Standing starts in NR?

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Anthony Stuart

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Sep 7, 2016
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I'm working on my first track for NR2003, and I'm trying to get standing starts working but can't quite figure it out - no matter what I do, the cars go for a full lap before the green flag waves. I know I've seen it done on more than one track, just can't seem to figure out how they did it just by looking at the .inis
Of course standing starts won't be on by default, but it seemed like a good option for this track as a second track.ini to be included in the download
 

Cynon

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Jan 5, 2017
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the only one I can think of offhand is Mystical's Yas Marina, but they said I'd have better luck checking here. I know I've seen it elsewhere though
Most of the road courses I've released and Gravis City: Zone 11 have standing starts with full race lap checked. Really glad I caught this thread.

The following was written by fortine_oo on the old NRTracks forums. While the post isn't normally accessible, it is through web archive. The relevant parts are shown below, unedited. This is the guide that I still use and still follow. You do need to know the exact length of the track in meters (which I highly suggest you use, switch to in Sandbox, and never switch back from -- if you write the length of the track in meters into the track_length field of the track.ini, NR2003 will do the unit conversion for you) to make this work reliably.
how do you do a standing start:
Standing start method, NORMAL:
1_
Apply track.ini changes to <[ starting_grid_0 ]> (full pace). This leaves one pace lap in a normal configuration.
The ai appear to start a normal pace lap, but as the pace car crosses half track distance, the green flag order is given. There's a very short lag (less than 1 second) before the ai take off racing, but the player can just mash it as soon as you see the ai move.
WARNING:
The NR2003.exe considers the polesitter to be on the inside of the track and does not allow passing on the inside before the S/F line. On a CW track, the inside is the right side, on a CCW track, the inside is the left side. If you are in the pole-side line, you cannot pass any car in your line on the "inside" (as described), but you can pass anyone in the other line on the "inside". If you are in the other line, you cannot pass anyone on the "inside" (as described).

2_
The pace car cannot start beyond the half way point from the S/F line. One meter less than half usually works.
<stall_pace = xxx.00(half distance - 1) x.00 x.00>
I've never had the field catch the pace car on the track using realistic (normal) pace speeds on a RC track up to 6 miles long.
3_
[ ai_track ]
pace_merge_to_pit_line_dlong = xxx.00 Arbitrarily, 100 meters less than half.
I never had a problem with this value being farther down the track until Monaco F1. Having a value less than half track length commits the pace car to "pit in" when it starts, so it releases the field to a start condition (I guess).
4_
<[ starting_grid_0 ]> or <[ starting_grid_1 ]>
<stall_0 = xxx.00 x.00 0.00>
<stall_1 = xxx.00 x.00 0.00>
etc.
Align grid close to the S/F line. Allow a 8 - 10 meter clearance from the S/F line as a cushion so no ai cross the S/F line before the green flag flies.

Standing start method, INSTANTANEOUS:
1_
Apply track.ini changes to <[ track ]> <starter_decision = XX00 XX01>. Add an arbitrary value, say 1500, to the actual track length and use the new value as the "starter_decision".
The ai race (and spotter yells green flag) as soon as the pace car starts. The ai still do that twist turn as they start, so you only advantage to this method is the fraction of a second it takes to actually see (or hear from the spotter) a green flag.
The drawback to this method is you lose the option to have a different (full or short) pace lap.
WARNING:
The NR2003.exe considers the polesitter to be on the inside of the track and does not allow passing on the inside before the S/F line. On a CW track, the inside is the right side, on a CCW track, the inside is the left side. If you are in the pole-side line, you cannot pass any car in your line on the "inside" (as described), but you can pass anyone in the other line on the "inside". If you are in the other line, you cannot pass anyone on the "inside" (as described).

2_ same as NORMAL
3_ same as NORMAL
4_ You can have the starting grid anywhere you want (with either version), but you can't pass on the "inside" until the S/F line, and you don't want the ai to catch the pace car before it gets to pit road because they'll slow to stay behind the pace car.
 

JNorton (WKC)

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Sep 28, 2016
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How do you do a standing start:

Standing start method, NORMAL:

1. Apply track.ini changes to <[ starting_grid_0 ]> (full pace). This leaves one pace lap in a normal configuration.
The ai appear to start a normal pace lap, but as the pace car crosses half track distance, the green flag order is given. There's a very short lag (less than 1 second) before the ai take off racing, but the player can just mash it as soon as you see the ai move.

** WARNING:
The NR2003.exe considers the polesitter to be on the inside of the track and does not allow passing on the inside before the S/F line. On a CW track, the inside is the right side, on a CCW track, the inside is the left side. If you are in the pole-side line, you cannot pass any car in your line on the "inside" (as described), but you can pass anyone in the other line on the "inside". If you are in the other line, you cannot pass anyone on the "inside" (as described).

2. The pace car cannot start beyond the half way point from the S/F line. One meter less than half usually works.
<stall_pace = xxx.00(half distance - 1) x.00 x.00> I've never had the field catch the pace car on the track using realistic (normal) pace speeds on a RC track up to 6 miles long.

3. [ ai_track ]
pace_merge_to_pit_line_dlong = xxx.00 Arbitrarily, 100 meters less than half.
I never had a problem with this value being farther down the track until Monaco F1. Having a value less than half track length commits the pace car to "pit in" when it starts, so it releases the field to a start condition (I guess).

4. <[ starting_grid_0 ]> or <[ starting_grid_1 ]>
<stall_0 = xxx.00 x.00 0.00>
<stall_1 = xxx.00 x.00 0.00>
etc.

Align grid close to the S/F line. Allow a 8 - 10 meter clearance from the S/F line as a cushion so no ai cross the S/F line before the green flag flies.

Standing start method, INSTANTANEOUS:

1. Apply track.ini changes to <[ track ]> <starter_decision = XX00 XX01>. Add an arbitrary value, say 1500, to the actual track length and use the new value as the "starter_decision". The ai race (and spotter yells green flag) as soon as the pace car starts. The ai still do that twist turn as they start, so you only advantage to this method is the fraction of a second it takes to actually see (or hear from the spotter) a green flag. The drawback to this method is you lose the option to have a different (full or short) pace lap.

** WARNING:
The NR2003.exe considers the polesitter to be on the inside of the track and does not allow passing on the inside before the S/F line. On a CW track, the inside is the right side, on a CCW track, the inside is the left side. If you are in the pole-side line, you cannot pass any car in your line on the "inside" (as described), but you can pass anyone in the other line on the "inside". If you are in the other line, you cannot pass anyone on the "inside" (as described).

2. same as NORMAL
3. same as NORMAL

4. You can have the starting grid anywhere you want (with either version), but you can't pass on the "inside" until the S/F line, and you don't want the ai to catch the pace car before it gets to pit road because they'll slow to stay behind the pace car.
 

Cynon

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Hot Pass Member
Jan 5, 2017
348
63
Thanks for the help everyone, I got it to work, unfortunately it turns out it's not such a good idea for the track I'm doing now but I have plans for others :D
Start/finish line on an incline/decline or in a corner? Kind of curious what the issue would be.
 

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