2 different trackpacks.
And that e.g. can cause such problems as you have with the *.tdf Mismatch.

My suggestion: Make a fresh install and upload ONLY the mod and the trackpack. Nothing else.

The

I appreciate the suggestion but if you had read my post you'd know I've already tried that MULTIPLE times before I posted here. Still no luck.

I just now completely reinstalled the server for a fourth time and put a completely different mod and completely different tracks up. Still the same issue.

I thought maybe it might be that the version installed on the server was different than what is the latest (1255g). So I reinstalled for a FIFTH time, then installed a fresh copy of rfactor 1255g on my machine and uploaded all of the files from that install onto the server, overwriting everything. STILL no luck.

Ive ruled out mods and tracks, conflicted versions, and mismatched files. The ONLY thing left that I can think of is its something in the way I configured the server, something I missed. I'm going to copy and paste the contents of my plr and ini files here, let me know if you see anything that looks wrong.

DedicatedEnduraceSeries.ini
Code:
//[[gMa1.002f (c)2007    ]] [[            ]]
//
// Dedicated Server configuration file
//

// Note: most settings are now using the regular player file variables where available.  Other variables
//       including LessenRestrictions, Password, and driving aids are now in the multiplayer.ini file.
[SETTINGS]
MaxClients=31  // use this variable or the commandline option "+maxplayers <X>" only if you need to override the multiplayer.ini variable "Max MP Players"

// Available track list depends on the track filter in the RFM file.
// See comments for chat command to load a specific track directly.
[TRACKS]
Sebring_12h //callvote event Sebring 12h Course
SpaSC-2011 //callvote event SCU Spa-Francorchamps SC
LagunaSeca_ALMS //callvote event Laguna Seca v1.2 ALMS
Barcelona_GP //callvote event Spanish Grand Prix

Multiplayer.ini
Code:
//[[gMa1.002f (c)2007    ]] [[            ]]
[MULTIPLAYER]
[ Multiplayer General Options ]
Net Connection Type="4" // 0=28k, 1=56k, 2=ISDN, 3=128kbps cable/dsl 4=256kbps cable/dsl, 5=LAN, 6=custom
Upstream Rated KBPS="256" // Rated uploading speed of connection, in kilobits per second
Downstream Rated KBPS="256" // Rated downloading speed of connection, in kilobits per second
Multiplayer Enum Type="1" // where to look for servers: 0=LAN, 1=Internet
Net Flush Threshold="472" // threshold for auto-accumulation flush while building data chunks (default is standard MTU of 536, minus 64 bytes room for layer headers: 472)
Net Join Timeout="150.00000" // How long to wait (without a response) before a game join will be considered a failure
Gamelist AutoRefresh (LAN)="1" // if true, the gamelist will auto refresh on page activation if LAN refresh type is selected
Query Port Start="34297" // range is 1025 - 65535
Port Start="34397" // range is 1025 - 65535
Game List Sort Method="1" // 0=Sort by name, 1=Sort by ping, 2=Sort by circuit, 3=Sort by players
Allow Chat In Car="1" // whether to allow incoming chats to appear while in car
Autoscroll Chat="1" // whether to auto-scroll chatbox as new chats arrive
Colorcode Chat="1" // whether to color-code chats in the chatbox
Display Laggy Labels="0" // whether to display vehicle labels on vehicles with laggy connections
Delay Vehicle Graphics="1" // if true, delay loading vehicle graphics when clients join in order to reduce the pause
Temporary Vehicle Graphics="10" // number of vehicle graphical instances to load at init time for temporary use when clients join (if number is exceeded, quality will deteriorate)
Extrapolation Time="2.00000" // Extrapolation time (in seconds) before car disappears
Position Spring="16.00000" // Position spring at 1000ms latency (lower latencies have stronger springs, higher latencies have same springs)
Orientation Spring="28.00000" // Orientation spring at 1000ms latency
Damping Multiplier="1.00000" // 1.0 = critical damping, higher values are overdamped, lower values are underdamped and not recommended
Path Prediction="1.00000" // Influence of the AI path on remote vehicle prediction (0.0-1.0)
Remote Vehicle Collision="200.00000" // Maximum distance from current vehicle that we will run collision on remote vehicles to prevent them from appearing to go through walls
Concurrent Server Updates="400" // servers in join list, should be less for modem users, more for broadband (game now automatically finds more if (3 * download_kbps) exceeds this number)
Request Autodownloads="0" // Set to 1 if you want to automatically download files from a server you are joining, if you do not already have them.
Leave/Join Messages="3" // 0=none 1=in-car 2=monitor 3=both
Alternate Matchmaker Address="match.rfactor.net" // Address of the alternate ISI Matchmaking server
Matchmaker TCP Port="39001" // TCP port to use when communicating with the Matchmaking Server
Matchmaker UDP Port="39002" // UDP port to use when communicating with the Matchmaking Server
Default IP Address="127.0.0.1" // IP to show as default in the Add Game menu
Enable Voice Chat="0" // Set to 1 if you want to turn on voice chat
Buddy List Announce="1" // whether to allow other players to see what game you are in
Auto Join Chat Server="1" // Whether to auto join to lobby chat during start up
Spectator Mode="0" // Join games in spectator mode (rather than with a separate vehicle)
Show Seating="0" // Show vehicle seating and status (driver/passenger/spectator) when vehicle labels are on
Lobby Chat Nickname="" // Nickname to use in Lobby Chat, if this is blank player name will be used
Live Updates="1" // whether to download news and UI elements on game load. (28.8s turn this off)
Auto Exit="0" // whether to automatically exit after leaving auto-hosted/auto-joined games
RaceCast Auto Login="1" // whether to auto login to RaceCast on startup

