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ashleykoree on Jan-19-2019
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ashleykoree on Jan-19-2019
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.
newstart027 on Oct-18-2016
Where is the downloadlink for version v1.61? I only see links to version 1.5, uploaded 2014-04-08.
NitroMcClean on Oct-31-2015
Starting to look really nice the layout is perfect my fav. being the short version
keep the great work comming
scottland666 on Apr-16-2014
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 email@example.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've managed to reduce the amount of cars being rolled over,by lowering the centre of gravity of the cars in the HotHatch mod. I also tried cars from the DTM mod which were ok(though I still think that the splitter would
be ripped off if they took that line through the final corner of the new section, in the real world). I also tried the cars from the McClaren F1 mod but quite a lot of those were being rolled over on those corners from the riverside 300 track.
Lockinvar on Dec-24-2013
Hi M8 love the new extended track, glad to see you fixed the pit entry & exit AI probs, I tested the problem I was having with the previous version of over 21 cars causing a crash & am happy to see that this has been fixed in this version.
I am attempting to set up a street racing series for non OW cars, with the best street circuits with settings that are balanced to make AI racing fair, consistent & balanced so I don't win by miles or loose by miles, yours is one track I would
love to include, but the AI's are having problems with 3 corners on the track making it difficult for them to set consistent lap times, though they can set a single lap that beats my best, the time difference in their lap times can be over 20
secs & they crash out at least once during a 30 min race, making it impossible for me to loose or have to battle for position. the left hander at the top of the incline after the pit exit, the left hander before the pit entry, cars are being flipped
over when they take too much of the kerb (this does not happen on every lap the AI's take but makes it difficult for them to set consistent lap times). By far the worst is the final corner on the new section the AI's take way too much of the kerb
every lap, if a 911 or similar race car took that line over that kerb at least the front spliter would be ripped off, if not other damage to the suspension. There is also the pit entry corner that causes AI's to flip over, this is not a problem for me
as I only use 30 min races, but any that want to run longer races may find this a problem. I hope you will be able to fix these problems by altering the racing line through these corners.
Lockinvar on Dec-21-2013
I will be releasing an update to this track in the very near future.
Here is a sneak peak
yaystenny on May-25-2013
Originally posted by: Lockinvar
Love the track m8. one minor problem though if I have above 21 opponents it crashes the game after a few laps, almost always near the second chicane.
I'll have to have a look at that!
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