There is an issue with quite a few tracks exactly like Dover. Dover is the worst. It is caused by the way the track meets apron. They cross, rather than join. AI cars cannot handle this intersection. It is something I would like to fix. The tools I currently use don't allow me to fix it. It means learning a new program like 3dsMax. Obviously time constraints also. First priority has always been online, but I am keen to get offline racing working well also. I don't mind an AI race from time to time.
Thanks for the reply Machine. As luck has it, I remembered that you can train the AI, so I figured I'd give it a go with the NASCAR cars at Dover. https://forum.studio-397.com/index.php?threads/ai-learning-step-by-step-guide.47657/ I used the Auto Calibration 1, and the results were amazing. I promptly got my ass kicked by the AI, and they had no crashes at all from going on the apron. I've attached the file that was produced by the training (drop the .txt at the end if you want to use it). You would need to copy it to all the folders contained here: rFactor 2\UserData\player\Settings\NASCAR 2016 SKIN PACK (see attached folders.jpg, it contains all the Fords and Toyotas, didn't do the Chevy's yet until I tested) Unfortunately there are quite a few folders that all need the .ini file, follow the instructions SPASKIS put in this post https://forum.studio-397.com/index....g-step-by-step-guide.47657/page-4#post-913427 Now I'll have to do some setup work to get faster than the AI at Dover Thanks again.
For setups, go to post #1 in this thread. Look for setups near bottom of post 1. There are 3 places to download from. The ones on dropbox are likely to be the latest. They are my fast race setups for online racing. They are all pretty stable also. These setups are for the Nascar_2016 mod. For setups for Stockcar_2015 mod, you will need to go to the ftp site, and find the Stockcar_2015_Setups folder. (Hmmm, they are probably in Dropbox also)
Yes, it's been in final testing for a couple of months now. It's not my track, so don't ask if you can get it early! ... should be within a month or 2.
Following the previous group of updates, Pocono, Chicagoland & New Hampshire have updates to fix similar issues. Pocono v1.50 update Disable cut track (as per Mountain Pk Speedway) As fields were approaching 30, online racers were starting to get cut track penalties in error. Pacecar release endpoint moved as close to finish line as possible. To avoid lap up/lap down penalties common in online races when yellows come out while drivers are in pit lane. Slowwhenpushed set to "0" AI Cars will now not slow when you get close behind them. (as if they are scared of you!) Dynamic reflection code added _WET added to realroad material names Fixed some realroad textures missing alpha reflections layer Concrete walls use correct material. (Will have correct drag when hitting it) Safer walls use correct safer material. (Will have correct drag when hitting it) Loading screen updated TDF Roughness added to bring track to life Cones added to remind drivers to stay in or out of pit lane when entering Chicagoland v1.50 update Disable cut track (as per Mountain Pk Speedway) As fields were approaching 30, online racers were starting to get cut track penalties in error. Pacecar release endpoint moved as close to finish line as possible. To avoid lap up/lap down penalties common in online races when yellows come out while drivers are in pit lane. Slowwhenpushed set to "0" AI Cars will now not slow when you get close behind them. (as if they are scared of you!) Fixed some realroad textures missing alpha reflections layer Concrete walls use correct material. (Will have correct drag when hitting it) Safer walls use correct safer material. (Will have correct drag when hitting it) Loading screen updated Cones added to remind drivers to stay in or out of pit lane when entering New Hampshire v1.50 update Disable cut track (as per Mountain Pk Speedway) As fields were approaching 30, online racers were starting to get cut track penalties in error. Pacecar release endpoint moved as close to finish line as possible. To avoid lap up/lap down penalties common in online races when yellows come out while drivers are in pit lane. Slowwhenpushed set to "0" AI Cars will now not slow when you get close behind them. (as if they are scared of you!) Fixed some realroad textures missing alpha reflections layer Concrete walls use correct material. (Will have correct drag when hitting it) Safer walls use correct safer material. (Will have correct drag when hitting it) Loading screen updated Redo thumbs that were not working Cones added to remind drivers to stay in or out of pit lane when entering Dover, Las Vegas, Michigan & Texas also get the following updates. Disable cut track (as per Mountain Pk Speedway) As fields were approaching 30, online racers were starting to get cut track penalties in error. Pacecar release endpoint moved as close to finish line as possible. To avoid lap up/lap down penalties common in online races when yellows come out while drivers are in pit lane. Slowwhenpushed set to "0" AI Cars will now not slow when you get close behind them. (as if they are scared of you!)