[ Multiplayer Server Options ]
Default Game Name="WAT Scrub Cup" // Name of last multiplayer game we hosted
Collision Fade Thresh="0.70000" // Collision impacts are reduced to zero at this latency
Post Results="1" // whether servers will post race results on the Internet
Announce Allowed="0" // servers should pass the firewall test before being allowed to list on the matchmaker
Announce Host="1" // whether servers will attempt to register with the matchmaking service
Closed MP Qualify Sessions="0" // if true, the session will be closed during qualify, so as to not disturb the participants
Spectators When Closed="0" // whether spectators are allowed to join closed sessions
Driver Swap Setups="1" // whether vehicle setup is transferred during driver swaps (except steering lock and brake pressure) ... note that UI garage is now loaded for vehicle when you become a passenger
Nagle Algorithm="0" // whether server's system messages are delayed for better packing (lower bandwidth, but some clients see unacceptable delays)
Dedicated Target Rate="250" // Target sampling rate for dedicated server (higher #s reduce latency slightly but increase CPU usage)
Loading Sleep Time="0" // Milliseconds that dedicated server sleeps between each instance while loading tracks and vehicles
Loading Priority="1" // Dedicated server's priority level when loading tracks and vehicles: 0=low, 1=normal, 2=high
Pause While Zero Players="1" // Whether to pause a dedicated server (and stay in practice session) if no human players are present
Report Mismatches="3" // server should report mismatches for: 0=physics/GDB/RFM only, 1=physics/GDB/RFM/EXE, 2=physics/GDB/RFM/track geometry, 3=everything
Mismatch Response="1" // how the server responds to mismatches: 0=does nothing, 1=kicks the mismatched client at the beginning of the Race session, 2=kicks client immediately, 3=kicks client from Qualifying or Race
Allowed Traction Control="3" // max level 0-3
Allowed Antilock Brakes="2" // max level 0-2
Allowed Stability Control="0" // max level 0-2
Allowed Auto Shift="3" // max level 0-3
Allowed Auto Clutch="1" // max level 0-1
Allowed Invulnerability="0" // max level 0-1
Allowed Opposite Lock="0" // max level 0-1
Allowed Steering Help="0" // max level 0-3
Allowed Brake Help="0" // max level 0-2
Allowed Spin Recovery="0" // max level 0-1
Allowed Auto Pit="0" // max level 0-1
Allowed Auto Lift="1" // max level 0-1
Allowed Auto Blip="1" // max level 0-1
Forced Driving View="0" // 0=no restrictions on driving view, 1=cockpit/tv cockpit/nosecam only, 2=cockpit/nosecam only, 3=cockpit only, 4=tracksides
Must Be Stopped="1" // Whether drivers must come to a complete stop before exiting back to the monitor
Allow AI Toggle="0" // Whether users are allowed to toggle to AI control on the fly
Allow Spectators="1" // Whether to allow spectator clients to join the server.
Allow Passengers="1" // Whether to allow spectators to join a car as a co-driver/passenger.  If set to 1 and Allow Spectators is set to 0, spectators will be kicked from the game during the Race Session.
Allow Hotswaps="0" // 0=drivers can only change at pitstops using the pit menu, 1=Drivers can switch at anytime with the Driver Hotswap key
Allow Spectator Chat="1" // Whether to allow spectators to send chat messages
Allow Passenger Chat="1" // Whether to allow passengers to send chat messages
Max MP Players="32"
Max Data Per Client="9999" // if desired, a per-client upload limit (in kbps) will be used if lower than the computed throttle rate
Unique Vehicle Check="0" // server setting, will check client vehicles to deny duplicates of the same vehicle
Minimum AI="0" // server will ensure this number of AI, but only at the beginning of practice/qual sessions
Maximum AI="32" // prevent more than this # of AI (there may be other limits)
Vote Percentage Add AI="50" // must EXCEED this percentage to pass vote for adding AI (set to 100 to disable)
Vote Percentage Next Session="60" // must EXCEED this percentage to pass vote to advance to next session (set to 100 to disable)
Vote Percentage Other="70" // must EXCEED this percentage to pass vote for race restart, event restart, or load next race (set to 100 to disable)
Vote Min Voters="2" // minimum voters required to call vote (except for adding AIs)
Vote Max Race Restarts="1" // maximum race restarts called by vote
SuperAdminPassword="" // Chat "/admin <password>" to become super-admin. Super-admins are secret and can change the regular admin password with "/apwd <new_password>" (which also removes all current regular admin control).
Admin Password="SpecialTechnique" // Chat "/admin <password>" to become admin (make sure admin and super-admin passwords are different).  Exit or chat "/admin" to become non-admin.  One super-admin plus three regular admins are now allowed.
Admin Functionality="1" // 0 = non-admin's can NEVER call or vote, 1 = non-admin's can't call or vote if admin is present, 2 = non-admin's can call and vote, but admin's vote wins, 3 = if non-admin calls, all voting is normal, but any admin calls win instantly
Allow Any Event="1" // 0 = don't allow users to vote for specific tracks, 1 = allow users to vote for any track in server list, 2 = allow users to vote for any track, note that admins can do anything
Practice 1 Time="165" // 0 = use default from GDB, otherwise this is # of minutes for practice 1 (1-10 by 1, 15-90 by 5, 105-165 by 15)
Qualifying Time="20" // 0 = use default from GDB, otherwise this is # of minutes for qualifying (1-10 by 1, 15-90 by 5, 105-165 by 15)
Qualifying Laps="255" // 0 = use default from GDB, otherwise this is # of laps allowed in qualifying
Warmup Time="10" // 0 = use default from GDB, otherwise this is # of minutes for warmup (1-10 by 1, 15-90 by 5, 105-165 by 15)
Allow Hotlap Completion="16" // Allow hotlap completion before switching sessions (1=practice1 ... 16=qual, 32=warmup, 63=all)
Delay Between Sessions="30.00000" // Dedicated server delay before switching sessions automatically (after hotlaps are completed, if option is enabled), previously hardcoded to 45
Delay After Race="90.00000" // Dedicated server additional delay (added to "Delay Between Sessions" before loading next track
Server Session End Timeout="300" // Session is advanced automatically after N seconds after completion (non-dedicated server only)
Enable Autodownloads="0" // Whether to allow clients to autodownload files that they are missing.
Enable Voice Chat Server="0" // Whether to turn on the voice chat server.
Enable Voice Chat Echo="0" // Allow the voice chatters to hear themselves.
RC Rank Type="0" // Type of ranking used to allow people to join: 0=off, 1=overall, 2=series, 3=vehicle
RC Rank Minimum="0.00000" // Minimum normalized ranking (of given type) for people to join
RC Rank Maximum="1.00000" // Maximum normalized ranking (of given type) for people to join
Unthrottle Prefix="_" // Prefix of any clients to be unthrottled (use with caution!)
Unthrottle ID="-9999999" // Unique ID of client to be unthrottled (use with caution!)
Lessen Restrictions="0" // Allows careful users to test the limits
Join Password="" // Password for clients to join game
MOTD="" // Message of the day

