[REL] ethone/Virtua_LM: Fuji Speedway 2012 v1.04

Discussion in 'Locations' started by ethone, Apr 12, 2012.

  1. realkman666

    realkman666 Registered

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    I notice that the AI likes to hit the brakes at the start/finish line. It was pretty serious before, but I haven't looked at the latest version too much yet. It happened, but I'll see if it's really as bad as what I remember. The last time I did a race there, I totalled the car when the guy in front just stood on the brakes. xD




    ... Yep, they still brake pretty hard.
     
    Last edited by a moderator: Nov 17, 2013
  2. ambig88

    ambig88 Registered

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    I too have experienced this.
     
  3. ethone

    ethone Registered

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    Okay, I'll check it out.
     
  4. ethone

    ethone Registered

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  5. Tosch

    Tosch Registered

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    Thanks ethone!
    I thought you were doing holiday. :confused: :D
     
  6. ethone

    ethone Registered

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    Came back from London on Friday evening, will be going to the Harz tomorrow. So I'm in between holidays, and it was a quick fix to implement. :)
     
  7. realkman666

    realkman666 Registered

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    That was certainly quick. Thank you. And while I have an expert here, can you answer something for me? When the AI path is created, is there a set of parameters to tell the AI cars to come out of the pits in the little lane next to the white line, or do they just merge right away? I think some ISI tracks have the cars follow the path, but I don't think add-on tracks do, so I was wondering about that.
     
  8. ethone

    ethone Registered

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    Generally speaking, there is a separate pit path, which you can make as short or long as you wish. You can make the AI join across the white line or beyond it.
    For Fuji the AI should only join the main path after the white line ends, closer to the T1 turn-in point.
     
  9. realkman666

    realkman666 Registered

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    Cool. I'll have to look at that pdf tutorial again. :eek:
     
  10. tjc

    tjc Registered

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    Thanks ethone. :)
     
  11. Hazi

    Hazi Registered

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  12. lbird

    lbird Registered

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    Thank you for the quick fix ethone, much appreciated....
     
  13. Jamezinho

    Jamezinho Registered

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    Thanks for the update.

    There is still an issue with the fuel load i.e. it doesn't calculate how many laps you can run. It would be great if you could fix this at some point.
     
  14. buddhatree

    buddhatree Registered

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    Anyone know if this has ever been fixed? My version still has this issue. Great track otherwise.
     
  15. bhendrik

    bhendrik Registered

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    Great track indeed, however unplayable in single player with AI because of this issue. It's a shame because Fuji is a great track.
     
  16. BlkJello

    BlkJello Registered

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    Awesome track!! Thank you very much :cool:
     
  17. ethone

    ethone Registered

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    Thanks buddhatree, bhendrik and BlkJello for somehow making me notice the fuel issue. Not sure why I missed it.
    I tried to quickly fix it, could you please try the following file and let me know if it fixes the issue:
    http://www.trackcreation.net/files/Fuji2012_v104.zip
     
  18. buddhatree

    buddhatree Registered

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    Thank you! Both versions of the track now show fuel consumption in the garage! Woohoo love this track! Thank you! :cool:
     
  19. Ernie

    Ernie Registered

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    Hi ethone. I just wondering, because i already have a v1.04 of Fuji (17th Nov 2013). Latest changes were some fixes for slowing AI cars on s/f line and also enabling GetMod. I can't find these last changes listed in your new v1.04 from yesterday. And the changelog itself states "v1.03".
    So i'm just curious, if all the former changes (AI, GetMod, some other minor fixes) are in your version too.

    cheers
    Ernie
     
  20. bhendrik

    bhendrik Registered

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    Thanks Ethone, Haven't been able to try it yet, but i will for sure. Thanks in advance and when i look at the comment of buddhatree it looks like it is solved. Thanks for all your work
     

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