Birmingham, Daytona, and Monza released!

Discussion in 'Locations' started by Shamrock, Mar 10, 2015.

  1. hexagramme

    hexagramme Registered

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    Pedal overlay x2: one where it's supposed to be and one on the scoring board.

    View attachment 16493 View attachment 16494 View attachment 16495

    AI: When an AI car moves to defend on the start finish straight (when it's in the left lane) they stomp the brakes just around the finish line.
    It's as if there's a hole in the path somehow.
     
  2. Marc Collins

    Marc Collins Registered

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    So many third party tracks have this same issue. Wonder why?
     
  3. Coutie

    Coutie Moderator Staff Member

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    I forgot to smooth out the block line, it's an easy fix, I'll do it and upload a new version.

    Pedal overlay, I had that problem too, I don't know what the fix would be.
     
  4. Coutie

    Coutie Moderator Staff Member

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  5. kro388th

    kro388th Registered

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    Sorry to be a day and a build late -I wanted to report with the first fix 1.16 I had been testing the track and the FIAGT3 mod with all the cars so it was a vmod on line vrs 15 AI , I never saw them break or slow at the start finish area? but the game froze both times ,1 time with 2 min left right at start finish while in a pack of AI ,game just froze ,wheel did the force feed back hard left lock ! , the next race I wanted to make sure it wasn't just something else or my syst., I pitted in the 2nd race so was way back , as soon as the pack hit the finish line game froze again exact same way .. again this with 1.16 so I will test this new version again today ! I will also test with vanilla ISI content ..

    Thanks so much for all your efforts on this track ! we all love it !
     
  6. hexagramme

    hexagramme Registered

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    Very strange, I've never seen that problem before...
    Does anyone have an idea?

    Wow that was fast! Thank you so much!
    Amazing track, can't get enough. The Skip Barber is magnificent around here. :cool:
     
  7. kro388th

    kro388th Registered

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    Ok after using 1.161, on line vmod with the megains 16 cars all seems fine ! no AI slowdowns, no freezes !

    Looks good Coutie !!!!! Nice job ;)

    I might try the FIAGT3's again but with stock ISI no issues !
     
  8. pkelly

    pkelly Registered

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    Thank you, Coutie. Your talent and effort have led to great joy for many of us :)
     
  9. hexagramme

    hexagramme Registered

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    I just tried a race with the new Indy Car skin pack, 22 AI, 30 min. at Birmingham.
    The game froze when I reached the last corner on the last lap.
     
  10. Coutie

    Coutie Moderator Staff Member

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    Are you running any plug-ins?
     
  11. hexagramme

    hexagramme Registered

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    Yes I am. Pedal overlay, Motec and TrackMap.
     
  12. Carlo

    Carlo Registered

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    I had Birm 1161 freeze at the finish line with 16 AI, 5 laps - no plug-ins. First freeze ever in rF2.
     
  13. hexagramme

    hexagramme Registered

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  14. Coutie

    Coutie Moderator Staff Member

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    I use the same, except trackmap, and I sometimes get crashes.

    Ya, I looked into that. I was going flat out when I did the line for the AI, so I don't know why they slow down.

    I'll try to find out what's causing the freezing.
     
  15. hexagramme

    hexagramme Registered

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    Another race, this time I won, and no crash at the finish line.
    Does it only crash when the AI crosses the finish before you do?

    BTW rF2 crashed after I pressed "leave track". I'll try to get a log nex time it happens, maybe that could be of help?
     
  16. Coutie

    Coutie Moderator Staff Member

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    I don't think the logs show anything, but you can upload them if you want.

    I don't know why it crashes, seems to be random.
     
  17. MarcG

    MarcG Registered

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    That just happens when the Path "joins" itself, it can sometimes screw up regardless of your speed, the AIW Tutorial (by ISI in the Dev Corner of the website) explains how to Smooth the line out.
     
  18. Coutie

    Coutie Moderator Staff Member

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    It's not at the start/finish, it's at the chicane type corner on the back stretch. I manually moved some of the points to hopefully make them go faster, but I haven't had a chance to test it yet.
     
  19. MarcG

    MarcG Registered

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    ahh ok cool, play with the Speed setting on the Points, that resolved issues at Bathurst when I edited the AIW. Also don't forget that different mods may have more problems than others in certain spots but generally once fixed most mods should work fine.
     
  20. Lgel

    Lgel Registered

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    The track is very interesting to drive with all these elevation changes, and blind corners. When you'll solve the AI slowing it will be one of the best tracks availables for RF2.
    Thanks for your hard work.
     
    Last edited by a moderator: Apr 29, 2015

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