DedicatedServer.plr
Code:
//[[gMa1.002f (c)2007    ]] [[            ]]
//*****************************************************************
//*                                                               *
//*  Player File                                                  *
//*                                                               *
//*  Edit at your own risk!                                       *
//*                                                               *
//*  Copyright (c) 1999-2007 Image Space Incorporated             *
//*  All rights reserved.                                         *
//*                                                               *
//*****************************************************************

[ SCENE ]
Scene File="GAMEDATA\LOCATIONS\Virtua_LM_Sebring\Sebring_12h\Sebring_12h.SCN"
Scene Description="Sebring_12h"
AI Database File="GAMEDATA\LOCATIONS\Virtua_LM_Sebring\Sebring_12h\Sebring_12h.AIW"

[ DRIVER ]
RaceCast Email="" // The email you are registered with on racecast.rfactor.net
RaceCast Password="" // Your password on racecast.rfactor.net
Vehicle File="GAMEDATA\VEHICLES\ENDURANCESERIES\GTC\FLAT6GT3\ESGTC_FLAT6GT3_TEAMS\FLAT6GTC_100028.VEH"
Team="ALMS10 911 Design"
Original Driver="Loren Beggs"
Nationality="Albanian"
Birth Date=""
Location=""
Game Description="EnduranceSeries.rfm" // The current rFactor game file (*.RFM) to load
Season="" // The current season within the given game
Helmet="Adrian Fernandez"
Unique ID="-31780" // Helps to uniquely identify in multiplayer (along with name) if leaving and coming back
Starting Driver="0" // Zero-based index of starting driver (0=driver1, 1=driver2, 2=driver3, etc.)
AI Controls Driver="2" // Bitfield defining which drivers the AI controls (0=none, 1=driver1, 2=driver2, 3=driver1+driver2, etc.)
Driver Hotswap Delay="3.00000" // Delay in seconds between switching controls to AI or remote driver
Save Game Description="EnduranceSeries.rfm" // Restore if changed during multiplayer
Save Season="" // Restore if changed during multiplayer
Save Vehicle File="" // Restore if changed during multiplayer

[ CHAT ]
Quick Chat #1="Slowing to pit"
Quick Chat #2="Leaving pits"
Quick Chat #3="Go Left"
Quick Chat #4="Go Right"
Quick Chat #5="Thank you"
Quick Chat #6="Sorry"
Quick Chat #7="Be careful at the first corner"
Quick Chat #8="Good job"
Quick Chat #9="Good race"
Quick Chat #10="/vote yes"
Quick Chat #11="/vote no"
Quick Chat #12="/ping"

