Rear Flap Zones are defined in the GDB: Code: RearFlapZone // zones for using rear flaps in race sessions { MinimumCrossings=3 // how many times you must cross the detection under green before it is allowed TimeThreshold=1.0 // seconds behind another vehicle for it to be allowed DetectionLapDist=696.7 // distance around track where time threshold is detected ActivationLapDist=966.1 // beginning of zone where it can be used (if under time threshold is detected) DeactivationLapDist=1745 // end of zone (yes, the zone can be wrapped around s/f, or not) } You can have multiple Zones per track.
Thank you for note, Luc. I think use this info in the future converts. Today i pay for 3DSimEd and show soon 0.2 version.
Hey... forgive me... I just want to mention that this track is being featured at the F3 Fanatics server for a day or two... Grab the track from the first post, thanks!
I'm still working at this track, but slow. No free time for it. Im glad, what you set this track on the server.
I like the track... would like it better if it were finished, but I'm not complaining at all! Real Road would be nice... Other than that, it has been more popular on the F3 Fanatics server than I expected. And, it was actually 'Randy' that first asked me to put this track up on my server... Anywho, thanks for a great track and it is fun to drive! Thanks again, Bryan
Denis, What a great track. Tried it a week or so ago, and looked up information on the web. We had 7 or 8 drivers tonight on Bryan's F3 Fanatics. Just a few minutes ago two late comers posted 1:48's for lap times in the Historic F3. Great job on a great track. We are looking forward to seeing your updates as you have time. Thank you for your effort and excellent work. Best Regards Randy
I've changed my plans. Instead of May, I will be going to see the F3 race on June 15th. Are there any particular areas of the circuit you need photos for? Note: if it rains, I will stay at home
Denis :: Great Job with the track .. myself and my racing Buddies @ Bryan's F3 Fanatics are enjoying running there ..Yes a Real Road would make it a Special Event for us ..and we understand That you don't have so much free time to finish it as you do it by yourself for the rF2 community just wanted to say Cheers & we Appreciate the Time & Work put in
Hey guys! Some good news for you. I'm finished main works for RealRoad. It works! Look on some screenshots below: Also on the this track little problem without my fix: A small piece on the track (2nd sector - 3 pieces) have some problem with asphalt texture. I think it can fix in 3DMax, but i don't know how work there. Start problem Finish problem ------------------------------------------------------------------- Now my next steps for convert: To leave texture of asphalt, as the screenshots? Or try to replace like this: http://www.youtube.com/watch?v=n8wYpcgwH0s (from 3:17) If replace, i need texture 2048*2048. You can help me with find texture? Actually, I could now release a second version of the track, but I am concerned about the issue with the texture of the road. Maybe we should update the road? What do you think?
Yep. I find good texture. Here two new screenshots: I release track with small textures updates. P.S. New grass and other will be later.
Hmm. I find strange bug with mirrors! Most objects do not visible! Maybe it problem with new textures? I don't know. Maybe some help me? BTW sreenshots from Aida 0.2: P.S. I wanted release 0.2 today, but after test found bugs. Release delayed for fix bugs.
Thank you! Now works! Now next problem with AI bots. They do not want show time on the track. Game status: they leave from pit-line (blue color).
Make sure XPITOUT, XPITIN, XFINISH, XSECTOR1 and XSECTOR2 GMTs are in place, and set as CollTarget=True in the SCN. Additionally, they need to have a line Response=VEHICLE,TIMING (for XSectors and XFinish) or Response=VEHICLE,PITSTOP within their SCN Instance. I suggest taking a look at another track's SCN for these .
Strange. I copy from normal tracks and nothing - still problem. I send you Aida 0.2. Maybe your experienced eye will find the problem, I fix it.
Check orientation of your x-planes. Make sure you drive through texturized side of the plane. Otherwise game engine do not detect it, even if its placed correct place on the track.
Normal position for finish and pit-out? But if you drive, all sectors fine! You can set time, but AI can't do it!
I think Jka is right although judging by your screenshot you appear to have done this. I opened up your v0.1 and found the pitin and pitout texturized sides were facing the wrong way. I just isolated the objects and reversed the faces and exported and now the AI set times.