[WIP] Adelaide International Raceway 1985

Mike Cantwell

Registered
Hi guys,

I have had a long break from track building but the bug has bitten again.

There are some big changes...some which may be not welcomed by some.

I have removed the tracks from Steam and placed them on my own web site as I have put 1,000s of hours in over the years and to be honest I am just not going to give them away anymore for free.

Anyway...the future;

I am building the complete 1985 ATCC tracks, starting with Adelaide International Raceway. The others will be as follows;

Winton Motor Raceway
Sandown International Raceway
Symmons Plains Raceway
Wanneroo Park
Adelaide International Raceway (under construction)
Calder Park Raceway
Surfers Paradise International Raceway
Lakeside International Raceway( Remodelled from the later track)
Amaroo Park
Oran Park Raceway
Bathurst 1985 (nearly done)

My website is;

Mike's Track Building



 
Here are the WIP so far for AIR 1985
 

Attachments

There is an issue which i am not sure how to fix. The car is stuck when I load it into game. By AI or driving it will not move at all.

I am hoping some may know a few things to try. Thanks in advance. Mike
 
Hello @Mike Cantwell
such Things are hard to judge, without to have the Track.
But if it works in the DevMode, maybe the TDF File is missing in the rfcmp?
Sometimes it can also happen when the Surface, where the Cars have their Garages, are not properly made or not properly defined in the SCN File.
But if it works in the DevMode and all necessary Files are present in the rfcmp, it also should work in Game, (normally :)).
If you can not solve it, i can offer to check it.
Just open a private Conversation with me.

I guess it happens with different Cars, so that it's definitely the Track, right?


EDIT Sorry, i just have seen that it's a paid Track.
So i will withdraw my Offer, because it's my Principle to not work at paid Content.
 
Last edited:
There is a known bug where AI will get stuck and fail to exit garage due to the garage spot (typically the first few spots) being placed near the first node pit extension (where you marked "end segment") waypoint path. Unfortunately this bug is still not fixed, and I had to make several AIW patches to the tracks include ISLE OF MAN/DUNDROD/TARGA to avoid this bug.

If this is also happening to your track AIW, then it is necessary to re-record the pit extension path to place first few nodes at least a 100 meters away from your garage spots, so that AI would not pick those nodes and get stuck. (When you use AI toggle in dev mode, there will be some reference lines pointing to nearest path nodes, where you can spot whether its stuck on one of the AIW nodes.)

See bug thread for details and examples:
https://forum.studio-397.com/index....s-the-start-node-of-pit-extension-path.74544/

Recently I had to add workaround to both Targa florio and Isle of man pit extension paths in order to have AI exiting paddock correctly, which is by adjusting the last two segement waypoint nodes position further away from garage spots so that AI won't target the last two bugged way point node (as mentioned in earlier posts).

To better illustrate how this bug happens and currently workaround to fix the issue:
index.php


How this workaround AI fix looks like in latest Isle of man update:
index.php


As you can see above, this workaround requires to move at least "two" end nodes away from AI's garage spot to avoid AI targeting to those two nodes when moving out garage which would otherwise cause AI to stuck in place. However the downside of the workaround is that not every track has enough space to "extend" this AI path nodes. In this case, isle of man paddock was already running out of space, which I had to add extended nodes side way by 90 degrees follow the wall.

And there are more old tracks that affected by this AI bug.
 
@redapg It won't hurt to share every little possible info that may help him, or to someone who may come across this thread but having a similar or related problem, which may actually save them time. Cheers
 
Adelaide International Raceway 1985 WIP

This is the track now in game! Very basic with just the track, terrain, wall and armco in place.

The next stage will be the grass textures followed by the road lines and textures.

Driving without a full horizon/background is HARD! Nice lap!
 
Back
Top