[ DRIVING AIDS ]
Steering Help="1" // Now 3 levels, although full level now comes with a weight penalty by default
Throttle Control="2"
Brake Help="0"
Antilock Brakes="2"
Spin Recovery="0"
Invulnerability="1"
Autopit="0"
Opposite Lock="0"
Stability Control="1"
No AI Control="1" // AI never has control over car (except autopit)
Pitcrew Push="1" // When out of fuel in pitlane, allows pitcrew to push car (use throttle and gear selection to direct)
Auto Clutch="1"
Auto Lift="0" // Whether to automatically lift with manual shifting but auto-clutch (non-semiautomatic trans only)
Auto Blip="1" // Whether to automatically blip with manual shifting but auto-clutch (non-semiautomatic trans only)
Shift Mode="3"
Repeat Shifts="0" // 0 = no repeat shift detection, 1 = detect and eliminate accidental repeat shifts within 100ms, 2 = 150ms, 3 = 200ms, 4 = 250ms, 5 = prevent shifting again before previous shift is completed
Manual Shift Override Time="0.60000" // How long after a manual shift until auto shifting resumes (if auto-shifting is enabled)
Auto Shift Override Time="0.55000" // How long after an automatic shift before user is allowed to manually shift
Hold Clutch On Start="1" // For auto-shifting only: whether to hold clutch for standing start (to allow revving without moving)
Track Markers="1" // Extra track markers for turning and braking
Data Acquisition Version="0" // Version of vehicle data to write out
Data Acquisition Rate="8"
Data Acquisition In Race="1"
Data Acquisition EXE="DataAnalysis.exe"
Data Acquisition File="userdata\vehicledata.spt"
Alternate Collision="0" // Temporary variable as we develop new collision system.  NOT AVAILABLE IN THIS VERSION

[ Mechanical Failures ]
QUICK Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, disabled: 3-season)
MULTI Failure Rate="2"

[ Race Conditions ]
Run Practice1="1"
Run Practice2="0"
Run Practice3="0"
Run Practice4="0"
Run Qualify="1"
Run Warmup="1"
Race Timer="3600" // Seconds between displaying time remaining in race other than 1/5/10/30 minutes (zero disables)
Recon Pit Open="300" // Time that pits remain open for recon laps (real-life is 900 seconds)
Recon Pit Closed="150" // Time that pits are closed before formation lap (real-life is 900 seconds)
Recon Timer="1" // Whether timer is displayed in message box
Double File Override="-1" // Whether restarts can be converted to double file (-1=use RFM default, 0=no, 1+=minimum laps left to restart double-file)
Lucky Dog Override="-1" // Where lucky dog is applied (-1=use RFM default, 0=nowhere, 1=ovals, 2=road courses, 3=everywhere)
QUICK Reconnaissance="0" // Reconnaissance laps
MULTI Reconnaissance="0"
QUICK Grid Walkthrough="1" // Cinematic walkthrough of vehicles before race
MULTI Grid Walkthrough="0"
QUICK Formation Lap="3" // 0=standing start, 1=formation lap & standing start, 2=lap behind safety car & rolling start, 3=use track default, 4=fast rolling start
MULTI Formation Lap="0"
Force Formation="0" // if Formation Lap is Use Track Default, add the following to force: 1=standing start formations on, 2=standing formations off, 4=rolling start formations on, 8=rolling formations off
QUICK Safety Car Collidable="1" // Whether safety car is collidable
MULTI Safety Car Collidable="1"
QUICK Safety Car Thresh="1.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows), please note that there are now RFM multipliers for this value
MULTI Safety Car Thresh="1.00000"
Adjust Frozen Order="1.00000" // Moves vehicles down the frozen track order under the safety car if they are causing the yellow and being passed.  0.0=off, 0.1-0.9=apply liberally, 1.0+=apply conservatively
QUICK Flag Rules="2" // Level of rule enforcement, 0=none, 1=penalties only, 2=penalties & full-course yellows
MULTI Flag Rules="2"
QUICK BlueFlags="7" // 0=none, 1=show but never penalize, 2=show and penalize if following within 0.3 seconds, 3=0.5s, 4=0.7s, 5=0.9s, 6=1.1s, 7=use RFM value "BlueFlags=<0-6>" (default is 3)
MULTI BlueFlags="7"
QUICK Weather="0" // Random/season/sunny/etc.
MULTI Weather="0"
QUICK TimeScaledWeather="1" // Whether weather time is scaled with session length
MULTI TimeScaledWeather="1"
Practice1StartingTime="-1" // -3=random, -2=random daytime, -1=default RFM, 0-1439=minutes after midnight
QualifyingStartingTime="-1" // -3=random, -2=random daytime, -1=default RFM, 0-1439=minutes after midnight
WarmupStartingTime="-1" // -3=random, -2=random daytime, -1=default RFM, 0-1439=minutes after midnight
QUICK RaceStartingTime="840" // -3=random, -2=random daytime, -1=default RFM, 0-1439=minutes after midnight to start race
MULTI RaceStartingTime="840"
QUICK RaceTimeScale="5" // -1 = use race distance percentage, 0 - 60 = multiply time by given factor
MULTI RaceTimeScale="1"
QUICK PrivateQualifying="2" // 0=all cars qualify visibly on track together, 1=only one car is visible at a time, 2=use default from RFM, season, or track entry PrivateQualifying=<0 or 1>
MULTI PrivateQualifying="2"
QUICK ParcFerme="3" // 0=off, 1=no setup changes allowed between qual and race except for 'Free Settings'), 2=same unless rain, 3=use RFM default 'ParcFerme=<0-2>'
MULTI ParcFerme="3"

