[WIP] Las Vegas Grand Prix

Discussion in 'Locations' started by iDTDoug, Mar 24, 2013.

  1. Banger

    Banger Registered

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    don't know much about las vegas raceway.is the garage seperated from the pit lane?.
     
  2. iDTDoug

    iDTDoug Registered

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    vegas.jpg
    garage area in green
     
  3. Banger

    Banger Registered

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    MotorFX
    attached is the aiw guide it for rf1 but should still be the same.this is the part your looking for.

    [Chubphearson]
     
    Last edited by a moderator: Apr 19, 2013
  4. iDTDoug

    iDTDoug Registered

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    that would be nice if it worked banger but it doesnt. Adding a 1st pit extension crashes rf. I'm well aware of the methods needed to add a garage path but its not working.
     
  5. jpalesi

    jpalesi Registered

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    I did it with Indianapolis and it worked fine :confused:
    When does it crash ? When you create the path, or at the next load of the track ?
     
  6. iDTDoug

    iDTDoug Registered

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    I make the main path
    I make the pit path
    I connect the pit path to main path in order
    I save it.
    I add garage path. When I save it as 1st pit extension, rf2 crashes.

    I got by the crashing by adding the garage as the main pit, saving it, then adding it to my original AIW file editing the garage path so its the same branchID as the pits, but the AI dont follow it.
     
  7. Banger

    Banger Registered

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    i did it to pembrey (rf1) , admittedly a few time after CTD constantly.so it should work on rf2,once it in.i see if i can find Uzzi post again on rf1. did you cap one end off
     
  8. iDTDoug

    iDTDoug Registered

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    if you mean, did i connect both ends, yes. in rf1, you need to connect both ends of a path to pit lane in order. it says success when connecting, but thats when i added the waypoints in the AIW manually. the cars just dont follow it.
     
  9. Banger

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    ahhh, did you alter the corridors to follow the route slight make it smaller to stop access over runs, also try put and small invisible wall around the route when the ai cars run out smoothly you can deleted them after.
     
  10. iDTDoug

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    you may be right, i dont think i recalculated corridors after adding the waypoints back in. wont have time to test until next week though. thanks.
     
  11. iDTDoug

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    Work on this is halted until ISI can get a stable build with an AIW editor that works.
    Our '95 mod is also on hold as the latest build broke a few things on that too.
     
  12. evphelps

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    Oh dear,we'll just have to be patient then :cool:
     
  13. JC8865

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    Just wanted to say thanks for all the hard work your doing..I don't know anything about tracks but for you to take the time to figure out all the issues is dedication...much appreciated!

    JC
     
  14. iDTDoug

    iDTDoug Registered

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    now that ISI posted proper garage path instructions, this track is almost ready for release.
     
  15. Marc Collins

    Marc Collins Registered

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    Great news. Without seeing a recent version, let me say in advance thanks and I hope anyone complaining has the time and talent (or donation $) to help make it better.
     
  16. smartin13

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  17. Guy Moulton

    Guy Moulton Registered

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    The only thing that drives me nuts is on FB when I see dev screenshots WITH CART CARS!!!! LOL can't you use Clios so I don't get all excited?
     
  18. iDTDoug

    iDTDoug Registered

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    the '95 mod runs well on this track. We still have a few dashboard bugs to work out before a beta is made for physics feedback.
    [​IMG]
     
    Last edited by a moderator: Nov 12, 2013
  19. djvicious

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    Nice work Doug! I can't wait to have another street circuit in rFactor 2!
     
  20. jimcarrel

    jimcarrel Registered

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    Looking forward to this track and the '95 mod.
     

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