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Sim Racers 4 Life - Porsche 917 League - Round 4 - Belgium
#21
I must admit i liked all the bumps and dips, the 917 really showed them up , i enjoyed the challenge of learning the track and developing a setup that could handle it . To drive a car that is right on its limit gave a great buzz, but setup was everything with the 917 here
Understeer - is when you hit the wall with the front of the car
Oversteer - is when you hit the wall with the back of the car
Horsepower - is how fast you hit the wall
Torque - is how far you move the wall when you hit it
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#22
Ricknau Wrote:Hey Nikos, when will you be back on track? We miss you!

Thanks Rick, i hope I will be able to join by the end of the month, the connection is good, it will be 4g soon, its cable, Ill join when I can pick my rig from the house in Athens.

And then all Swire's dreams of me not coming back to humiliate him will be shattered..
[Image: p8xN8ZK.png]
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#23
argl Wrote:
Ricknau Wrote:And the race announcement thread pointed out that the pit lane ended at the end of the pit wall and gave all kinds of warning about pit entry and exit, etc. And yes Tobias, you must request a pit stop to serve a penalty. I've been burned before on that one myself. Cars stacking up in the pits was a problem for some but aren't there other tracks where we share pit stalls?

Ah I forgot to mention that I had to wait for another minute behind another car occupying my pit stall, adding some more scratches to insult to injury whatever.

A league-compatible Belgium track would heave to be modified in these areas:
  • No hayballs
  • Wider spaced starting grid (let it run past La Source if necessary)
  • More pit stalls (there should be space for at least a few more towards the pit exit
  • Remove the fences in some areas. A simple wire fence can send a race car skywards? Not really convincing on the realism side.

Is it possible to edit 'original' tracks these days with tools like 3dsimed? I could try to come up with something. I am still furious that my races were such a mess because of these track stupidities, but my modeling superpowers are a bit rusty and only rfactor1 compatible.

With these modifications, the track would not lose anything in terms of lethality, but it would reduce the casino-ism.

Link to the topic here http://www.simracers4life.com/index.php?topic=971.0
It's like you listed all the same wish list Big Grin.
The patch would have to be remade again as ISI updated track since I made this league friendly version. [SIZE=8px](little time at the mo sorry)[/SIZE]
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#24
DJCruicky Wrote:Link to the topic here http://www.simracers4life.com/index.php?topic=971.0
It's like you listed all the same wish list Big Grin.
The patch would have to be remade again as ISI updated track since I made this league friendly version. [SIZE=8px](little time at the mo sorry)[/SIZE]

Holy cow that's great! I had forgotten just how much friendlier your friendly version made the track. Man if you could implement all that again before the next time we run there it would be great. [SIZE=8px](Though I see now you have little time!)[/SIZE]
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#25
DJCruicky Wrote:Link to the topic here http://www.simracers4life.com/index.php?topic=971.0
It's like you listed all the same wish list Big Grin.
The patch would have to be remade again as ISI updated track since I made this league friendly version. [SIZE=8px](little time at the mo sorry)[/SIZE]

Ah, I see Big Grin

I have dabbled around a bit, removing the haybales (and the white posts lining the roads) is comparably easy (once I got my head around the whole dev mode thing in rf2 and extracted all parts of the track into the right places), but I also wanted to make the barbed wire fences and road signs (read: break markers) non-collidable and that did not work. Setting those to
Code:
CollTarget=False HATTarget=False
did not do anything. Well, thats probably changing the track too much anyway.

For the start grid and pit box modification, I'll have to learn how to rework these in dev mode (the old AIW editor appearantly is no more).

The whole pit lane construction is interesting, the invisible pit-in-plane you have to cross for it to recognize it correctly is drawn out along the start/finish-straight, but not the whole length of it. So if you cross into the pitlane to get into position for the entrance of Eau Rouge, it does not record it as an attempt to pit. It still looks quite awkward.

If possible, I will try to modify the paintings on the pit road to be more in line with this setup, marking the pit out would be priority.

Other than that, I saw in the trace log that there are a number of warnings around collidable objects which are not included in lower track detail settings. If these are relevant things lining the road, I'll probably fix these as well as it gives people an advantage.

And let me say that I despise this new gJedit tool thats distributed with rf2. Crashes a lot, is slow, navigating the scene is byzantine. I strongly prefer 3dsimed, but 3dsimed destroys the track on export, so its of no use here.
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#26
argl Wrote:Other than that, I saw in the trace log that there are a number of warnings around collidable objects which are not included in lower track detail settings. If these are relevant things lining the road, I'll probably fix these as well as it gives people an advantage.

These must be the small wooden poles that mark the sides of the track and are not visible in low detail.
And yes, if you have high detail you can crash if you step on one that has been knocked down by another driver.
[Image: p8xN8ZK.png]
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#27
Made some progress yesterday by painting the lines to mark the pit out. Also painted a 2-file, slightly staggered, much more spaced grid with P1 on the right side for 30 slots on the s/f straight. Also the pit entry 'gateway' is now much smaller and covers only the real pit entry and not half of the pit lane as well. It should not be possible to enter the pitlane by crossing over from the straight any more.

