(04-18-2020, 10:59 PM)Eddie500 Wrote: [ -> ]In SGE If one day you have a banked turn that is made of 3 or more parts and it feels like rollercoaster between them even after tweaking the rotation (dragging the cursor left or right from the point to access that feature), you can smooth them this way :
(e.g. for a 6 parts turn, 3 ups & 3 downs)
Highlight first part by left clicking it, hold down Ctrl key and then left click the second point of that part. A HUGE arrow will appear. Then left click on the second point of the third part ("top of bank"), the three parts will now be smoothed together, no more bumps.
Then down banking same thing with second point of part 4 and second point of part 6.
Also .mrk data gets deleted if you come back in SGE to tweak stuff after you're done with SFE.
Thanks for sharing this tip!! We need a way to catalog all this helpful advice; for example, I also learned my lesson with MRK a while back having lost all my marks at one point!
(04-19-2020, 03:19 PM)checkpoint10 Wrote: [ -> ]Thanks for sharing this tip!! We need a way to catalog all this helpful advice; for example, I also learned my lesson with MRK a while back having lost all my marks at one point!
We have a Wiki, it just needs to fill with information.
(04-19-2020, 03:27 PM)Dennis Wrote: [ -> ]We have a Wiki, it just needs to fill with information.
Agreed - that would be a great place for this. I have access to edit the Wiki and I hope others can contribute too.
(04-14-2020, 12:14 AM)checkpoint10 Wrote: [ -> ] (04-13-2020, 09:03 PM)samsepi0l Wrote: [ -> ]speaking of PIT TXT values..... I find it a pain that you can't see the pit-lane in SGE. I am completely ignorant to using the track editing tools but it would sure be easier to do the PIT TXT numbers if you could see the pit lane. Is there an easy way to do it that I just don't know? I am getting comfortable in SGE for getting radius measurments and 500ths DLONG values, but that's all I know how to do.
Try loading the track in SFE. You can set the units to 500ths and click on the features (e.g. walls, asphalt) for each segment and you should be able to find the DLAT values that are relevant to PIT.
I loaded up SFE today with RIO to try and get more accurate PIT values in the TXT file, and I see how you can get DLAT values...... but how do you get DLONG values in SFE? I figured out how to change it to 500ths, but I need the DLONG of where the pitlane entry and exits start so I can set the points where the CC's can ignore the limits of MAXPANIC. I can see DLONG is SGE, but I can't "see" the pitlane.
(04-19-2020, 09:56 PM)samsepi0l Wrote: [ -> ]I loaded up SFE today with RIO to try and get more accurate PIT values in the TXT file, and I see how you can get DLAT values...... but how do you get DLONG values in SFE? I figured out how to change it to 500ths, but I need the DLONG of where the pitlane entry and exits start so I can set the points where the CC's can ignore the limits of MAXPANIC. I can see DLONG is SGE, but I can't "see" the pitlane.
I don't think you can get DLONG from SFE. You'll just need to correlate the section number from SFE with SGE. There's not that many sections so you should be able to spot the pit in and out sections in SGE.
Just to make sure you have the right SG file, see attached file.
As I was making track selection screens and the course map, I realized that I had not done anything to make sure Rio is rotated to the correct compass heading. I guess this means, for example, if you set the wind to come from the north, it may actually come from the south. In SGE the track is rotated so that south is towards the top of the screen. Questions I have:
1) Is the track supposed to be rotated in SGE so that north is at the top of the screen?
2) Is there any other way to "tell" ICR2 where north is?
3) Does this matter to anyone? At this point if I rotate the track, I believe I would have to move/re-place all the trackside objects, rotate the horizon, etc. Not sure it's worth the effort.
(04-20-2020, 09:01 PM)checkpoint10 Wrote: [ -> ]As I was making track selection screens and the course map, I realized that I had not done anything to make sure Rio is rotated to the correct compass heading. I guess this means, for example, if you set the wind to come from the north, it may actually come from the south. In SGE the track is rotated so that south is towards the top of the screen. Questions I have:
1) Is the track supposed to be rotated in SGE so that north is at the top of the screen?
2) Is there any other way to "tell" ICR2 where north is?
3) Does this matter to anyone? At this point if I rotate the track, I believe I would have to move/re-place all the trackside objects, rotate the horizon, etc. Not sure it's worth the effort.
It does not matter.... it's not like any of us study the weather patterns and can update the track.txt so it has a realistic wind pattern.. I would just leave it alone.
(04-20-2020, 09:08 PM)samsepi0l Wrote: [ -> ]It does not matter.... it's not like any of us study the weather patterns and can update the track.txt so it has a realistic wind pattern.. I would just leave it alone.
Agree, I am not going to edit the track geometry anymore, but I was still curious so I did a few experiments and realized that Rio is aligned within the game so that the front straightaway is going towards the north. So it's 90 degrees rotated clockwise from real life.
Now I still don't know if wind direction is based on track geometry, or if it's as simple as modifying the WIND and WIND2 parameters in the track.txt file. The Tutorial and the detailed track.txt guidance that it links to, has nothing to say on this subject.
The fifth parameter in WIND and WIND2 is suspicious to be the parameter you look after. I have found some old Velocity Motorsports doc saying the following about WIND:
"Average wind direction and strength at time of day and year race is run, and range of variation; values determined from historical weather data; first two values are direction of wind and variation thereof, the second set are the speed in tenths of a mile per hour; Papyrus recommends final value not be changed"
It is logical not to recommend changing the north direction, it looks as big a number as the other two for wind direction, there is no rain, so the only thing I can think of what it might be is a shift in direction (that is the placement of north). Although this does not mean it is not some other obscure thing.
Maybe it is worth to check in the original tracks if it really seems to work like this, than try it in Rio.
(04-20-2020, 10:26 PM)kakukri Wrote: [ -> ]The fifth parameter in WIND and WIND2 is suspicious to be the parameter you look after. I have found some old Velocity Motorsports doc saying the following about WIND:
"Average wind direction and strength at time of day and year race is run, and range of variation; values determined from historical weather data; first two values are direction of wind and variation thereof, the second set are the speed in tenths of a mile per hour; Papyrus recommends final value not be changed"
It is logical not to recommend changing the north direction, it looks as big a number as the other two for wind direction, there is no rain, so the only thing I can think of what it might be is a shift in direction (that is the placement of north). Although this does not mean it is not some other obscure thing.
Maybe it is worth to check in the original tracks if it really seems to work like this, than try it in Rio.
You are right! I was able to change the heading of the wind by changing the last value of WIND and WIND2.
- The value can go all the way to 2147483648, which is 2^31. Setting this on Rio gives a tail wind down the front straightaway with wind is N 30 mph.
- The value that worked for Rio is -1073741824 which provides the expected tail wind down the front straightaway when I set the wind in-game to E 30 mph.
So for Rio, 0 means the track faces north, -1073741824 faces west, 2147483648 faces south. Any other direction can probably be calculated using these as references.
Now I also wonder if all tracks automatically face north based on the direction of the start finish line when this number is 0. It may be worth looking into at some point, but as of now, I have solved this problem for Rio.