@vava74 , nice advice concerning the air humidity effects and polution , Only , one point , I don't know where set this element , in the xxx.wet or new line in the scn ?
Its in the gdb file. you can test different values in moddev. Here's an example from lochdrummond. Code: LochDrummond_Long { Filter Properties = rFRS TMOD GTWEC Kart RCC Historics RMT TCM Attrition = 30 Max Vehicles=40 TrackName = Loch Drummond -- Long Layout EventName = Loch Drummond -- Long Layout VenueName = Loch Drummond VenueIcon = LochDrummond\LochDrummondIcon.dds Location = Loch Drummond, Stirling, Scotland Length = 3.17 km / 1.92 miles TrackType = Road Course Track Record = BT20, 91.8 HeadlightsRequired = true // whether headlights are required at night TerrainDataFile = ..\LochDrummond.tdf // terrain file override PitlaneBoundary = 1 GarageDepth = 3.5 TestDaystart = 12:00 Practice1Start = 9:30 Practice2Start = 13:00 Practice3Start = 9:30 QualifyStart = 13:00 RaceStart = 14:00 RaceLaps = 68 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=1658 // distance around track where time threshold is detected ActivationLapDist=1970 // beginning of zone where it can be used (if under time threshold is detected) DeactivationLapDist=2210 // end of zone (yes, the zone can be wrapped around s/f, or not) } NumStartingLights=6 Latitude = 56.83 // degs from Equator (range: -90 to 90, positive is Northern Hemisphere) Longitude = -5.08 // degs from GMT (-180 to 180, positive is East) Altitude = 22.0 // meters above sea level RaceDate = March 4, 2020 // default date for the race TimezoneRelativeGMT = 0.0 // hours compared to Greenwich Mean Time (should be negative to the West) DSTRange=(87.8, 301.3, 0, 9999) // approximation of last Sunday in March to last Sunday in October AirPollution=0.1 NightLightPollution=1.0 HazeBaseScale=0.8 HazeCloudyScale=1.0 HazeStormScale=1.0 HazeDawnScale=0.5 ///////////////////////////SCORETOWER DATA//////////////////////////////////////////// ScoreboardFont=SCOREFONT.tga // default is scoreboardfont.bmp ScoreboardBackground=SCORETOWERBKG.tga // default is scoreboardbkg.bmp ScoreboardMaxEntries=10 // how many car numbers can be displayed on tower (default is 32) ScoreboardStartX=0.0 // x-position in texture to write first car number (default is 0) ScoreboardStartY=0.0 // y-position in texture to write first car number (default is 10) ScoreboardIncX=0.0 // increment in x-position for each new car number (default is 0) ScoreboardIncY=51.2 // increment in y-position for each new car number (default is 16) ScoreboardScaleX=4.140 // scale multiplier for x (default is 1.0) ScoreboardScaleY=1.040 // scale multiplier for y (default is 1.0) ///////////////////////////LOOSE OBJECT DATA/////////////////////////// //<mass>, <inertia x>, <inertia y>, <inertia z>, <spring>, <damper>, <friction> post_ApexMarker=(15.5, 1.0, 1.0, 1.0, 4500.0, 300.0, 0.8) post_tiresStack=(350, 240.0, 210.0, 270.0, 1000.0, 400.0, 1.5) sign_DistMark=(24, 8.5, 8.5, 8.0, 2400.0, 144.0, 0.4) cone=(3.2, 0.3, 0.3, 0.5, 500.0, 60.0, 0.7) /////////////////////////////////////////////////////////////////////// SettingsFolder = LochDrummond_Long SettingsCopy = LochDrummond_Long.svm SettingsAI = LochDrummond_Long.svm }
Hello guys last version , thanks all for you help . https://www.racedepartment.com/downloads/auverhat-by-pixsim-rf2.66368/
Hello , I need a mind refresh or advices. For an another test with a ntrack, I start from scratch for the AIW file. My track is at 40 m high , so I have create in empty AIW file the lines for GRID and PIT [GRID] GridIndex=0 Pos=(11.176,44.334,326.972) Ori=(-0.011,0.581,0.015) [ALTGRID] GridIndex=0 Pos=(11.176,44.307,326.972) Ori=(-0.011,0.581,0.015) [TELEPORT] GridIndex=0 Pos=(11.176,44.334,326.972) Ori=(-0.011,0.581,0.015) [PITS] TeamIndex=0 PitPos=(16.662,44.444,335.332) PitOri=(0.003,0.582,-0.000) GarPos=(0,13.919,44.377,331.152) GarOri=(0,-0.011,0.581,0.015) GarPos=(1,13.919,44.377,331.152) GarOri=(1,-0.011,0.581,0.015) GarPos=(2,0.000,0.000,0.000) GarOri=(2,0.000,0.000,0.000) so in the moddev is sound good, I'm more or less where I expect to be on the track . With the gmotor viewer 2.5, it"s still in 0,0,0 position when I launch it . Do you know what is the initial start position (line in the AIW file) to be correct in the Gmotor viewer ?
I'm only a beginner in understanding AIW, but I thought you could record most of it in moddev. Thats what I did to fix the grid position and garage positions.
@pixsim I've never used the Viewer, but i also never heard about a special "Setting" for the Cars Spawn-Position. BTW I very often see Tracks, that are completely above, below or besides of 0,0,0. Why not position Tracks in that Way, that a drivable Surface, like the Start/Finish Road Position is at 0,0,0? @ThomasJohansen The above Question from @pixsim was not related to the AIW Creation.
I hope the translator works. I think the starting point is indicated by the position of the garage. When I don't have aiw the first thing I do is to enter in moddev save waypoints to generate a simple aiw then I edit the lines in the PITS section and put the height indicated in 3dsimed +10 (more or less) with this I have the car in the initial location (0,0,0).
Hi @pixsim I report you a bug found by ods friends in their online event at charade and this is an useful aiw update by @ManfredK2_new : -added block line and smoothed the transition to the pits -rolling/fast rolling starts should work also download: https://mega.nz/file/ygckxaiS#qXe0mmpM5rPV5LJdWHCTssHhuYJDkZK1VqJT-Rm-Fus maybe it could be useful for a future update of the track