Detroit downtown circuit (WIP thread)
(07-05-2021, 05:10 PM)Dennis Wrote: Have you tried this also for road or streetcourses? Does it look realistic?

I did this with many roadcourses.  I can't even remember how many.  Let's see:

Tjerk "glenboot"
boblogsan "new vancouver"
N2 sears point
road atlanta (I think this is a gpl track?)
checkpoint caesars and the nashville

Pretty much anything I've ever done as far as LPs for ICR2. 

Granted once you get the data into the game you need to manipulate and play with things in the edit45, but this is the general way of how I approach things. 

When I do a few of them together without big delays I get better at doing it smoother and recognizing problems before they become problems.  I've been off of work for a while, so I haven't had a chance to play and modify like I did before this "semiconductor crisis"

When I massage it right I think it looks very realistic.  The positions of the cars are placed using a math formula that compares my TRAFO generated "RACE" and the MAXRACE (or MINRACE) The speed of RACE is figured out from your "DENNIS" magic formula.  I modify the speed of RACE so that cars in PASS1 and 2 can accellerate past the RACE during straight line driving.  The problem I used to run into was that PASS1/2 had a tighter radius at turn in because they weren't "straightening out the corner" as much as RACE.  As a result I found that if you make them brake a hair sooner it seems to work good.  I do that part manually in EDIT45.  Now that I am getting better at this I love it because it's like "racing against yourself" and much more challenging.  The problem is I ALWAYS want to redo the AI when I drive at a new track so it is super challenging.  My AI for road atlanta came out fantastic I was racing against them white knuckle and 2 abreast last time I raced there when I played my 1999 fantasy season.

I figure out the "corielis" number by hitting they shortcut to auto generate it. I think it is ALT and A. When I look at the corielis values, I can sometimes tell if the cars will behave stupid or not.
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Dennis/samsepi0l/Pavel, I’ll admit I have no skill in LP editing so I’m glad you’re all helping to think through this one for Detroit.

I’ll just carry on with the track build for now, and I look forward to any AI that any of you can put together.

Latest update is that I’ve made the tunnel: https://twitter.com/iamskchow/status/141...36643?s=21
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(07-06-2021, 08:30 AM)checkpoint10 Wrote: Dennis/samsepi0l/Pavel, I’ll admit I have no skill in LP editing so I’m glad you’re all helping to think through this one for Detroit.

I’ll just carry on with the track build for now, and I look forward to any AI that any of you can put together.

Latest update is that I’ve made the tunnel: https://twitter.com/iamskchow/status/141...36643?s=21

Let me say that before I started working on tamiami this would have seen like magic for me. Even though I understand how you did it now, it still does not take away any of the amazement. Tunnel looks awesome!
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(07-06-2021, 04:36 PM)samsepi0l Wrote: Let me say that before I started working on tamiami this would have seen like magic for me. Even though I understand how you did it now, it still does not take away any of the amazement. Tunnel looks awesome!
Thanks! I have to say I feel the same way about all of this (even as I am working on the project). Just thinking back to how impossible this seemed back in the 1990s. Back then I literally dreamed of driving on new ICR2 tracks, so I am "living the dream" right now albeit a fairly humble one by most standards!
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The latest version of Detroit. This one has:

- the longer tunnel
- more runoff areas
- cameras by Dennis

Track layout/SG is final unless there are issues with the AI.

To assist those of you who are working on AI, I have exported all the SG data into this Google Sheet: Detroit downtown ICR2 workbook - Google Sheets

You may also refer to the "TSD-Border" tab which has the DLATs of the track limits (i.e. the normal racing track only, without extending into the pits or runoff areas).


Attached Files
.zip   detroi91.zip (Size: 1.07 MB / Downloads: 9)
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(07-06-2021, 08:30 AM)checkpoint10 Wrote: Dennis/samsepi0l/Pavel, I’ll admit I have no skill in LP editing so I’m glad you’re all helping to think through this one for Detroit.

I’ll just carry on with the track build for now, and I look forward to any AI that any of you can put together.

Latest update is that I’ve made the tunnel: https://twitter.com/iamskchow/status/141...36643?s=21

Impressed
IIRS Driver Champion (2005-2007, 2010-2014)
IIRS Team Champion (2004-2014)
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(07-06-2021, 12:25 AM)samsepi0l Wrote:
(07-05-2021, 05:10 PM)Dennis Wrote: Have you tried this also for road or streetcourses? Does it look realistic?

I did this with many roadcourses.  I can't even remember how many.  Let's see:

Tjerk "glenboot"
boblogsan "new vancouver"
N2 sears point
road atlanta (I think this is a gpl track?)
checkpoint caesars and the nashville

Pretty much anything I've ever done as far as LPs for ICR2. 

Granted once you get the data into the game you need to manipulate and play with things in the edit45, but this is the general way of how I approach things. 

When I do a few of them together without big delays I get better at doing it smoother and recognizing problems before they become problems.  I've been off of work for a while, so I haven't had a chance to play and modify like I did before this "semiconductor crisis"

When I massage it right I think it looks very realistic.  The positions of the cars are placed using a math formula that compares my TRAFO generated "RACE" and the MAXRACE (or MINRACE) The speed of RACE is figured out from your "DENNIS" magic formula.  I modify the speed of RACE so that cars in PASS1 and 2 can accellerate past the RACE during straight line driving.  The problem I used to run into was that PASS1/2 had a tighter radius at turn in because they weren't "straightening out the corner" as much as RACE.  As a result I found that if you make them brake a hair sooner it seems to work good.  I do that part manually in EDIT45.  Now that I am getting better at this I love it because it's like "racing against yourself" and much more challenging.  The problem is I ALWAYS want to redo the AI when I drive at a new track so it is super challenging.  My AI for road atlanta came out fantastic I was racing against them white knuckle and 2 abreast last time I raced there when I played my 1999 fantasy season.

I figure out the "corielis" number by hitting they shortcut to auto generate it.  I think it is ALT and A.  When I look at the corielis values, I can sometimes tell if the cars will behave stupid or not.
Reply
samsepi0l
Could you upload your LP-Files for the Road Atlanta track on the Forum. I like the track and I have been there for the 1986 IMSA Camel GTP race to watch.
The original LP's are really very bad. It would be great if you would do that. Many thanks in advance and to all people still contributing to keep that wonderful game alive.
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(07-08-2021, 05:56 PM)OncleTom Wrote: samsepi0l
Could you upload your LP-Files for the Road Atlanta track on the Forum. I like the track and I have been there for the 1986 IMSA Camel GTP race to watch.
The original LP's are really very bad. It would be great if you would do that. Many thanks in advance and to all people still contributing to keep that wonderful game alive.

Yes next time I turn on that computer I will post a new thread with it but this thread is dedicated to motown. Happy
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So I found out, that in 2 weeks I may be asked to go to Detroit for work related stuff. So, while I'm there- if you need any real life measurements for this track let me know Clown
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