Carsland Road Course

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Zak103tv

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May 12, 2019
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ok ive decided to make some changes to this track starting off by scalling it to 150%

then i plan on editing banking in a few areas
as well ass making sure there are invisible walls and making the track look better

i plan on posting updates after i redo the lp lines
 
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Zak103tv

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May 12, 2019
603
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NR2003 7_13_2022 10_53_38 PM.pnghere are 2 screenshots ive takenNR2003 7_13_2022 10_54_03 PM.png
also there is in issue with the pace car that im yet to figure out
 

Zak103tv

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May 12, 2019
603
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ok so ive got most of everything where i want it to be except that when i start a race it goes to green flag right at the start and for some reason the starting grid is not where i had set it in the ini, and after the race goes green a cuation comes out and i get black flagged for not stopping in the interloop and i dont even have an interloop in the parts of the track on the ini. So if anyone would like to take a look at the track file and maybe try to decipher as to what may be causing these issues please go for it and give me any feedback if possible

ill post the file tomorrow
 
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Riviera71

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Jan 19, 2022
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I'll have a look when I'm slightly more useful (ie less drunk) but 240MB? That would have to be a lot of extra files.
 

Zak103tv

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May 12, 2019
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I'll have a look when I'm slightly more useful (ie less drunk) but 240MB? That would have to be a lot of extra files.
yea its like a year old, i prolly crammed a bunch of mips/3dos i might or might not use when i first started on the project; i probably should have considered that when i sent it here
 

Riviera71

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Jan 19, 2022
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I think I have most of it taken care of in the attached ini but the starting grid is sort of a compromise, depends on how much you like the current sf-line placement lol.
Apparently the pace car will enter pits the first time it can and with the way sf-line and pits are placed here it means it'll enter earlier than wanted. I moved the grid 200 meters down the road so it's after PC's entry to pit road point and it seems to have worked.
Another option would be to move sf line. You wouldn't have to redo the track, if you right-click in a segment one of the options is Make Lead Segment. In this case neither of the 2 straights parallell to the pit road would make for a "natural" sf line though so you'd have to split the one you choose. If you do, do NOT Unlock All Geometry before you split because that will be a terrible mess with heights. Moving sf line would also mean having to change literally every single dlong value in the ini lol
The AI seems to handle waiting for the pace car to enter pit road better than I expected though so you might be able to keep it where it is.

One thing you should change though is the pit road/pit stall surface definition I've marked in my pic. Cars can easily end up there since there is no wall inbetween and any car ending up there will get a "You didn't enter the pits safely" penalty. Just change any surface definitions that are either Pit Road or Pit Stall to Apron and it's fine. If you want to be sure you've changed them all go to View/Display Extended Surface Types to see if you've missed one. There are no pit stalls there anyway so no reason not to change it.

Do some test races to see if everything works as expected. I didn't race myself, just watching AI and I might have missed something.
 

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  • carsland_RC_trackini.zip
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  • carslpit.jpg
    carslpit.jpg
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Zak103tv

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May 12, 2019
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thanks again for the help, i will use this feedback and make the necessary changes and make it good as possible.
 

Zak103tv

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May 12, 2019
603
93
just did a test run after adding your ini and fixing the surface type and everything somewhat went smoothly, biggest issue at the moment is prolly some lp line stuff i should prolly fix and moving the pit boxes closer to the concrete.
 

Zak103tv

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May 12, 2019
603
93
just need to finish the trklogos for the game, then maybe add some wall logos if i can figure it out. then track will be ready
 
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