Preliminary work started on Daytona 2018 Fall Coke Zero 400

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ChristopherBell

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Hot Pass Member
Jun 6, 2019
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Hello Everybody. I would like to announce that I am undertaking the task of creating a Daytona 2018 Fall update off of probably Daytona Rising or similar, if you guys have any references or other information I would need, that would be great, also if anyone has an lp file for the AI's to run by the wall all the way around then let me know. Thanks, I estimate this will take about a couple months and thank you for your help and support as this is the first major track update I've done.
 

ChristopherBell

Member
Hot Pass Member
Jun 6, 2019
87
13
Quick Update Y'all, Progress is going smooth. I've been working on brightening up the track and getting rid of the weird shadow flicker on the backstretch, and soon i'll be MIP'ing up the walls with Monster logos.



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No more shadowy backstretch :winkytongue:
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Two young guns coming up on two veterans in practice
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Just a cool shot of three 'stangs
 

ChristopherBell

Member
Hot Pass Member
Jun 6, 2019
87
13
Hello, Another update, track is going smooth, here is some more previews of what I've been working on, such as Monster logos, wall mips, billboards on the backstretch (not pictured) and more lighting tweaks. The high groove is dominant, especially on corner exit, and pit road and the tri-oval are really bright now and look amazing. I also threw in a Austin Dillon burnouts reenactment from the 2018 Daytona 500 just for kicks.
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ChristopherBell

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Jun 6, 2019
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I've got big news and old news. Big news is the track V1 is finished, as sort of a beta, because there might still need to be changes or subtle tweaks, but here it is for download, and that brings us to the old news which is that WinMip2 refuses to pack it into a DAT file and is being tough like usual, so the track is a little large in size. This was my first track update and at times I wanted to give Sandbox a sucker-punch in the gut but I pulled through still and got 'er done. Please let me know how I did and what I could improve next time. The next update I will be doing is Bristol 2018 (Day + Night) so you all know, and then after that either Martinsville 2020 Night or Kansas 2018 (Day + Night). Let me know your opinions. Other than that, Here's some more eye candies for Y'all. The GEN6BR mod really had some tight racing compared to the MENCup18 mod, as it had CTS physics applied to it unlike the CUP physics for the MENCS mod. As for the cup AI, after some tweaks and changes, with the Revamped Reloaded Papy AI INI file, the outside can get organized fairly quick compared to the bottom. I observed that AI's bump drafting could edge out a few car-lengths of distance from the pack. I also observed that there aren't any distinct draft lines, but instead groups of three to five cars finding a groove and working together. The draft wasn't as powerful but this allowed for more passing, battles, and moves up and down the pack. I also observed that it was virtually impossible for an AI car to make a pass on the bottom. They could get a nose on entry, but it wouldn't stick. (I also observed a very dominant performance from the #41 Haas car of Kurt Busch:evilsmile: in the races I sim'ed, and the only one who had anything for him was Alex Bowman near the end.x'D:clapping::clapping:)


Track file is attached below.


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ChristopherBell

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Jun 6, 2019
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Here is a replay file for the track showing the racing and the toughness of trying to pass on the bottom once the tires start to go. Ps. Its in the 7z file.

EDIT: I swapped the replay with a better one showing more of the groups of cars forming lines and trying to freight train the leader.
 

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ChristopherBell

Member
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Jun 6, 2019
87
13
I've started gathering references and other info to start on Bristol 2019 Spring. I'll do the night race after the real race this fall.
 

ChristopherBell

Member
Hot Pass Member
Jun 6, 2019
87
13
Gonna check this out tonight. Thanks for hopping into track making and giving it a shot!
They do spread out a little bit with CUP physics but the outside/upper middle still is a dominant groove and they do block quite a bit so its quite difficult to come through the field. Also there's a good amount of tandem drafting of two or three cars. :)
 
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AwesomeNightRider

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Cold Pass Member
Oct 12, 2017
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3
From testing for my 'Second Attack Due' project, the AI takes unnecessarily long to make a pit stop and as a result, over half the field goes at least one lap down after every trip. Good work though on everything else.
 
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