[ Sound Options ]
Net Race Warning="Secondary\racestart.wav" // Signal that multiplayer game has moved to race session (empty this if you don't want the game to automatically take window focus)
Maximum Effects="16" // Maximum sound effects playing simultaneously
Music="1" // Music Toggle
Track Load Commentary="1" // Whether or not the commentator should talk during track loading
Realtime In Monitor="1" // Whether to play realtime sounds in monitor
SoundFX Volume="1.00000" // 0.0-1.0
Engine Volume="1.00000" // 0.0-1.0
Traction Control="1.75000" // Volume multiplier
Player Volume Ratio="1.00000" // Additional volume multiplier for player's vehicle
Other Volume Ratio="0.70000" // Additional volume multiplier for other vehicles
Music Volume="0.35000" // 0.0-1.0
Pit Volume="0.50000" // 0.0-1.0, controls volume of pit sounds while you're at the monitor
Spotter Volume="1.00000" // 0.0-1.0
Sound Detail="2"
Speed Of Sound="300.00000" // 340m/s at sea level, but lower numbers help exaggerate the Doppler effect
Crowd Range="75.00000" // Volume range parameter
Crowd Shape="0.75000" // Shape of volume attenuation
Crowd Ambient="2.50000" // Ambient range where volume is maximum
Airhorn Range="75.00000"
Airhorn Shape="0.75000"
Airhorn Ambient="2.50000"
Public Address Range="50.00000"
Public Address Shape="0.75000"
Public Address Ambient="2.50000"
Pithorn Range="30.00000"
Pithorn Shape="0.45000"
Pithorn Ambient="1.50000"
Helicopter Range="75.00000"
Helicopter Shape="0.70000"
Helicopter Ambient="2.50000"
Vehicle Scrubbing VolMult="0.0000610352"
Vehicle Scrubbing FreqGrip="-0.25000"
Vehicle Scrubbing FreqSpeed="0.00195"
Vehicle Skidding VolMult="0.0001220703"
Vehicle Skidding FreqGrip="-0.25000"
Vehicle Skidding FreqSpeed="0.00195"
Vehicle Roadnoise VolSpeed="32.00000"
Vehicle Roadnoise VolMult="0.0000050000"
Vehicle Roadnoise FreqMin="0.80000"
Vehicle Roadnoise FreqMult="0.00391"

