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In order to improve support of moddable games, we've added a carClassData.json configuration file. File is usually located in the Crew Chief installation folder. If you want get down to business of customizing Car Classes, you can skip straight to ' carClassData.json file explained' section.
Why would I want to customize car classes? The main reason to care about car classes in Crew Chief, is to enable good CC experience for modded vehicle classes, that CC does not support out of the box. Through Class definition, CC knows about wheel sizes, brake types etc. There's a lot of awesome 3rd party content, but CC team can't cover it all (although we will add class mappings as well). That's where this mechanism becomes helpful. Single-class vs Mult-class event CC uses Car Class to distinguish between multi-class and single class races.
Nickmossdesign.com - 2014 Valvoline/GRM/Volvo S60 V8 Supercar Livery Design (33) nickmossdesign.com - 2014 Valvoline/GRM/Volvo S60 V8 Supercar Livery Design (33). V8 Supercar Liveries Template Powerpoint. Was built in 2. Odbc (used via ado or ado Maybe explained in the property/casualty business For acfic? Mar 23, 2013 - The ultimate Australian invasion, the V8 Supercars of Ford, Holden, Nissan and Mercedes-Benz E63 AMG will take to the track with aggressive, do-or-die racing that is sure. There is a very large following amongst fans and U.S.-based categories, particularly the teams and drivers of NASCAR and IndyCar.
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If race is a multi-class race, CC will compare your lap times with lap times of vehicles of the same class. The problem is, that sometimes mods are authored in a way, that car class name is different for vehicles in a same class.
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For example, there might be 'A GT3' class name for vehicle of brand A, and 'B GT3' for vehicle of brand B. If you would like Crew Chief to treat both classes as same class, you will need to map 'A GT3' and 'B GT3' class names to CC GT3 class. That way, such race becomes a single class race. Check Crew Chief console window output when you start a new session. CC will print if event is single or multi-class. It also prints each opponent and associated car class.
If mod car class is not mapped to CC built in class, CC creates new class on the fly (using vehicle class coming from the mod). If mod does not use same vehicle class string for all vehicle (and there's no appropriate mapping in carClassData.json), you might get multi class race, when all vehicles are actually in a same class. What is customizable by using this mechanism?. Map vehicle to some pre-defined CC class.
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For example, if your vehicle class is 'Super Mod GT3', you can map it to GT3 class. You can customize pre-defined CC car classes. For example, if you are driving a vehicle with very large wheels, CC might announce that you're locking your wheels all the time (because wheel rotates way slower than we expect). Car class configuration mechanism allows you to specify wheel sizes.
Customizing Car Classes There are two ways in which you can customize Crew Chief Car Classes:. by modifying the main carClassData.json file.

overriding provided classes by creating your own definition file. You can edit this file in the Crew Chief install folder, or create another file called carClassData.json in your Documents folder in a new subfolder called CrewChiefV4 (i.e.
Use the carClassData.json from the installation folder as a template. The car classes defined in the Documents/CrewChiefV4 folder will override any with the same name in the app's install folder, and you can also add your own here.
The carClassData.json in the app's install folder will be overwritten each time the app is updated. Adding new car class See: Adding new car class to the Crew Chief As our team can't physically drive every single mod/series out there, we can't add them all. Here's how you can help: - Start CC - Pick a series to race - Start a session - Stop CC - CTRL+A/CTRL+C in CC Console window. Send that text to us with brief description what series/class it is. CarClassData.json file explained A car class will inherit the defaults values for things if they're not specified. The valid params are. It looks like you have it in the correct place, and it's got the correct name - by default Windows will hide the suffix of known file types, so if you created this as a text file make sure it's not actually called carClasses.json.txt (there's an option to show the full file name or show type of known file types somewhere in the File Explorer options).
When you start the app the console should include something like: 'loaded 68 default car classes and 0 user car classes'. If it's loading your car classes the second number will not be zero. You only need to include the car class block for the class you're changing in you carClasses.json file - you can safely remove the others.
It sounds like I also need to incorporate your temperature range fixes into the default classes - I'll do this this the next release.
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