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Full Version: Rio Oval basic layout by Wolf_pd
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(04-20-2020, 05:11 AM)Purojannu Wrote: [ -> ]It's great to see new tracks being made. The Rio oval looks very promising.

Appreciate the feedback. I was just able to fix the graphical glitches I mentioned in my previous post. Apologies if you downloaded the previous version - please use this one instead.

As a recap for everyone else, this update brings:
- Revised horizon with less pixelation
- New apartment buildings near the track

Edit: Removed track and posted new version
Samsepi0l, in terms of Rio setup, you might want to run with less shocks on this track. It is not very bumpy and from your video I get the impression that when braking the car dives down forwards into the shocks and you lose quite a bit of speed.
Here is another graphical update to Rio.

- Added menu screens
- Added cameras
- Fixed wind direction

The track is pretty much complete except for the AI. Once samsepi0l finishes those, I will incorporate into a final Version 1.0 release.

Now there are some to-dos for future versions that I will not get to in Version 1.0. These include:

- The static bridge cam (Sorry! I couldn't figure this out in time)
- Skid marks (This is an art in itself. Will need some practice to do this)

Edit: removed attachment - refer to latest
(04-21-2020, 02:29 AM)checkpoint10 Wrote: [ -> ]The track is pretty much complete except for the AI. Once samsepi0l finishes those, I will incorporate into a final Version 1.0 release.

I should have this done tonight.... I have pace.lp done now and I am working on the others.... any votes as to laps you like in my replay video? considering lap 1 is my outlap, I am looking at 2,5,8,10 and 13.
AI is done, but untested. I'm going to test it for an hour or so and see if I did good.

Oh- here is the PIT numbers for the track.txt (also untested!)

(I upped it to 32 cars, you can lower if you like)

PIT 288000 46387780 10999999 52542467 3173078 546333 11000000 32 51000000 45000000 3600000
(04-21-2020, 03:51 AM)samsepi0l Wrote: [ -> ]AI is done, but untested. I'm going to test it for an hour or so and see if I did good.

Oh- here is the PIT numbers for the track.txt (also untested!)

(I upped it to 32 cars, you can lower if you like)

PIT 288000 46387780 10999999 52542467 3173078 546333 11000000 32 51000000 45000000 3600000

Great, looking forward to this.

Do you think it is possible to move the player's pit a little farther ahead in the pit lane? I noticed there's still plenty of space with 32 cars, and the pit entry is a little tricky with the player's pit right at the start. Hopefully that's just changing the track.txt and wouldn't affect the AI.
(04-21-2020, 04:18 AM)checkpoint10 Wrote: [ -> ]Great, looking forward to this.

OK - AI tested. Very competitive (too competitive for me, need to lower RELS)

The good:
PIT TXT values seem to work with no problems.
The game doesn't crash (for me)
No yellow flag bug observed. I did a 100 percent race and there was an accident right before a pit window and the CCs mostly all pitted. Everything seems to be working right here.

The bad:
I need to tweak my formula for pass 1/2. There is too much room between the lines (probably no big deal)
I need to give CC's more speed increase when they are on pass 1/2. Easy to fix this.

The ugly:
CCs sometimes trying to brake coming out of T3 going into T4 slide off into the wall. I think my braking point on Pass 1/2 is too late, causing them to slide into minpanic. I need to fix this. It looks really sloppy.

Racing side by side against and equal car on the back stretch gets HAIRY between 2 and 3. I was literally yelling out loud when I thought I was going to touch and bite it. Really gets my adrenaline going.

(04-21-2020, 04:18 AM)checkpoint10 Wrote: [ -> ]Do you think it is possible to move the player's pit a little farther ahead in the pit lane? I noticed there's still plenty of space with 32 cars, and the pit entry is a little tricky with the player's pit right at the start. Hopefully that's just changing the track.txt and wouldn't affect the AI.

Yes, but it does get a little tight with a wheel and a super low steering lock (like Dennis uses) to pull out. This won't affect AI.
Link to LP files, version "2"
https://drive.google.com/open?id=1GdkbVG...RzxTljMAWV

I think I've "fixed" mostly everything. The lines are much better. This isn't perfect, but In my opinion I give it an "a minus".

If anyone finds something wrong, please tell me.

Updated Track.TXT.

I configured the BLAP (a little better)
Lowered the RELS (I was getting my A%^ kicked)
Moved the player pit forward

TNAME Rio
SNAME Rio
PIT 288000 46387780 10999999 53000000 3173078 546333 11000000 32 51000000 45000000 3600000
SPDWY 1 35 39
LENGT 1864
LAPS 133
FNAME Emerson Fittipaldi Speedway
CITYN Rio de Janeiro, Brazil
COUNT Brazil
PACEA 2 0 60000 -48000 0
QUAL 2 2
BLIMP 1494333 4582632
GFLAG 52959355
TTYPE 2
CARS 32 32
TEMP 799 77
TEMP2 703 99
WIND 315 135 68 15 180
WIND2 135 135 68 15 180
RAIN 00 00
BLAP 38100
RELS 97
THEAT 11000 8000 5000 15500 9500 7500 5500 15000
TCFF 61535 59535 57535 57535 30800 29989 28989 39000
TCFR 65535 63535 61535 61535 34800 33989 32989 43000
TIRES 65535 4300 105000000 65535 3300 105000000 0
TIRE2 65535 5700 76000000 65535 5700 76000000 0
SCTNS 8 5 3
I don't know if that ever was a subject with all the tracks. But I always found that the pit position of the player' car at the end of the pits lanes was a bit lame. Back in the day we screwed around moving the player's car to some place in the middle or elsewhere within the pits. That was pretty much trial an error also. Would you think the people here would be interested in having the player's car in a different position?
Here it is - Version 1.0 of the Rio oval. Big thanks to samsepi0l for the LP files.

To everyone: The track is in "rioval.zip".

If you use Windy, please download the version in: https://icr2.net/forum/showthread.php?ti...72#pid9572

To modders: I have included the source files in "rioval-source.zip" - refer to the readme for brief description of the folder structure

This was another great community effort and I'd like to credit the following individuals who made this happen:

Foxman/Wolf_pd - track geometry and SG file
Pavel 69 - additional editing
checkpoint10 - trackside objects, textures, additional track geometry
Dennis - car setup ("RIO_D")
samsepi0l - LP files, track.txt, additional testing

Thank you as always to everyone on this forum for the support and encouragement during this project.

Known issues / to-dos for future versions (please provide any feedback and I'll add it to the list here):
- The static bridge cam
- Skid marks
- Draw order issues when looking at buildings at some unusual angles
- @Hardrockracer if there is a way to move player's pit we can try that
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