Track AIWs

Discussion in 'Third Party Content' started by t0p5ecret, Sep 17, 2019.

  1. Manfredk2

    Manfredk2 Registered

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    your folder in devmode should look like this. Then you should be able to open all layouts

    Screenshot 2022-06-29 210915.jpg
     
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  2. fsuarez79

    fsuarez79 Registered

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    Thanks, I'll check when I get home.
    I normally just copy the track folder inside the Installed folder to the ModDev/Locations folder and have no issues.
    Is that what you did there or are you following certain procedure to add tracks other than copy/paste?
     
  3. Manfredk2

    Manfredk2 Registered

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    S397 tracks are always/mostly parted in two parts/version numbers. So you have to copy the mas-files of both folders into one folder.
     
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  4. fsuarez79

    fsuarez79 Registered

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    Oh yeah, I noticed this one had 2 versions in it. Cool, I'll check it out. Thanks
     
  5. bears

    bears Registered

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    Aiw gurus sorry if you have done this one but I couldn’t see it… longbeach 79 would be great if you could look at it the cars slow down going down the main straight otherwise it’s ok I did notice you can’t do a rolling start but standing works fine. The car I was using was chiefs f1 70 f5000 cars… no pressure but if you get a chance to improve it that would be brilliant :)
     
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  6. Manfredk2

    Manfredk2 Registered

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    this sounds like a quick job ;) @atomed - you or me? I have some spare time...
     
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  7. Manfredk2

    Manfredk2 Registered

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    @bears Do you know or could you find out what the pit speed limit was? Actually it is set to 400 kph .. and the speed of the safety car would also be great
     
  8. atomed

    atomed Member

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    Lol, you, I'm busy rn :(
     
  9. bears

    bears Registered

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    Hi I found the below on pit lane speeds, not sure if it helps, if this is accurate I would say the pit speed limit for 1979 would have been unlimted. Safety car is another question all together I don't think they existed in 79 but using the same speed as the 1986 tracks are using would probably be the best solution? These are the speeds from Adelaide 1986 gdb
    RacePitKPH = 400
    NormalPitKPH = 400
    FormationSpeedKPH = 100

    Hope this helps and thanks agin for your great work :)

    They were originally introduced for the 1993 season during practice sessions only.
    They were then made compulsory - along with the rule that pit crew must remain in the garage unless performing a stop - after the 1994 San Marino GP. During the restarted race, Michele Alboreto’s Minardi lost its right rear tyre exiting a stop, which bounced down the pit lane hitting the Lotus and Ferrari crews standing outside their garages and hospitalising two from each.
    The speed limit was originally 80 kph during practice and 120 kph during a race, before being standardised at 100 kph for the 2004 season.
     
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  10. Manfredk2

    Manfredk2 Registered

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    ah, ok. My knowledge in race history is not that good ;)

    Will do also a new left and right path as they are not good. Left is sometimes outside the race surface so the cars will rub on the walls.
     
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  11. bears

    bears Registered

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    Like I said you guys are the gurus...... love your work :)
     
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  12. Forcer77

    Forcer77 Registered

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  13. Manfredk2

    Manfredk2 Registered

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    new left and right are recorded. Rolling start works in theory but there is a problem i dont know how to solve. Start and finish line were on different positions on the track. Start and pitlane were at Ocean Boulevard, finish is at Shoreline drive. Actually the pace car leaves at the pits, leaving the field alone which causes them to slow down because the pace car should been overtaken and xfinish is far away. Fast rolling start is working but the start line is still at the wrong place. Calling @redapg for help

    Long-Beach-541.jpg
     
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  14. davehenrie

    davehenrie Registered

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    Same problem as Mid Ohio once they moved the starting line to the back straight. Imola by Reiza has split s/f lines Perhaps something can be gleaned from that track.
     
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  15. Manfredk2

    Manfredk2 Registered

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    excellent, will have a look at Imola
     
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  16. islnd

    islnd Registered

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    Did you get a chance to look into it? You said you were busy. Can someone else take a look at CTMP Pitroad issues during pitstops?
    Thank you in advance
     
  17. bears

    bears Registered

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    Hey sorry mate I hoped it would have been an easy one :-(... will be good to get it raceable RF2 needs more historic content, thanks again
     
  18. Manfredk2

    Manfredk2 Registered

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    no problem :) Its always good to learn something new (if there is a solution) :)
     
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  19. Manfredk2

    Manfredk2 Registered

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    This was a bit tricky. There were some waypoint connections to the "garage path". Maybe the garage path was assigned as 2nd pit path. So no wonder that the AI tried to steer right into the wall when leaving the pits

    20220707100111_1.jpg

    So i recorded a new path and saved it as extension to 1st pit path. No more connections

    20220707101340_1.jpg

    So hopefully you will get this. Patch for original version 1.03 available at our folder. This patch is based on my AIW. atomed an i worked at the same time on the AIW for CTMP. So there are two versions.Tbh i lost a bit the overview :rolleyes:

    20220707101547_1.jpg
     
  20. islnd

    islnd Registered

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    you guys are legends!
     

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