Nice that Blender can be used for these things nowadays, no more need for pirated AutoCad 2010 copies of shady origin! The workflow to change an object is still complicated:

* Export the whole track via 3DSimed as single fbx.
* Import whole track in blender.
* Change what needs to change in Blender.
* Export the single changed object from blender as fbx.
* Convert fbx via gjEdit to gmt file.
* Reload the track in 3dsimed with the changed object.
* Find the changed part an rotate it 180 degrees.
* Export the whole track as individual objects from 3dsimed.
* Find the changed and rotated gmt file in the export and replace it in the real track folder.
* Check result in rfactor dev mode.
* Wrince, repeat

So the last pieces of the puzzle remain:

Define new starting grid positions in rfactor dev mode, using the updated paintings as reference
Define new pit slots running all the way down to pit out
Repackage the whole thing as a usable rfcmp

I am starting to like the track, its really something special. Majestic, even. Smile
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#28
that's cool but how the hell you know how to do that stuff
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#29
Can that knowledge be also used to fix Targa Florio and make it pit-able so we could race more than 1 lap?
SR4L discord channel: https://discord.gg/h5RZTcEcbA
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#30
argl Wrote:So the last pieces of the puzzle remain:

Define new starting grid positions in rfactor dev mode, using the updated paintings as reference
Define new pit slots running all the way down to pit out
Repackage the whole thing as a usable rfcmp

I am starting to like the track, its really something special. Majestic, even. Smile

Go, Andi, go!
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#31
bullwinkle Wrote:that's cool but how the hell you know how to do that stuff

Spending hours on the internet and then some more hours with trial and error tactics
Having dabbled with 3d generally over the years (on and off, just enough time to forget everything I learned in between) does help as well.

gorgias1976 Wrote:Can that knowledge be also used to fix Targa Florio and make it pit-able so we could race more than 1 lap?

I guess so. Another one of these tiny and neat tracks, easy to edit :-\

I am trying to free another evening to get Spa66 LE out of the door though. And theres a race on this sunday...
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#32
Awesome Andi! I propose we give you honorary pole position the next time we race at Spa!
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#33
OK, here it is, Belgium LE Edition

https://www.dropbox.com/s/4tlqertybk7g1p...rfcmp?dl=0
https://www.dropbox.com/s/yfdheze7cvvcwu...rfcmp?dl=0

If anyone would be so kind to try this out, that packaging stuff seems really complicated, it seems to work for me.
  • No haybales
  • 2 file, wider spaced, semi staggered grid
  • Pitlane exit clearly marked
  • 30 pit slots instead of 16 (I think, its difficult to test)

screenshots (dunno how to inline these here)
https://www.dropbox.com/s/9zvpnve053y194...1.jpg?dl=0
https://www.dropbox.com/s/yvgie8f8yqwqxw...1.jpg?dl=0
https://www.dropbox.com/s/exy57eroyk5z2y...1.jpg?dl=0

any feedback very apprechiated!

Andi
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#34
Thanks argl, very useful.

I will try that in this weekend.

P.s. If it is ok, you could also think to release it publicly.
If you need, i can ask to marcel if there are problems or not (normally simple need to give original credit in readme)
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#35
Mauro Wrote:I will try that in this weekend.

P.s. If it is ok, you could also think to release it publicly.
If you need, i can ask to marcel if there are problems or not (normally simple need to give original credit in readme)

Thanks Mauro!

For a public release I wonder if it could be distributed as a package dependent on the original Spa66. It would only contain the changed/additional files and would appear as a second track layout option in game.Do you know if thats possible? It would be much smaller and also not contain any copyrighted models or textures.
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#36
I don't know how to do that,
But if i remember, senormen did similar release with silverstone classic (you need original isi track) https://m.facebook.com/notes/senormen-tr...869225711/
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#37
I will have a look at it, sounds like what I want.
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#38
Well done Argl,
You did well on the pit lines. Nice and clear now. 8)

You can test AI pitting by setting fuel to x7.
I tested the pits with AI. Unfortunately, they were having problems. They would pit then after a while they just teleport to the car park. I did the same test with the original track and they pit without a problem.
I made a video here https://youtu.be/DYj_gc-F84Q

I think it's best to have the track standalone like how you have it now. Doing a patch means you have to give it a version number higher than the standard one. Can get a bit messy if you or the makers of the game do more updates at a later date. A standalone version would give you more control.

I did have a half finished league friendy version myself, but with that one decided to still have the white posts and Haybales, but I made them drive throughable. I found by resetting the pivot points on these items let me do it. Before they would be invisible for some reason without doing that.
Video here https://youtu.be/90mZLhfAZMU

Keep up the good work.
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#39
Ah thanks for checking it, I will try to space the pit boxes a bit wider, cannot think about anything else. The clip shows that the cars really have a hard time navigating the confined space.
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#40
New version with wider spaced pit boxes. Have tried it with 30 Camaro AIs and could not see a problem, AI pitted ok.

Remove the old version before intall, just to be sure. Should come up as version 0.91

https://www.dropbox.com/s/yfdheze7cvvcwu...rfcmp?dl=0

Andi
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