[WIP] Las Vegas Grand Prix

vegas.jpg
garage area in green
 
MotorFX
:you need to add an a extra path in front of the garages /parking area and attach/join to existing pit path, ( preferably near the pit exit) that the cars will follow . cap/close the first waypoint created, if you have done this and cars wonder/stray from your new path, as this is Evo track, in the aiw file you need to make sure the corridors (basicly tells the cars where they are allowed to go) are not covering the whole area, they just need to be a bit wider than a vehicle width on the pathway to join the pit lane..

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

[Chubphearson]
RECORD GARAGE PATH:
If your garage spots will be for cars that are parked in the paddock rather than in pit stalls, then you’ll need
a garage path. This can either be a loop off the pit lane, where it leaves the pit path at one point and re-
joins it at another, or it can be an open ended path that starts in the paddock and connects to the pit path.
The loop isn’t really neccessary as the AI cars only ever go into the pits, they don’t ever turn into the pad-
dock from the track so the join from the pit path into the paddock is never used, only the exit.
Make sure the garage path runs between where you’ll want the garage spots to be when you set them up
later. Save this path as ’add new path and mark as 1st pit extension’
 
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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.
 
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 ?
 
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.
 
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
 
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.
 
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.
 
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.
 
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.
 
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
 
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.
 
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?
 
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.
1466047_10152001260248415_754415240_n.jpg
 
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