I forget who it was, but someone requested my LP files for Road Atlanta. I think this track was converted from GPL but I'm not sure. I also want to help thank checkpoint10 for providing me an SG file for this, so I could get the corner information I needed to even make this. Also- thanks to DENNIS for discovering the "Dennis formula" for correcting corner speed.
FYI - I have also included my track.txt, which has several issues that I was able to improve on, but not completely eliminate.
The pitlane here is very short, and narrow. I remember having issues where the cars would literally STOP and completely jam up if 2 cars were in front of eachother in the pits. The only way I could "fix" this was to make the cars literally travel on the INSIDE of the wall through part of the pits. This was done like this on purpose- it is not a mistake. It was a necesary evil to get the cars to not traffic-jam in the pits (I needed 2 car widths of traffic)
You will notice that the last few cars in the pitlane briefly dissapear when they are leaving the pits- this is because I wanted to fit 30 cars on the grid. If you lower the number on the grid, this problem will go away.
If you race with a pace lap the pace lap will show a "1 lap before green" at the very end when the track should be going green. (strange right?) It does go green however. I played with the gflag option to eliminate this but it still does it, but it dosen't seem to really cause a problem other than that.
I also race with single-file starts, so you will also notice PACEA is set to "1" for single file. I do this because I feel side by side starts are too difficult to get right and there are too many accidents. This can be easily changed, but you may have to modify PACE.LP because I believe I actually used my RACE.LP for PACE.LP on this one (like you can do when you race single file starts - since the pace-car determines speed, not the LP file)
If you find other issues, please let me know. I do not claim to make perfect AI.
Besides that, my testing yielded NO yellow flag bug and very good and difficult AI. Side by side racing was possible and a heck of a lot of fun. Lot's of white knuckle stuff approaching 200+mph on the back stretch going 2 abreast trying to pass.
FYI - I have also included my track.txt, which has several issues that I was able to improve on, but not completely eliminate.
The pitlane here is very short, and narrow. I remember having issues where the cars would literally STOP and completely jam up if 2 cars were in front of eachother in the pits. The only way I could "fix" this was to make the cars literally travel on the INSIDE of the wall through part of the pits. This was done like this on purpose- it is not a mistake. It was a necesary evil to get the cars to not traffic-jam in the pits (I needed 2 car widths of traffic)
You will notice that the last few cars in the pitlane briefly dissapear when they are leaving the pits- this is because I wanted to fit 30 cars on the grid. If you lower the number on the grid, this problem will go away.
If you race with a pace lap the pace lap will show a "1 lap before green" at the very end when the track should be going green. (strange right?) It does go green however. I played with the gflag option to eliminate this but it still does it, but it dosen't seem to really cause a problem other than that.
I also race with single-file starts, so you will also notice PACEA is set to "1" for single file. I do this because I feel side by side starts are too difficult to get right and there are too many accidents. This can be easily changed, but you may have to modify PACE.LP because I believe I actually used my RACE.LP for PACE.LP on this one (like you can do when you race single file starts - since the pace-car determines speed, not the LP file)
If you find other issues, please let me know. I do not claim to make perfect AI.
Besides that, my testing yielded NO yellow flag bug and very good and difficult AI. Side by side racing was possible and a heck of a lot of fun. Lot's of white knuckle stuff approaching 200+mph on the back stretch going 2 abreast trying to pass.