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Thanks, I’ll try that, but what do you think about:

1) Elevation change at the “chicane”, there is almost a 40 foot uphill climb throughout that section. Will this create some strange banking?

2) I had planned to continue to have the centerline farther away for the bridge. Do you think it is still possible to put the bridge sections right next to each other?
1) I don't see any problems with elevation. You can make distance between elevation traces as wide to include track section.
2) for straight sections I don't see any problems to have centerline farther from main road. But for curves you better keep it closer to racing groove, or closer to inside wall. But not along outside wall.
Here's the updated Nashville using Pavel's straight centerline method. It seems to work in game - the elevations are slightly bumpy but might be consistent with the character of the real track. On the downhill, I widened the sharp corner but I still left the centerline farther away. I don't know if that is enough to help the AI so this part is subject to change.

The way the track is right now, it does not glitch, but I believe it is close to the limit from glitching - the one place it seems closest to happen is at the beginning of this section right after the left turn onto the uphill section.

The layout is also just slightly inaccurate because the real track has the walls stuck together at the beginning of this section, but I think this would still be better than what I had before.

Edit: Here's a video of the section: https://twitter.com/iamskchow/status/142...59204?s=20

[Image: attachment.php?aid=1821]
I watched the video I could find on youtube of them driving the track but it does not show an onboard? I'm trying to figure out if I like the original version (that I made the LPs for) or the new one (with the bump) more.

So far I think I like the old version more, only because it does not 'bump'. I don't think the track being slightly less accurate due to the game's limitation takes anything away from your work. I mean- were not going to get our home-made tracks perfect, we can't lose sleep over this. For me it is about learning a track like a real driver. It was funny when I watched some of this race on youtube I was instantly familiar with the track because of driving it in the game. To me, this means we accomplished what we set out to do.
(08-09-2021, 03:05 PM)samsepi0l Wrote: [ -> ]Is there a real video of the real nashville I could see somewhere?  I'm trying to figure out if I like the original version (that I made the LPs for) or the new one (with the  bump) more.

Here's one: https://www.youtube.com/watch?v=Y5G7J9IxejI
(08-09-2021, 03:05 PM)samsepi0l Wrote: [ -> ]So far I think I like the old version more, only because it does not 'bump'. I don't think the track being slightly less accurate due to the game's limitation takes anything away from your work. I mean- were not going to get our home-made tracks perfect, we can't lose sleep over this. For me it is about learning a track like a real driver. It was funny when I watched some of this race on youtube I was instantly familiar with the track because of driving it in the game. To me, this means we accomplished what we set out to do.
Fair comment, and it does go back to one discussion we had a while back on Detroit, that we should not be trying to replicate bumps because the game's physics aren't meant for that. Also I don't want to do anything that would compromise the AI, but I'd be interested if the techniques and Coriolis calculations that you and Dennis were working on, might overcome the weirdness about the centerline.

I'll try to get a drivable version of the "new" track so you can feel for yourself what it is like. I don't mind putting in the effort even if we decide to go back to the old layout - this is all an opportunity to learn and find the limits of the game engine. But gameplay comes first and I think about Papyrus's Cleveland which is totally off but it had me fooled for many years until I opened it in 3DOEd.
Latest view of the layout. I can confirm that no teleporting glitches happen with this version, but of course I have no idea how the AI would handle it.

Object locations haven't been updated yet, so you can see where they were in the previous version.

[Image: attachment.php?aid=1824]
I decided to switch the TSO placement for Nashville over to my new method of converting real world coordinates to latitude/longitude, and using that to place TSOs. However, I realized that I hadn't used a map that was rotated with north at the top, which is necessarily for that conversion to work.

So, I redid the aerial photo PCX file and rotated the track in SGE. Unfortunately my old layout was slightly imprecise so I ended up fixing nearly all the segments to match the new map. Once I am done with that, I will have to recheck for the teleportation issue. Hopefully all this increases the accuracy but it should ultimately save me time later placing objects.

Note to self: when making a new track later, don't rotate the map away from north.
Surprised that track works, positivtely surprised.
While redoing some of the sections of Nashville, I spent some time trying to understand the teleporting bug again. I developed two rules to keep in mind:

1) Centerlines have to be at least 80 feet apart from each other. (I have not precisely measured this, but 80 seems close.)
2) Even if the centerlines are more than 80 feet apart, if your car comes closer to another centerline versus the one for the current track section, you will teleport to the other track section. This can happen if your centerline is so far away from the drivable part of that track section that it is possible to become closer to another centerline.