[ Graphic Options ]
Broadcast Overlay="1"
Texture Detail="3"
Vertical FOV Angle="34" // 34=use default, otherwise is the FOV for attached cameras (horiz is calculated based on aspect ratio)
Rearview="1" // 0=Off, 1=Center and Side, 2=Center only, 3=Side only (virtual mirrors only, in-car mirrors are on/off)
Allow Rearview In Swingman="0"
Virtual Rearview In Cockpit="0"
Rearview Width="64.00000"
Rearview Height="14.00000"
Rearview Cull="1" // Whether to cull objects in the rearview based on visgroups in the SCN file
Seat Adjustment Aft="0.00000"
Seat Adjustment Up="0.00000"
Mirror Adjustment Horizontal="0.00000"
Mirror Adjustment Vertical="0.00000"
Cockpit Vibration Mult1="1.00000" // Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)
Cockpit Vibration Freq1="31.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)
Cockpit Vibration Mult2="1.00000" // Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)
Cockpit Vibration Freq2="37.00000" // Secondary rate of vibration affects eyepoint orientation
Moving Rearview="3" // Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOV-only, 3=both) - add 4 if you want to IGNORE head-tracking movement
Rearview_Front_Clip="0.50000" // Front plane distance for mirror (0.0 = use default for scene)
Rearview_Back_Clip="0.00000" // Back plane distance for mirror (0.0 = use default for scene)
Rearview Particles="1"
Self In TV Rearview="0" // add values for any that should be visible (0=none): 1=rear wing & wheels, 2=body & susp, 4=cockpit, 8=steering wheel (15=all)
Self In Cockpit Rearview="0" // add values for any that should be visible (0=none): 1=rear wing & wheels, 2=body & susp, 4=cockpit, 8=steering wheel (15=all)
Backfire Anim Speed="30.00000"
Warning Light Anim Speed="4.00000" // Safety car light animation
Steering Wheel="0" // 0=moving steering wheel, 1=non-moving steering wheel, 2=no steering wheel (in cockpit only while player-controlled)
Box Outline="16711680" // whether to draw box on ground around pitstall and grid location when necessary; -1=off, 0-16777215=RGB color
Allow Letterboxing="1" // whether we allow letterboxing (during replays, for example)
Logo Seconds="0" // puts up logo at corner of screen for first X seconds of each session
HUD="7"
HUD Race Stats="1"
HUD Tachometer="1"
HUD MFD="1"
Any Camera HUD="1" // whether to show the HUD from any camera (in particular, tracksides)
LCD Display Modes="31" // Add the modes to allow them: 1=status 2=aids 4=engine/brake temps 8=race info 16=standings
Automap="3" // 0=off 1=race-only 2=non-race-only 3=all sessions
Display Vehicle Labels="2" // 0=never 1=single-player 2=multi-player 3=always
Player Detail="3"
Player Texture Override="-1" // For player's vehicle textures: -1=use Player Detail, 0-3=override value
Opponent Detail="3"
Opponent Texture Override="-1" // For opponents' vehicle textures: -1=use Opponent Detail, 0-3=override value
Load Opponent Cockpits="1" // Whether to load gauges and LCD for opponents, don't turn off if you're planning on hot-swapping vehicles in multiplayer
Garage Detail="0.70000" // LOD multiplier when vehicle is in garage (0.01-1.00)
Shadows="4"
Shadow Blur="1"
Shadow Cache="1"
Pitcrew Detail="2"
Special FX="4"
Lightning Probability="1.00000" // Probability of seeing lightning (0.0-1.5)
Thunder Probability="1.50000" // Probability of hearing thunder (0.0-1.5)
Cloud Scroll="0.00000" // Maximum cloud scrolling rate (0.000-0.010)
Cloud Blend="0" // Whether to roll the rainy cloud map in across sky (only works with overhead not cylinder skies)
Skybox Positioning="1.00000" // Numbers less than 1.0 cause the skybox to get closer as you drive towards it
Shadow Updates="8" // Static shadow updates per frame (Shadow Updates * Sky Update Frames should exceed number of static shadows on track)
Sky Update Frames="150" // Frames between sky and light updates
Vehicle Flow Radius="4.00000" // Vehicle sphere radius for smoke/flames/dust/spray
Vehicle Flow Offset="3.10000" // Offset below vehicle where sphere center is located
Engine Emitter Flow="0" // Whether engine smoke/flames flow over emitting vehicle
Tire Emitter Flow="0" // Whether tire smoke/dust flow over emitting vehicle
Smoke Flow="0" // Whether all smoke/flames/dust flow over non-emitting vehicles
Raindrop Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
Rainspray Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
Spark Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
Glance Rate="7.00000" // Rate to follow controller for glancing
Look Up/Down Angle="0.40000" // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57)
Leanahead Angle="0.00000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57)
Look Roll Angle="0.75000" // Angle to lean head (roll) w/ controller in radians (= degrees / 57)
Glance Angle="0.75000" // Angle to look left/right (yaw) w/ controller in radians (= degrees / 57)
Lookahead Angle="0.00000" // Angle to lookahead (yaw) w/ steering in radians (= degrees / 57)
Head Physics="1.00000" // Fraction of head physics movement applied to cockpit view (position AND rotation)
Head Rotation="1.00000" // Additional head physics multiplier affecting rotation only
Exaggerate Yaw="0.20000" // Visually exaggerates the heading angle of the vehicle by rotating the head (which may improve "feel")
Overlay Height="0.04000" // Distance from geometry to help sort drawing skids and grooves
Overlay Z Bias="1" // Draw-sorting bias for skids and grooves (0 = none)
Track Detail="3"
Groove="1"
MIP Mapping="1"
Compressed Textures="1"
Max Visible Vehicles="30"
Extra Visible Vehicles="105" // Extra vehicles shown in non-driving situations
Shadows In TV Cockpit="1"
Wheels Visible In Cockpit="1" // Suggestion: add FrontWheelsInCockpit=? to the individual VEH files instead
In Car Dash="1"
Starting View="1"
Player Livery="Flat6GTC_100028.dds" // Overrides default paint job for track
Mipmap LOD Speed="100.00000" // Speed (MPH) at which maximum mipmap bias is used
Mipmap LOD Bias="0.00000"
Allow HUD in cockpit="1"
Allow Swingman in Pitlane="1"
Display Icons="2" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all
Auto Detail Framerate="0" // Details and visible vehicles will be automatically reduced (by up to half) if framerate is under this threshold (0 to disable)
Max Framerate="0" // 0 to disable, for regular exe only, see multiplayer.ini for dedicated server framerate, new: use negative values for alternate timing
Delay Video Swap="0" // Whether to delay video swap if card is busy - this should only be used if framerate clearly improves - otherwise it is only delaying response time
Always Rebuild HAT="0" // Build HAT database everytime tracks are loaded (for development purposes)
UI Background Animation="1"
Low Detail UI="0"
Widescreen Overlays="1"
Texture Filter="3" // Texture Filtering level: 0 = bilinear, 1 = trilinear, 2 = X2 AF, 3 = X4 AF, 4 = X8 AF, 5 = X16 AF
Max Headlights="256" // Max headlights visible relative to your car.
Headlights On Cars="1" // Headlights illuminate other cars.
Screenshot File Type="0" // 0=default (jpg), 1=bmp, 2=jpg, 3=png, 4=dds

