Pit road speed limit starts way too late at Las_Vegas06

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Toolsteel

Member
Hot Pass Member
Dec 21, 2018
25
13
Hey guys, has anybody noticed that the speed limit starts about 8 pit stalls into pit road at Las_Vegas06? Is there a way to fix this? I tried changing the pit_lane_start_dlong in the track file but that does nothing. Thank you
 
Last edited:

Rufio2031

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Hot Pass Member
Jul 3, 2017
107
43
The pit road properties are one of the toughest and inconsistent part of track building. Typically, the earliest pit stall location is the marker for where pit road speed starts. Guides will suggest to place the earliest stall roughly 4 meters after where you want pit lane to start.

In the track.ini, there's usually pit stall locations for well over 43 cars; for Pit Lane 1 and Pit Lane 2. Usually I assign the normal race stalls to Pit Lane 1, and use Pit Lane 2 as the definition for where pit road starts and ends. You can do that by setting the highest number stall in Pit Lane 2 to 4 meters after pit lane start, as mentioned above. I usually use stall_42. It's the same for pit road end as well, but use stall_0 in Pit Lane 2 to define where pit road speed should end.

Worth mentioning that using Pit Lane 2 means you'll also have to define that second pit lane, include .lp files and more lines in the track.ini. Most tracks already have this in, I would guess the same is true here too but just be aware if it is not.

Like I said though, it can be an inconsistent science. Sometimes the end results still isn't perfect.
 

Toolsteel

Member
Hot Pass Member
Dec 21, 2018
25
13
I did what you suggested and it made no difference. Not sure what the fix is for this track
 

Rufio2031

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Hot Pass Member
Jul 3, 2017
107
43
Try opening up the .ptf and see if fixing the surface properties helps. Looks like that middle section should be dark blue (pit road). I personally would fix the first dark yellow area too since I think it should also be pit road, but you'd need to split up the section. Just be aware that could affect some of the track textures that you'd also need to fix.

1676940859315.png
 

Toolsteel

Member
Hot Pass Member
Dec 21, 2018
25
13
Try opening up the .ptf and see if fixing the surface properties helps. Looks like that middle section should be dark blue (pit road). I personally would fix the first dark yellow area too since I think it should also be pit road, but you'd need to split up the section. Just be aware that could affect some of the track textures that you'd also need to fix.

View attachment 147557
I can't get the .ptf file to open. I get an error that says "could not load the track from disk. No specific reason for the failure was detected. Run in debug mode and check the log for more information" I'm not really familiar with Sandbox. What am I missing?
 

Rufio2031

Well-Known Member
Hot Pass Member
Jul 3, 2017
107
43
You might also need the `shared` folder alongside the unpacked track folder. I have a completely separate modding directory that's separate from the actual game folder.

modding/tracks/YOUR_UNPACKED_TRACK_FOLDER
modding/tracks/shared (this is a copy of the `Nascar Racing Season 2003/tracks/shared` folder)

That might get you started. It might provide more specific errors once you get started. If I find some time I can try and repro what you might be going through.
 

Riviera71

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Hot Pass Member
Jan 19, 2022
207
43
I did a quick test and changing the Apron Near The Pits (orange) to Pit Road (dark blue) like Rufio suggested seems to work. They don't slow down at the first white line like the author probably intended (according to the track.ini) but atleast they slow down before the stalls.
 

Toolsteel

Member
Hot Pass Member
Dec 21, 2018
25
13
I did a quick test and changing the Apron Near The Pits (orange) to Pit Road (dark blue) like Rufio suggested seems to work. They don't slow down at the first white line like the author probably intended (according to the track.ini) but atleast they slow down before the stalls.
That's awesome. Can you send me a copy of your edited track?
 

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