Lights to Flag

Carsets

The Lights to Flag download folder does not include any inbuilt carsets to play. The game provides the framework for users to create their own sets to play the game with and to share with other players, as well as to download user-made sets online. Carset hosting is done via a third party server accessible from the main game menu, from which users can upload and download their sets.

If you wish to create or edit any carsets – driver ratings, car performance, circuit data, coefficients – this can be done within the Carset Builder that is provided in the game folder. Please be careful when varying coefficients in particular as they can have profound effects on the game, try not to vary any one coefficient by more than 10-20%. Please consult the Carset Builder for advice on including images with your set.

Carset data files are divided into 5 categories. Lights to Flag has been developed to allow for a wide range of carsets, including oval/circuit racing, sprint/endurance and day/night races with multiple classes. Please see the Rules section below for the capabilities of the code.

Rules

This file contains all data determining the rules of each season. They are ordered as follows: 

  • Governing body
  • Series name
  • Championship name
  • Event title
  • Car type (single/bike/sports)
  • Number of drivers
  • Number of spare drivers
  • Number of circuits
  • Number of tyres per compound
  • Number of drivers displayed on screen during events
  • Number of classes
  • Names for each class (possible multiple entries)
  • Typical driver retirement age
  • Refuelling allowed (True/False)
  • Tyre changes allowed (True/False)
  • Qualifying on race fuel (True/False)
  • Qualifying on race tyre (True/False)
  • Use of both dry tyre compounds in race (True/False)
  • Race in rain (True/False)
  • Shared team pit box (True/False)
  • Laps that pit lane closes after Safety Car is deployed
  • Stop-Go time penalty (enter 0 for drive-thru)
  • Fixed driver numbers in career mode (True/False)
  • Points for pole position
  • Points for fastest lap
  • Points for leading a lap
  • Points for leading most laps
  • Knockout qualifying (True/False)
  • Single lap qualifying (True/False)
  • Qualifying maximum laps per driver per session
  • Number of qualifying sessions
  • Minutes for each session (one entry per session)
  • Rolling start (True/False)
  • Number of points positions in primary points format
  • Points for each position (one for each points position, from 1st downwards),
  • Number of points positions in secondary points format (enter 0 if only one points format)
  • Points for each position (one for each points position, from 1st downwards),
  • Number of engines per season (enter 0 for no restrictions)
  • Number of chassis per season (enter 0 for no restrictions)
  • Ballast increase for podium finish
  • Ballast reduction for non-podium finish
  • Maximum ballast per car
  • Chase round (round at which top drivers points are equalised, enter 0 for no Chase)
  • Number of drivers in Chase
  • Points given to each driver within Chase
  • Drivers allowed to unlap under the Safety Car (True/False)

Driverdata

For each driver the following data is given. All attribute values, indicated by a * are out of 10.

  • First name
  • Last name
  • Age
  • Number
  • Car number from Teamdata list
  • Number within team
  • Raw pace*
  • Consistency*
  • Concentration*
  • Wet weather*
  • Overtaking*
  • Smoothness*
  • Feedback*
  • Teamwork*
  • Qualifying*
  • Nation
  • Debut race
  • Races
  • Wins
  • Podiums
  • Poles
  • Fastest laps
  • Championships
  • Career points

Teamdata

For each team the following data is given. All attribute values, indicated by a * are out of 10.

  • Title sponsor
  • Team name
  • Engine brand
  • Chassis name
  • Engine name
  • Class
  • Tyre initial
  • Aerodynamics*
  • Mechanical grip*
  • Engine*
  • Ease on tyres*
  • Reliability*
  • Wet weather*
  • Setup*
  • Qualifying*
  • Resources*
  • Base
  • Principal
  • Debut race
  • Races
  • Wins
  • Poles
  • Fastest laps
  • Points
  • Drivers championships
  • Constructors championships

Circuitdata

For each circuit the following data is given. All attribute values, indicated by a * are out of 10. 

  • Name
  • Sponsor
  • Venue
  • Type (track/oval)
  • Back to back race (True/False - True if event follows on from previous race)
  • Number of grid places reversed from pole (enter 8 to reverse top 8)
  • Points format to use (1/2 from Rules entry)
  • Lap record
  • Lap record holder
  • Number of laps (set to 0 if timed race)
  • Number of minutes (if timed race or time limited race)
  • Lap length
  • Race length
  • Number of races held
  • Debut
  • Tyrewear*
  • Overtaking*
  • SC likelihood*
  • Weather changeability*
  • Top speeds*
  • High speed corners*
  • Low speed corners*
  • Difficulty*
  • Fuel penalty (s/lap)
  • Extra speed due to rubber (s/lap)
  • Car reliability*
  • Pit length (s)
  • Run to first corner (1 for short run, 2 for long run to first corner on lap 1)
  • Number of mandatory pit stops
  • Ballast penalty (s/kg/lap)
  • Fuel tank size (% of race distance)
  • Half tyre changes permitted (True/False)
  • Minute of daybreak
  • Minute of nightfall
  • Laptime (seconds) (one entry per class required)
  • Event corner strings (6 short strings of text required to describe parts of the circuit)
  • Overtaking strings (3 required, longer strings of text to describe overtaking opportunities)

Coefficients

These represent numbers you can tinker to change the game to your liking. Please note unlike the other files these numbers are separated with a comma, be very careful when changing these as they can have profound effects on the game, try not to change each by more than 20%. The numbers are ordered as follows: 

  • Poor weather likelihood
  • Weather change rate
  • Track grip change rate with weather
  • Driver pace effect
  • Driver consistency effect
  • Aerodynamic importance
  • Mechanical grip importance
  • Engine importance
  • Tyre wear
  • Chassis wear
  • Engine wear
  • Driver error rate
  • Mechanical problem rate
  • Fuel weight penalty
  • Collision rate
  • Overtaking rate
  • Average gap between soft-hard tyre compounds
  • Average wear ratio between soft-hard tyre compounds
  • Rate of in-season driver upgrades
  • Rate of in-season car upgrades (set as 0 for no upgrades)
  • Safety car rate
  • Refuelling speed
  • Tyre change speed
  • Damage fix speed
  • Blocking coefficient (defines how closely cars can follow)
  • Setup effectiveness
  • Safety Car likelihood
Please note unlike the other files these numbers are separated with a comma, be very careful when changing these as they can have profound effects on the game, try not to change each by more than 20%
Numbers are as follows:
Poor weather likelihood, Weather change rate, Track grip change rate with weather, Driver Pace, Driver Consistency, Aerodynamics, Mechanical grip, Engine, Tyre Wear, Chassis Wear, Engine Wear, Error chance, Mech problem chance, Fuel penalty, Collision rate, Overtaking rate, gap between soft-hard tyres