[ Game Options ]
Championship Basic Rules="1"
Basic Rules="0"
Basic Display="4"
Basic Audio="3"
QUICK Damage Multiplier="50" // 100 should approximate real life
MULTI Damage Multiplier="50"
Record Replays="1" // whether to record replays or not
Save All Replay Sessions="0" // whether to save the replay from each session
Record To Memory="0" // record replays to memory rather than disk (may possibly reduce stuttering, but at your own risk because memory usage will be significant for long races)
Compress Replay="1" // whether to compress VCR file (uses less disk space but takes more time to write)
Replay Wraparound="0" // whether replays wraparound in the fridge
Auto Monitor Replay="1" // whether to automatically start a replay when returning to monitor
Record Hotlaps="1" // whether to record hotlaps or not (must have replay recording on)
Instant Replay Length="20"
Replay Fidelity="4"
Super Player Replay="1" // record player at higher frequency
Number Track Replays="5" // how many replays to store for each track (using default naming convention only!)
Number Race Results="10" // how many results files to store (using default naming convention only!)
Multi-session Results="0" // whether to store all sessions at a track in a single results file, new default is one session per file
Disconnected Results="1" // show results for clients disconnected at end of prac/qual/warmup
Private Test Day="1"
Starting Pos="0" // Only used if no qualifying session in single-player
Difficulty="3"
QUICK AI Driver Strength="95" // 100 should approximate real life
MULTI AI Driver Strength="95"
AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)
AI Fuel Mult="0.99000" // Additional fuel multiplier for AIs because of their driving style
AI Tire Model="0.40000" // 0.0 = use AI peak slip, 1.0 = use player's dynamic slip, or a blend between the two (can be overrode in TBC with AITireModel)
AI Brake_Power Usage="0.98000" // Fraction of theoretical brake power that AI attempt to use (can be overrode in HDV)
AI Brake_Grip Usage="0.97250" // Fraction of theoretical brake grip that AI attempt to use (can be overrode in HDV)
AI Corner_Grip Usage="0.97000" // Fraction of theoretical cornering grip that AI attempt to use (can be overrode in HDV)
AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables (can be overrode in HDV)
AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables (can be overrode in HDV)
AI to AI Collision Rate="20" // Detection rate per second (1-40) for AI-to-AI collisions
Auto Line Smooth="1" // 1 = fastest line, 2 = inside/outside, 3 = fastest and inside/outside
Message Center Detail="3"
Spotter Detail="3"
Spotter Laptimes="2" // Report laptimes: 0=never 1=non-race 2=always
Spotter Behind="10.00000" // Range behind at which spotter may comment on vehicles around you (range ahead is 40% of this value because those vehicles are easier to see)
Play Movies="1"
Race Stint Offset="0" // Offset each scheduled pitstop in case you want to carry extra fuel
Relative Fuel Strategy="0" // Show how much fuel to ADD, rather than how much TOTAL fuel to fill the tank up to
Smart Pitcrew="1" // Pitcrew does things even if you mistakenly forgot to ask (one example is changing a damaged tire)
Automatic Pit Menu="4" // brings up pit menu automatically: 0=disabled, 1=upon pit ENTRY, change cockpit menu but do not bring up HUD, 2=pit ENTRY->cockpit & HUD, 3=pit REQUEST->cockpit menu only, 4=pit REQUEST->cockpit & HUD
Miscellaneous="0"
Autocalibrate AI Mode="0" // When in a test day with 1 AI, AI will attempt to perfect his driving line, and save his knowledge for future use
Find Default Setup="0" // If 1, attempts to ensure player has default setup ... only works well if only one vehicle class in RFM
Relevant Setups Only="1" // 0 = show all setups in folder, 1 = only show setups for your current vehicle
Keep Received Setups="1" // 0=do not accept, 1=keep until next track, 2=keep until exit, 3=keep forever
QUICK FreeSettings="-1" // -1=use RFM/season/GDB default, or add to allow minor changes with fixed/parc ferme setups: 1=steering lock, 2=brake pressure, 4=starting fuel, 8=fuel strategy 16=tire compound, 32=brake bias, 64=front wing, 128=engine settings
MULTI FreeSettings="-1"
Fixed Setups="0" // use fixed setups specified in UserData\<plr>\FavoriteAndFixedSetups.gal (based on track and vehicle class)
Fixed AI Setups="0" // whether AI use the fixed setups, only applicable if "Fixed Setups" is also enabled (and can be used in single player to have the AIs use your favorite setup)
Fixed Upgrades="0" // whether multiplayer vehicles use the closest standard upgrade class package
Disable NetComm="0" // If 1, network features are disabled
AI Limiter="1.00000" // Range: 0.0 (no limiting) - 1.0 (limiting used to make racing closer but also make more driver differences on flat-out tracks)
AI Mistakes="0.00000" // a range of (intentional) AI mistakes from 0.0 (none) to 1.0 (sometimes).  Anything above 1.0 multiplies the frequency
AI Realism="0.25000"
Display Driver Stats="0"
Display Track Stats="0"
Settings Type="5"
Exit Confirmation="1" // 0=none, 1=race only, 2=always
Monitor AI Postfix="" // what is displayed after AI driver names in monitor (multiplayer only)
Monitor Admin Postfix="*" // what is displayed after multiplayer administrator driver names in monitor
Realtime Splits="1" // 0=show race splits at sectors only, 1=realtime splits (can be toggled while driving with pit decrement key
Standings Func="0" // standings scroll with pit up/down keys: 0=no wraparound, 1=wraparound, 2=auto-scroll (can be changed while driving with pit increment key)
Show Extra Lap="0" // 0 = show laps completed, 1 = show lap you are on
One Lap To Go Warning="1" // Race only: 0=none, 1=message, 2=white flag, 3=both, Race+Qual: add 4.  Feature not implemented for timed races or lapped vehicles.
Pitstop Description="1" // Gives extra info about what's taking time in pitstop
Measurement Units="0" // Units for everything EXCEPT speed (0 = metric, 1 = english/imperial)
Speed Units="1" // 0 = MPH, 1 = KPH
Damper Units="0" // Display dampers (shocks) in garage as: 0 = setting (e.g. 1-20), 1 = rate (e.g. 1000-9000 N/m/s)
Horizontal Tire Temps="1" // In garage options
QUICK Race Finish Criteria="1" // 0=percentage,1=laps, 2=time, 3=laps&time
MULTI Race Finish Criteria="2"
QUICK Race Laps="5"
MULTI Race Laps="5"
QUICK Race Time="120" // minutes
MULTI Race Time="20"
QUICK Race Length="0.50000"
MULTI Race Length="0.10000"
QUICK Speed Compensation="0" // 0 (none) - 10 (max)
MULTI Speed Compensation="0"
Speed Comp Dist="500.00000" // <= 2.0: fraction of track length, > 2.0: actual distance in meters for max speed comp
QUICK Opponents="9"
MULTI Opponents="0"
Vehicle Removal="30.00000" // Seconds until stationary vehicle is removed from track
Debris Removal="30.00000" // Seconds until stationary debris is removed from track
Parts Duration="1000.00000" // Seconds after parts break off before disappearing
QUICK CrashRecovery="3" // 0=none, 1=artificially keep cars on track, 2=flip cars upright, 3=both
MULTI CrashRecovery="3"
QUICK Fuel Consumption Multiplier="1"
MULTI Fuel Consumption Multiplier="1"
QUICK Tire Wear Multiplier="1"
MULTI Tire Wear Multiplier="1"
Auto-change Opponent List="1" // whether to change the single-player allowed vehicle filter when player changes vehicles
CURNT Allowed Vehicles="|ES_P997GTC"
PRACT Allowed Vehicles="|EnduSeries|ES_ALMS10|ES_ALMS11|ES_ALMS12|ES_P997GTC"
QUICK Allowed Vehicles="|EnduSeries|ES_ALMS10|ES_ALMS11|ES_ALMS12|ES_P997GTC"
GPRIX Allowed Vehicles="|EnduSeries|ES_ALMS10|ES_ALMS11|ES_ALMS12|ES_P997GTC"
CHAMP Allowed Vehicles="|EnduSeries|ES_ALMS10|ES_ALMS11|ES_ALMS12|ES_P997GTC"
MULTI Allowed Vehicles="|ES_P997GTC"
RPLAY Allowed Vehicles="|EnduSeries|ES_ALMS10|ES_ALMS11|ES_ALMS12|ES_P997GTC"
Inactive Sleep Time="25" // Number of milliseconds to sleep each message loop if the game is not the active application (-1 to disable).  will give more CPU to other apps when minimized, etc.
Active Sleep Time="-1" // ms to sleep each loop if the game is the active app (-1 to disable).  Consider setting to 1 or more if you are running a dedicated server on the same machine.
ArcadeSupport="0" // implements a number of arcade-like features such as disabling the ability to false start

