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 Post subject: Beer Gut Gully - n2k3
PostPosted: Mon Jan 22, 2007 11:33 am 
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Crew Chief
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Location: windycityracing.com
9.5 mile roadie.  FPS hog.  Is what it is.

http://www.windycityracing.com/

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PostPosted: Mon Jan 22, 2007 1:36 pm 
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Champion Driver
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Very flowing and sometimes intense roadie.  The skybox has the highest
resolution I've ever seen in a NR03 track.  Very cool all around-check out
the jump at the bottom of the hill too and see how much airtime you can
get!

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PostPosted: Mon Jan 22, 2007 1:45 pm 
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Champion Driver
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Location: Sittin on the dock in the bay....
StefanoDimera72 wrote:
9.5 mile roadie.  FPS hog.  Is what it is.

http://www.windycityracing.com/

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Well the name doesn't do much for it, but the track has a ton of work into it. Something different for sure. Nice Job!

:)

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PostPosted: Wed Jan 24, 2007 8:35 pm 
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Thats the most beautiful track I've ever seen in n2k3!

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PostPosted: Wed Jan 24, 2007 9:26 pm 
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Very Nice track!!!!  :D  I love these long roadies!!

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PostPosted: Wed Jan 24, 2007 10:30 pm 
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Champion Driver
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A number of Easter eggs out there for those who want to do some exploring.

Bad news: pits don't work.  :evil:

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PostPosted: Thu Jan 25, 2007 3:36 pm 
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John DiFool wrote:
Bad news: pits don't work.  :evil:


Son of a...  Come to think of it, I didn't keep too close of an eye on the pits when testing, at least for when the ai enter them.  I'll look into it when i get the chance, although truth be told i'm a noob w/ this LP and pit stuff.   If anyone wants to look into the problem I'm open for any suggestions.


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PostPosted: Thu Jan 25, 2007 4:17 pm 
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My guess is that it has with [apprulenterpits] to do. The original spots are both in the same place so it's hard to pass inbetween them ;)
I'm on my way to bed and haven't tested this but the values below *should* work

[ AppRuleEnterPits ]
pit0_entrance_point0_dlat = -10.5
pit0_entrance_point0_dlong = 14865
pit0_entrance_point1_dlat = -17.8
pit0_entrance_point1_dlong = 14865

It's still a bit narrow bit if I make it wider one of the "cones" will end up on surface that's Undefined and in the back of my head I seem to remember some sort of problem if the cones weren't on Apron Near Pits.


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PostPosted: Thu Jan 25, 2007 6:35 pm 
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Sure would look nice in rFactor... :wink:  :wink: , would be willing to help... :wink:  :wink:


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 Post subject:
PostPosted: Fri Jan 26, 2007 2:29 pm 
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Really fun track, Stefano. And what a great look. [smilie=thumb.gif]

The biggest obstacle with the ai pitting is the minpit0 & maxpit0 lp's are reversed. Just rename each.
I didn't discover that until I had tweaked the ini entries a few times, and there was still problems with some of them. Anyhow, these numbers work.

[ AppRuleEnterPits ]
pit0_entrance_point0_dlat = -9.28
pit0_entrance_point0_dlong = 14822.59
pit0_entrance_point1_dlat = -18.65
pit0_entrance_point1_dlong = 14822.59

[ pit_lane_0 ]
; AI stuff
merge_from_pit_line_dlong = 870.46
merge_to_pit_line_dlong = 14500.74
merge_to_pit_line_length = 50.0
pit_lane_end_dlong = 307.96
pit_lane_start_dlong = 14876.27
slow_pit_line_dlat_offset = 0.0  
stall_exit_goal_dlat_offset = 8.5
stall_exit_goal_dlong_offset = 10.0  
begin_stall_entry_offset = 30.0
begin_stall_approach_offset = 40.0
lane_merge_dlong = 450.56

