I've still got a bit of tidying up to do on my edited files, but if you want to start playing around with PGR2, the 2 main files are:
frontend\races.ini
and
frontend\cars.ini
races.ini has all the events, including the arcade races, time-trials, and kudos challenge. The kudos challenge events start at the top of the file (the 2nd block) with
Level = "$IDS_CLASS_1_LEVEL_1"
and go up to
Level = "$IDS_CLASS_14_LEVEL_13"
RaceMode determines whether an event is a style challenge, street race, one on one, overtake, timed-run or hot-lap. You can also specify the track, number of laps, and weather. To make a rainy night race, just add:
Night = 1
Rain = 1
to the end of the block for that event. For example, the first Kudos race would look like this:
[RACE]
Name = "x"
Level = "$IDS_CLASS_1_LEVEL_1"
RaceMode = "$IDS_RM_STREET_RACE"
LeaderboardID = 38
Time = "10:00.000"
MinKudos = 500
MaxKudos = 5000
Circuit = "Florence 11"
Laps = 2
Night = 1
Rain = 1
You can also set the number of laps and change the track. Remember that some tracks are point-to-point, not circuits. I made a list of all the tracks that definitely have working AI (all the tracks that are used for street-races, one-on-ones, and overtake challenges) and only used these when I was editing the game - I think all tracks will probably work, but I was being cautious. Be careful with the races.ini file - a missing quote or other typo can stop the game loading.
If you replace a style-challenge or hot-lap/timed run with a street race, things are a little more complicated cos there will be no AI defined for that event. You need to set up 5 AI files (1 for each difficulty) in the frontend\RaceOpponents directory. You have to make 5 new files, called raceX.Y.ini, where Y is the difficulty level and X is the event number (level 1 event 1 is race number 1, level 1 event 2 is number 2 etc etc all the way up to level 14 event 13, which is race number 172). So for event 3, you need race3.1.ini, race3.2.ini, race3.3.ini, race3.4.ini, and race3.5.ini
The raceX.Y.ini files contain parameters for each AI car, including it's model number, skill level, aggression and some other stuff. Model number is based on the order in which the car appears in frontend\cars.ini, starting at 0. If you want one AI mini and one AI Focus RS, the raceX.Y.ini file contains this:
[RACE_OPPONENT]
NumOpponents = 2
Model0 = 0
Colour0 = 0
Helmet0 = 0
RegPlate0 = "(null)"
GripScale0 = 1
TorqueScale0 = 1
Skill0 = 0.1
Aggression0 = 0.5
Recklessness0 = 0.3
Model1 = 3
Colour1 = 4
Helmet1 = 0
RegPlate1 = "(null)"
GripScale1 = 1
TorqueScale1 = 1
Skill1 = 0.1
Aggression1 = 0.5
Recklessness1 = 0.3
Skill goes from 0 to 1.
I've got a full list of all the cars and their corresponding numbers if anyone wants it (it's a pain to have to keep counting through the cars.ini file
).
If you want to unlock a bonus car, find its entry in cars.ini and delete the line:
BonusCar = 1
Remember to back up any files you modify, but I certainly recommend having a play. It's pretty time-consuming and takes a bit of head-scratching, but the results are excellent