[ Miscellaneous ]
Key Repeat Rate="1"
AVI export width="800"
AVI export height="600"
AVI export framerate="30.00000"
AVI export quality="95.00000"
AVI compressor fourcc="cvid" // Changes compression algorithm

[ Controls ]
Current Control File="Controller"
 
Before i start to burn my brain by reading the files, let me ask ~2 things:
1. What happens when you upload all rfactor original files and leave them as they are.
And i mean ORIGINAL :), no editing, no changes, nothing. Simply "Default" settings.
Only uploading the Dedicated...ini.
Do you have the same problems then?

Do all folder and files on the server have rights to be writeable?

And even it will not clear up the things i fear, did you make a trace from Client side?
 
Before i start to burn my brain by reading the files, let me ask ~2 things:
1. What happens when you upload all rfactor original files and leave them as they are.
And i mean ORIGINAL :), no editing, no changes, nothing. Simply "Default" settings.
Only uploading the Dedicated...ini.
Do you have the same problems then?

Do all folder and files on the server have rights to be writeable?

And even it will not clear up the things i fear, did you make a trace from Client side?

Issue appears to be on the hosting site's side. Gonna switch to a host that lets me manipulate the server itself instead of one that tries to do it for me indirectly. Hopefully that fixes things.

Thank you all for the suggestions, you've all helped me eliminate some variables at least.
 
Good Luck!

I know it's a question of costs but i always would prefer a Server with full access as host.
 

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