I had the fuel set to 4x to get them to pit early and not all pit when they should and run out of fuel. Tried 2x and some don't come in. It can probably be remedied with the "strategies" entries, I just haven't found the right combinations yet.  


fortine_oo


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 Post subject:
PostPosted: Fri Jan 26, 2007 3:56 pm 
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Location: windycityracing.com
Thanks fortine_oo and Too Slow.  I played around a little bit last night w/ #'s similiar to Mr Too Slow's and they didn't work.  When i first did the LPs, i had swapped the pit ones around a few times, and I suspect fortine is probably on the right track.  I never went back to test the ai enter the pits since the pacecar did just fine.  Last time i rely on that.

I'll hold off a little bit longer before i include these new values in the download in case you guys find something else wrong.  I'm always open to suggestions/tips.

Thank you, much appreciated.  Esp since I'm having a similiar problem w/ my next release.  That should be out next week.


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 Post subject:
PostPosted: Fri Jan 26, 2007 10:38 pm 
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Tirechanger
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Questions:

1.  Is it possible to complete laps on the dirt stadium track without getting a BF?  I've tried several things, but get the BF every time.

2.  Never mind... I found the tunnel & ramp.  8)

COMMENTS:

AWESOME track.  My youngest son took great delight in helping me find all the hidden gems.  Still not sure I've seen them all.

Ed

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Last edited by Luv2_run on Sat Jan 27, 2007 9:58 am, edited 1 time in total.

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 Post subject:
PostPosted: Sat Jan 27, 2007 6:58 am 
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Crew Chief
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Location: LosAngeles,Ca,USA
Re the ai fuel use and pitting_
I forgot to mention that was for pta, I haven't run cup.

I added this stanza:

[ ai_track_pta ]
ai_fuel_use = 1.00 ; ( a bit over 10.75 is avg. max, including player @ 1x )
ai_tire_wear_left = 0.36
ai_tire_wear_right = 0.36
strategy_lap_time_wear_loss = 25.90
strategy_lap_time_fuel_use_gain = 5.005
strategy_base_pitting_cost = 35.739

and now all ( trial limited to 8 ai ) pit at the end of lap 10 @ 1x fuel, and @ 2x fuel, half pit on lap 4, half on lap 5 ( sometimes 3/4 pit on lap 5 ). I can live with that.

I also added for myself :
[ track_pta ]
track_tire_heat = 0.77 ;increased from 0.68 ( right front gets no higher than 215 deg. )
track_tire_wear = 0.87 ;no change
track_tire_wear_loss = 0.08      ;pta tires have little fall off  
track_tire_wear_exp = 1.07      ;no change
track_asphalt_grip = 1.2 ;increased from 1.12
track_concrete_grip = 1.14 ;no change

The car is a lot less slippery, and feels about like I would expect it to ( as it would on most circuits ). It's by no means glued to the road, kinda like the difference between gpl and n2003.
Also forgot to mention the maxpanic lp was way over on the right. I don't know if that's where you wanted it, but I just copied the maxrace lp and replaced it, everbody seems to be racing pretty clean ( ran 42 ai ). The only real re-occurring accident area is the esses. The ai are a bit loose there, but a little more slipcurve_k should remedy most of that. ( I did use a new race lp for the test. )


fortine_oo


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 Post subject:
PostPosted: Mon Jan 29, 2007 10:45 am 
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Location: windycityracing.com
Wow, thanks fortine.  Above and beyond the call of duty, thanks man.  I'll look into incorporating your changes this week.  I like slippery and I only have Cup on my computer, but your right, the pta should stick better so I'll toss your values into the ini.

Luv2_run...no way around getting black flagged @ Muddy Waters Speedway that i know of.  I actually wanted to include a couple other hidden Speedways here, but Sandbox wouldn't let me add any more F-sections in the spots where there was room to build another track.  I now know a workaround in case i ever get the energy to build something like this again.


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