I'm sorry to open such a bad discussion talking about cheating, but as in the portal I'm up we are preparing a future championship/league for this game (they use rF1 and rF2 untill now) I wish to know if there are some anti-cheat systems server-wise.
I know for sure that AC's cars now are encrypted, so no way you can cheat with them, but what about tracks? I watched right now a video which showed a way to increase the grip track-wise and says it works also on the multiplayer mode. This rang the alarm bell.
Is still possible to do that and sever won't track this or there is a way to force people to have the same physic as the server (and so cannot cheat)?
Again, sorry to talk about this, but may be vital to do a good cheat-immune league. Tnx for answers.
There is a current bug with any tracks that use multiple configs such as ks Nords/Vallelunga in that it doesnt work with the sirface.ini checksum and so this file can be modified by the user and get on the server still.
On all other regular tracks and cars with proper data uploaded to the server any missmatch will kick the client on joining. The logs will also show who got a missmatch and what file failed the check. The fact that the data folder is encrypted really doesnt mean much as these can still be changed but you can upload car physics data.acd file or the data folder for mod cars that have unencrypted physics. With the data folder you just need to ensure you delete any files that are 0 bytes as this causes an error in the checksum which will make it fail.
Running my servers with proper checksums I havent noticed anyone cheating in these ways. We need to wait for kunos to fix the surface checksum for multi layout tracks which hopefully will be done soon.
I asked because I know that for external mods, you can cheat them and server won't recognize it, untill some time ago. But if you say so, they may have added it in some patch OR it works with base AC's content.