Might be a bit of an odd request, but do you think there might be a change to update Nazareth Speedway? https://forum.studio-397.com/index.php?threads/wip-nazareth-speedway.35602/
Not something I am looking at. It is not a current Nascar track. And I have too much Nacsar stuff to even think about other stuff. Maybe there's an opening for someone to stand up and work on some Indycar stuff?
Unfortunately Nazareth is not even an Indy track anymore... It can only survive in the virtual world ! There is something of the old Phoenix speedway in it : rather flat with a pronounced dogleg.
Hey, thanks akai_fr! Daytona, Phoenix, Martinsville, Bristol, Talladega & Kansas get the following updates (some already had slowwhenpushed=0) Disable cut track (as per Mountain Pk Speedway) As fields were approaching 30, online racers were starting to get cut track penalties in error. Pacecar release endpoint moved as close to finish line as possible. To avoid lap up/lap down penalties common in online races when yellows come out while drivers are in pit lane. Slowwhenpushed set to "0" AI Cars will now not slow when you get close behind them. (as if they are scared of you!) Adjusted Speed Limits to 2018 Specs Watkins Glen gets above updates, plus: Smoothed tarmac in corners on the Boot section thanks to Gilles Benoit New camera added to finish line in Nascar version. Newly positioned tyre barriers to stop track cutters in the Bus Stop (there is no cut protection, but there is nowhere to gain time by cutting) I think I need a holiday!
thanks machine and Gilles Benoit one question: smoothed tarmac in all Boot's layout or only in Boot's section of the track?
Boot SECTION would indicate only that particular portion of the track. Otherwise he would have just written something similar to this: the corners in the Boot Layout have been smoothed.
Yes. There were 2 major sections on the track which felt weird. Turn 2, and the toe of the boot. Bumps were slightly noticeable in the other 2 corners in the boot also. I only fixed T2 because my focus is Nascar. It is not worth spending many hours. It's needs a total rebuild which I wont be doing. Well not until after I rebuild Daytona, Las Vegas, Phoenix, Martinsville, Texas, Bristol, Talladega, Dover, Kansas, Pocono, Michigan, Chicagoland & New Hampshire. Oh I forgot Darlington. We don't even have that yet!
League Tracks was updated last night. Nascar 2016 Skins mod also added support for Atlanta Motor Speedway. (Released by Mike S recently) All the items are available in my collection on Steam Notice links at bottom of collection to other collections. All Studio-397 oval stuff, Stockcar by Don, Machine Tracks by me. And "ALL Things Stockcar" by me also.
12 tracks updated to 1.6 Talladega and Watkins Glen to 0.85 All tracks have Pace car release point moved back to correct position after the Stockcar plugin has now been substantially fixed. See Stockcar Plugin by Matt Sentell All tracks have a pacecar line now in the centre of track. (though my experience show it does not always follow it) Some other small updates. All tracks performance levels changed to 80-100-120. Mods with AI performance on these tracks will need rcd changes to optimise performance. I will be fixing Nascar_2016_Skins mod at some time also. In the meantime, some tracks require as much as 120% to be alien strength. Watkins Glen has AI improvements. GT3's still run wide in the exit to busstop. GTE's are awesome on all 3 versions.
I added a conversion of Darlington Raceway to Steam today. Converted with permission from American Stockcar. https://steamcommunity.com/sharedfiles/filedetails/?id=1495659721