EDIT: track released on workshop https://steamcommunity.com/sharedfiles/filedetails/?id=3154646153 ——————- as was suggested, I open a dedicated thread we could use this as refer and coordinate who is doing what we have permission from Philcount and TheSky to convert their Linas Montlhery rf1 track @ling relased a first beta conversion: https://forum.studio-397.com/index.php?threads/french-tracks.53378/page-6#post-1135729 @philrob is working for improve it on visual side https://forum.studio-397.com/index.php?threads/track-aiws.64102/page-68#post-1136069 @Corti is working for add the extra long Grand Prix 12,5 km layout (and reworked the entire track mesh?). he released a first devmod beta but it hasn't a proper AIW https://forum.studio-397.com/index.php?threads/french-tracks.53378/page-6#post-1135985 @redapg offer his help for AIW https://forum.studio-397.com/index.php?threads/track-aiws.64102/page-68#post-1136045
Wow, you guys are so creative, cooperative and skilled. Proof there is still hope for the human race.
TEST DRIVERS NEEDED Here is a first AIW for the full Layout, that works with THIS DevMode Version from @Corti. Please test with different Cars and report Problems here. I've made a quick Test with the Skip Barber only. Currently i did use the Pit, Garage and Safety Car Spots from the existing AIW, so you can use 36 Cars
a little test of the "extra long Grand Prix 12,5 km" layout with Lola T280 and the new aiw seems good p.s. but i notice that we have missing tv cams in the new extra long section (from "4 Cote de Lapize" to "4 Cote de Lapize" in first post's map) we need a cams expert. maybe @ebeninca could help us?
Currently, i'm only focussed on creating AIW Files and new Folders for the different Layouts, so yes, if someone would create new Cam Files, it would help. Could you please upload your modified Files (gdb, scn, ...) for the full Layout, that i can use them as Basis for the new Layout Folders already?
track is looking great but i think there is a problem when the cars pit apart from this the Ai seems great
Thank you for reporting. As i've said, i currently did use the old Pit Spots, that are directly behind of each other and where 2 Cars share 1 Pit Spot. I will modify that, that each Car gets an own Pit Spot. There should be enough Space to do that. And in the 2nd Video, the Cars ran out of Fuel, because of that Problem, right? And i think, i have to work a the Corridors a little bit, here and there. From your Video:
no that crash was just a one off (in real life some times there is a crash at the start of a race), Ai seem really good they give a good race. not sure about the fuel because i had it on x7 (and they did not pit) so yes they did run out of fuel.
I can not exactly see what happened with the crashed Car, it looked like it was colliding with a Track Object and not with another Car. Can you check that in the Replay please?
sorry i dont have the replay file any more (rfactor only safes 6 replays per track) but i think it was the track it hit and not another car.
i think there is a problem with the track on the new extended part of the track (they work fine every were else), the ai cars seem to lose all grip and there wheels seem to bounce up and down (F1 1967 mod) and at the start of the banking they seem to hit something (F1 1967 mod)
It may be due to the fact that the whole new part is resting on the ground (grass) and the distance between the objects at some points is not adequate. View attachment upload_2023-11-24_10-25-59.jpeg
I didn't check the Track in 3DSimEd deeper yet, because i thought it would be OK. As it seems, i was wrong. Are that 2 different Tracks that got merged? To put 2 drivable Meshes with different Materials over each other is no good "Solution" at all, because there always will be Conflicts between the tdf Material Settings. @Corti I ask again: Do you have a 3DSMax File from the DevMode Version that you did upload? And if yes, would you send it to me?
I will check that Mesh. It also could be a Problem with the Mod. With the Skip Barber i didn't have a Problem there.
https://drive.google.com/file/d/1xcHXV3GZsZ2Vwj1aikE1TqGAKaHAO-g-/view?usp=sharing I only have the layout in 3dsmax. This is the affected part, I'm trying to find a solution (so far without success). The idea would be to cut the part that occupies the asphalt, to not have conflicts with the materials or try to subdivide to assign a material that does not affect the road. I'm exporting all the terrain to 3dsmax, as soon as I have it I'll send you the file.
If you also have to import it, it makes no Sense. Only if you have the whole Track in 3DSMax already, i would like to get it. I will fix the Problem with the overlaying Track on the Gras Surface in 3DSMax, so you don't have to care for it.