Posts

ATS Gameplay Preferences

Sep 1, 2020

Update 2024: for game version 1.50!

ATS 49XPHIDLog

Western Star 49X in Idaho

American Truck Simulator (ATS) by SCS Software includes a number of preference options that can impact gameplay enjoyment or immersion. Besides supporting a variety controllers and button boxes to help immerse the player in driving a truck, gameplay preference options allow the player aids or go for a more authentic experience. This post covers some of the gameplay options I feel enhances the driving experience. With many configurable options, some of which I remained unaware of for some time after I first stared playing, I decided to create this post as a resources. First I cover the basics and realism then offer tips on adjusting field-of-view for single-screen users.

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rFactor 2 Paint 2013 Nissan GT500

May 19, 2020


Article #4 in a 4-part series.


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The 2013 Nissan GT500 GT-R in rFactor 2 comes with four liveries, and is the only available Super GT car, so I decided to paint more to fill out a race grid having more variety. I created two new fictional race liveries using simple shapes, logos from the existing cars, and my old dragon drawing. Expanding on last post painting with chrome, I used the same technique to create a shiny rear window. The other challenge was including a large drawing on the car’s hood which is made of several pieces. Both of these designs I consider a work in progress. Let’s have a closer look.

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rFactor 2 Car Paint with Colored Chrome

Dec 8, 2019


Article #3 in a 4-part series.


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Expanding on my initial post on the rFactor 2 Car Paint Editor, I decided to try colored chrome. Normally when assigning a region as chrome, that area of the car appears like silver chrome. In order to obtain a colored chrome, edit the json file. To generate a json file for your car, edit the regions including assigning colors then use the Rebuild button. The file appears in the same folder with the skin files. Load the json file into a text editor and look for “lacquerThickness” near the bottom. The default value is 0.3, so adjust higher and use the Rebuild button. Using as example of a Porsche 911 GT3 Cup car painted by Studio 397, I chose the same value of 0.51071.

In the skin file color the chrome area as the intended color then in the paint editor set laquer the same or different to adjust as desired. The apparent color varies by light and view angle. I set my chrome color to deep red, but notice in the screen capture above the chrome takes on a purple tone. The downside of chrome is that it may appear too bright in the shadows or at night. Also, watch for bright jagged edges where it catches the light.

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Team Cars for rFactor 2

Apr 5, 2019

Since trying out the rFactor 2 car paint editor, I decided to form a team with cars in different classes. For consistency all cars now share the same color set. I changed the number placards so background color represents car class as denoted by the position lights of the official Studio 397 GT3 and endurance packs: green for GT3/GTD, red for GTE/GTLM, purple for LMP3, and blue for LMP2. I also stripped the sponsor decals so only my websites, products, and creations appear on the cars. Sponsors may have display guidelines or other restrictions on use of their logos. Adding to my Callaway Corvette C7 in GT3 class, I chose Porsche 991 RSR for GTE/GTLM, and Norma M30 for LMP3.

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rFactor 2 Car Paint Editor

Feb 21, 2019


Article #1 in a 4-part series.


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Studio 397 recently added a guide on painting a car for rFactor 2 using their new material system as announced on their “Roadmap Update January 2019” post. Cars come with templates to help create colored region masks to designate materials using the car paint editor. Basically, create two image files: one for the regular skin and another for the region map. The editor provides immediate feedback within the game for changing body color and materials. As of today only the official DLC GT3 and GTE cars exteriors are supported. Future updates will add materials to the car interiors and tracks. Also, the developers continue to work on their new interface for rFactor 2 based on HTML. Currently access the paint editor using a web browser, and my assumption is the new interface will include the editor.

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