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Lower Manhattan GP 1.55

By: Rodrrico
Origin: Scratch | Real World
Category: Temporary Circuits
Initial release: 02-Nov-10
Current release: 1.550, on 19-May-13

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Screenie by: Mtakhar
Screenie by: Mtakhar
Screenie by: rodrrico
Screenie by: rodrrico

Description (Click to toggle Visibility)

NYC has been on the agenda for Bernie Eccelstone for over a year now. He has compromised to have a circuit built, but not in New York City itself, but in New Jersey across the water. Jersey is fine, but a street circuit around Manhattan would be better. This is what I have made for you all!

Know Issues :
Long Loading time - Get a better computer or just be patient. There is a great amount of detail in this what I am not willing to reduce.

I have other tracks out there, so be sure to browse around for them!
CHANGE LOG :
V1.00 - Lower Manhattan GP
- Initial release

V1.50 - Manhattan GP 1990
- Completely new track profile
- smoother kerbs (yet abrasive to drive over)
- 100% new AIW
- New cameras
- New track walls / objects
- Modified several buildings / profiles
- Decreased track bumps
- New pit entry
- Walls are now very close to track edges
- Other GDB file modifications

v1.55 - Manhattan GP 1990
- AIW minor adjustments, less kerb cutting
- Walls, minor changes to problematic walls
- Fixed Tirewall issue at Turn 1 & 5
- Minor object editing
- GDP modified
- Now 58 Laps for the full race distance (was 61).

Enjoy!

Community Rating

Overall rating since initial release  
405/500 (237 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 Lower Manhattan GP Comments

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The third car of the F1 Historic project is here. The Ligier JS41 was a Formula One car designed by former Lotus designer Frank Dernie for use by the Ligier team in the 1995 Formula One season.
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newstart027 on Oct-18-2016

MaxSpeed is a scratch built Fictional Permanent RoadCourse located in Brazil. Location: Top Secret!!
192.168.l.l
192.168.l.l
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newstart027 on Oct-18-2016

It always annoyed me that at one track I would win by miles, up to over a lap ahead of the AI's, at another be able to pass an AI on a corner only to have them zoom back past on the next straight, then at another just watch the AI's disappear into the distance.

So by altering settings in the aiw & gdb I hope to make each track fair, challenging, consistent & balanced & adjust any minor car/garage errors I can, 90+ tracks so you can use as many as you like in an rfm.

In the aiw I adjusted the fueluse setting if needed to make the Fuel/lap ratio more correct, so you can put enough fuel in for qualifying & the race (my corrections are normally within 2 laps of a full tank).
set the worst adjust to 0.8 (rf default), set mid adjust to 0.9 (rf default), set best adjust to 1.0 (rf default) (while I adjust the grip level for AI drivers using AIDryGrip in the gdb file) then increase it to 1.1 (Which makes the AI's about 3 - 6 secs faster per lap in qualifying)

In the gdb I remove any attrition setting as many tracks already have it built in & adjust the garage depth if needed, remove the QualifyDuration & QualifyLaps so these can be controlled from the rfm file, normal duration of 40mins & 6 laps for qualifying, any tracks that have the laps reduced to 3 is because more than 40% of AI's fail to set a lap time in 6 laps(this prevents them from leapfroging to the front of the grid when qualifying ends), any tracks that have 4 or 7 laps is because when either an AI breaksdown or the player ends their qualifying 2 laps are added to the total instead of just 1.
Add AIDryGrip & increase the setting until the fastest AI in the same car as I use to set my fastest lap time possible on a test day, is about 1 - 4 secs slower (depending on the track length & type) in weekend race qualifying (this allows for the AI's only driving at 90% - 95% of normal season Qualifying pace & allows for the 3 - 6 sec faster time when bestadjust is increased to 1.1).
I then do a test race so I can do any fine tuning to the AI grip settings.As all tracks are different & some track makers already give the AI's extra grip there is not one easy grip setting that will work for all tracks, so is a matter of trial & error.

I could do with feedback on the settings, so if anyone would like to try the street tracks I have done, then contact me lockinvar@sky.com . The tracks I have completed are in Australia & the Far east, 4 tracks over 10Km(marathons) & America these rar files are 3Mb & contain only the aiw & gdb files, so if you do not already have the tracks, you would need to download the original, then overwrite the aiw & gdb, I've made it so you can install in the same way as any mod. These settings were done using cars from the HotHatch mod by Murph, so hopefully should be ok for other car mods.

I am still working on tracks in Europe, so will contact anyone who has kindly tested the tracks as it is completed & should be about 4-5Mb.
Lockinvar on Jan-11-2014

I think the gdb problem is due to the fact that I installed 1.55 over 1.50, instead of removing 1.50 before installing 1.55, as the Rfactor track directory is showing that the track is available when it has been removed from the Locations directory.
Lockinvar on Jun-06-2013

I tried it with 1.50 & the same happens can't change the qually time or laps & I can't alter the AI driver strength to make them harder to race using the gdb.
everything works fine with 1.00, & yes I only have 1 version of the circuit installed at any time.
I found a problem in 1.55 with the new red & white stripped safety barriers at both church street corners & the corner after there, also on the corner of north end ave, if you get too close to the barriers the car is either thrown into the air or the wheels closest to the barrier sink into the road, depending on how fast you are travelling. if it were real life it would be about 2 or 3 feet away from the barrier when this happens. this also happens on the first 180 bend & wfc curves barriers but there well away from the track that they shouldn't cause any probs.
Lockinvar on Jun-03-2013

Originally posted by: Lockinvar

great track m8, 1.55 looks & feels a lot better than the original, 1 thing I find disappointing is that I cannot alter the Qualification duration or the amount of qually laps, using the .gdb file no matter if I alter them or delete them the Qually time & laps remain at 1hr & 15 laps for some reason?


I just tried what you said but I don't have that problem here. Not sure what could possibly cause that. I even selected Race Weekend and set it to 15% of race distance which adjusted the laps and time correctly. If you have the old version be sure to completely delete it and this version then reinstall this version. Short of that, I think your rfactor directory needs reinstalling. Hope that helps.
rodrrico on Jun-02-2013

great track m8, 1.55 looks & feels a lot better than the original, 1 thing I find disappointing is that I cannot alter the Qualification duration or the amount of qually laps, using the .gdb file no matter if I alter them or delete them the Qually time & laps remain at 1hr & 15 laps for some reason?
Lockinvar on May-28-2013

I fixed the errors in V1.55 available for download on links on my blog : http://formularodrrico.blogspot.com.au/
rodrrico on May-16-2013

Track looks great... however I can't get a full lap done.... on some of the corners the car disappears through the road or a bump launchs the car into the air!!!!!!
kwik.kiwi on May-15-2013

I have seen the video and have many map elements all ready for if I decide to make the proposed circuit. However I have heard on the grapevine that there is at least one other modder out there working on it, so I will hold off for now and see what they come up with. Currently I am making a circuit that is like SPA meets Nurburingring GP course. It is 6.7km and won't be ready for at least a month (at the rate I am going).

Thank you all for your continued support!
rodrrico on May-14-2013

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