As already introduced in this thread: [WIP] Oregon Raceway Park by Alessio Contardi i'm working at a new "feature", to bring a bit more real-feeling into rF2. And it's planned to implement it into the next beta release of the Oregon Raceway Park track. I'm talking about the warming up for the tires, during the formation lap. I'm still working at it, to get its behaviour as close as possible to the reality, without messing things up. And because i would like to have some information about what kind of starting procedure you all prefer, when you race against the AI, i open a little poll here. It would be nice if many of you vote here. And here are 2 short videos of how it looks so far. This one was made by Slow Motion (thanks again ) and shows the driving lines from the track-cameras and this shows a formation lap with rolling start and the first lap from the cockpit-view
Interesting idea to add a touch of realism, like it I'm not gonna vote though as I prefer to do the Start Type on the series I'm racing (GTs Rolling, Clios Standing etc), I don't have a favourite at all either so another reason why my vote wouldn't be right, hope you understand
Very nice. This is something I've wanted to see in sims since forever. It's a shame it has be implemented at a track-by-track basis though, as a global AI setting from ISI would save you wonderful Modders so much time.
If you're using the left/right paths, that means they'll always be weaving at those spots whenever the safety car comes out, right?
Yes, or better: almost yes. I think it is hardcoded. If the Safety Car is leading for full course yellow laps, all AI cars only use the Right Path. And i think it changes which path will be used. I guess it's always the path from the side where the polesitters side is (i didn't tested it). So they still swerve, but all on the same line.
Here is a new Video with the version of AIW that will be the first released one. And also a new camera file is shown here, but that is WIP yet.
Well done, very convincing! I can see that you need to use a staggered grid, but then it's just the talent of making the path. Any other tips? Like did you storyboard the paths first?
Yeah that looks great, with the added bonus that the AI lay a tiny bit of extra Rubber down off the racing line, now if you could get them to warm up Brakes and Spin the rears then that'll be the ultimate realism Just one question, does it work with all ISI cars ok? as in no ISI cars cause "issues" at all?
Thank you both for the comments. Sorry, i'm sometimes a bit limited with understanding the english language. What does it mean: storyboard the paths? If it means that if i had a script/a plan about how to drive, i have to say "no". I just had the imagination about how i wanted it to look like. It was the old "try and error" game that we all do love so much. That you will have to figure out. We expect a excessive testing of the ORP when the public beta is released. In general i can say, that some things come together when creating this "feature" with the game given possibilities. But the main thing was to try to drive the pathes in a way that also different powered cars resulted in an acceptable behaviour. Maybe some cars/mods will behave bad with having small collisions. I mainly tested with the Clio, Palatov D4, a private F1 and the Dallara. But i didn't make tests with e.g. every possible amount of cars, different weather conditions..... I wanted to let some work left for you.
I'd read this topic on my phone, while out and about and have only just seen the video now, several days later. It looks like I'd completely underestimated the effect. It sounded cool for sure, but seeing it in action is far greater than the description. Bravo!
Thanks, that answered my question (yes, storyboard = visual script, like a cartoon rather than a written script).