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Death Valley 1.10

By: DDawg
Origin: Scratch | Real World
Category: Permanent Circuits
Initial release: 10-Apr-09
Current release: 1.100, on 03-May-09

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Screenie by: DDawg
Screenie by: DDawg
Screenie by: DDawg
Screenie by: DDawg
Screenie by: DDawg
Screenie by: DDawg
Screenie by: DDawg
Screenie by: DDawg
Screenie by: DDawg
Screenie by: DDawg

Description (Click to toggle Visibility)

Death Valley, California.

I choose this setting because I am fasinated by the mystique of the desert and Death Valley is brutal and beautiful at the same time.

Death Valley Raceway is a fast flowing 2.5 mile Realistic Desert fantasy track that can be navigated in under a Minute in an F1.

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Length: 4066 meters/ 2.52 miles
Starting Grid: 36
Pit Stalls: 38
Garage stalls: 60

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Version 1.1 UPDATE
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Fixed the Self installer that I seemed to have messed up on in Version 1.0

Added the reverse direction of the track.
Minor tweaks where needed ... that I noticed ...

Community Rating

Overall rating since initial release  
431/500 (635 votes) 1 2 3 4 5
Community Ratings since October 01, 2009   My Ratings
Sense of Immersion
Texture Quality
Track Layout
Racing Line
AI Behaviour
Atmosphere
Facilities (Pits, Grid etc)
Cameras
OK Track Naming
Addictive-ness
FPS Performance
Realistic Track Surface
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Latest Death Valley Comments

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wow what a race . we just finished 2 hours at death valley in the dumons mod and wow ASI loves this track and will use it again in our rotation of tracks whenever we can GREAT WORK DDWAG
arldonny on May-26-2009

Thanks DDqwg! So you decrease those numbers to slow the AI down and increase to speed them up. Imagine that needs to be done very carefully. Though it must be frustrating for you with these BS ratings and all, offliners like myself still appreciate the effort that goes into making a good AIW file and being able to race these tracks well offline. ken
kslater on May-18-2009

Originally posted by: kslater

DDawg, I am not the greatest road racer and sometimes with certain mods and tracks, they are "too" fast for me even with the difficulty as low as it will go. What in either the track or mod files controls the AI speed? I have dug through the AIW files, etc but do not recognize what controls the AI speed. Appreciate any heip you can provide on this. Thank you, ken


in the AIW, under [waypoints]:

4 to 5 lines above all the wp_* section ...


you will find these lines:
WorstAdjust=(0.8000) //AI @ 70%
MidAdjust=(1.0000) //AI @ 100%
BestAdjust=(1.2000) //AI @ 125%

*although this never seems to be totally accurate and is totally dependant on the mod used to make the AIW. Since all mods are not created equal, it is hard to create a track that works well with all mods. it is always a compromise and lots of trial and error in the adjustment. Sometimes you can get it to work great with the mod you used to create the AIW and the AI will just flat out suck with other mods ...

Yet the Trackmaker is blamed for POOR AI performance ... all the designer can do is create a good path and hope for the best.

I basically don't invest much time anymore in the AI, as no matter how good I make any of my tracks or how much effort I put into the AIW, I get shit ratings just because I made the track.

anyways,

Cheers ...
DDawg on May-18-2009

DDawg, I am not the greatest road racer and sometimes with certain mods and tracks, they are "too" fast for me even with the difficulty as low as it will go. What in either the track or mod files controls the AI speed? I have dug through the AIW files, etc but do not recognize what controls the AI speed. Appreciate any heip you can provide on this. Thank you, ken
kslater on May-17-2009

unfortunately i hit a track attendant cause he didn't move away fast enough..laid in the dirt and no red cross came to rescue him..you have to fix this bug i think ;-)
great, great track! so funny to drive with historic GT and much traffic.
Chrissi on May-17-2009

Originally posted by: thooorn

It's TOOOOO fast!




Well that the first time I ever heard that! ... something being too fast ....



DDawg on Apr-14-2009

It's TOOOOO fast!


...but great work DDawg
thooorn on Apr-14-2009

Originally posted by: senorsoupe

I tried runing the self .exe file again and am getting the following error message "can't create the output file: c:\Program files\rfactor\gamedata\locations\deathvalley_sky.mas


Here is the file structure you need in order for the track to load, anything else and you have not installed it correctly:

C:\Program Files\rFactor\GameData\Locations\DeathValley
Folder: contains 3 files and sub folder

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C:\Program Files\rFactor\GameData\Locations\DeathValley\deathvalley_gmt.mas
C:\Program Files\rFactor\GameData\Locations\DeathValley\deathvalley_sky.mas
C:\Program Files\rFactor\GameData\Locations\DeathValley\deathvalley_tex.mas
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C:\Program Files\rFactor\GameData\Locations\DeathValley\DeathValley
sub-folder: contains 8 files

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C:\Program Files\rFactor\GameData\Locations\DeathValley\DeathValley\DeathValley.aiw
C:\Program Files\rFactor\GameData\Locations\DeathValley\DeathValley\DeathValley.cam
C:\Program Files\rFactor\GameData\Locations\DeathValley\DeathValley\DeathValley.gdb
C:\Program Files\rFactor\GameData\Locations\DeathValley\DeathValley\DeathValley.scn
C:\Program Files\rFactor\GameData\Locations\DeathValley\DeathValley\DeathValley.tbf
C:\Program Files\rFactor\GameData\Locations\DeathValley\DeathValley\DeathValley_loading.jpg
C:\Program Files\rFactor\GameData\Locations\DeathValley\DeathValley\DeathValleymini.tga
C:\Program Files\rFactor\GameData\Locations\DeathValley\DeathValley\DeathValleyThmb.tga
****************


Hope this helps ...
DDawg on Apr-14-2009

Originally posted by: DDawg

Originally posted by: senorsoupe



I am getting an error message with the extractor. I circumvented that problem only to come across another problem with the deathvalley_tex.mas file and I can't load the track in the game.




Look in your .../rfactor/gamdata/locations file folder ...





Sounds like you may have extrated the "self executable" file wrong ...



Inside the "rar was a Self extracting "exe" file that would and should have place the proper files to the "Default" rFactor location ....


I tried runing the self .exe file again and am getting the following error message "can't create the output file: c:\Program files\rfactor\gamedata\locations\deathvalley_sky.mas
senorsoupe on Apr-14-2009

Originally posted by: senorsoupe

I am getting an error message with the extractor. I circumvented that problem only to come across another problem with the deathvalley_tex.mas file and I can't load the track in the game.


Look in your .../rfactor/gamdata/locations file folder ...


Sounds like you may have extrated the "self executable" file wrong ...

Inside the "rar was a Self extracting "exe" file that would and should have place the proper files to the "Default" rFactor location ....
DDawg on Apr-14-2009

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