I love the layout and flow of the first version Ahvenisto and it is my favorite test track. So I added to it 4 more options for loose surface physics and tuned up the AI hints to mitigate the bug of 17 % disadvantage when tires are all dirty. Now in race the human stands a chance to win against AI. Alternatively you can remove the "ai_hints.ini" from the layout's "data" and set "Opponent strength" to 83% in CM which will cap their acceleration at 83% throttle to "level the playing field".
The layouts and add-on skins work regardless of CSP. When CSP is active there are configs in each layout that control the seasons, grass, rain puddles and lights. CSP 0.1.79 has some improved particles and tire traces so with that version and up it gives a much better experience. Especially racing at night
In "sfx" there is a sound bite that is used for the unpaved surface. You can have some benefit if you place that "gravel.wav" into "..\content\sfx\" so any other rally mods that seek for it can find it.
"Unpaved" - or as some may call it "heavy gravel"
"Dirty" - or "light gravel" if you will
"Mud" - the road completely covered with muck
"Snow" - the skin is not really necessary because the CSP seasons apply the effect on any of the other skins or the original.
Any of the layouts can be combined with any of the skins and choosing the skin does not change the physics. Choosing the layout changes the looseness and roughness of the road.
Install: Get the original track, install it and be sure it's loading ok. Then open the "Loose surfaces practical examples.7z" and from it drag the "ahvenisto" into your "..\contents\tracks\". Confirm the merging of "ui". Reopen the Content Manager. Choose a combo from the 6 layouts and 4 skins. I left the original layout untouched.
For those who appreciate the huge work Ilja Usupov (X4fab) has done - don't forget that to get the rain physics on the car you drive specific edit has to be done to the "car.ini"
Then in case the car comes with slicks you may at some point want to pop off to the pits and change to "rain" set.
Optionally if you like to hear reverb on the track you can create "audio_sources.ini" in "data" and paste in that file
and save it. By the way that file can work in any other circuit track since "AC_PIT_0" is mandatory for any kind of session and radius 2000 m is big enough.
If you like the examples I don't mind you using the code straight from my files on any other tracks that needs it. Better yet if you improve the code further.
Have a great time!
The layouts and add-on skins work regardless of CSP. When CSP is active there are configs in each layout that control the seasons, grass, rain puddles and lights. CSP 0.1.79 has some improved particles and tire traces so with that version and up it gives a much better experience. Especially racing at night
In "sfx" there is a sound bite that is used for the unpaved surface. You can have some benefit if you place that "gravel.wav" into "..\content\sfx\" so any other rally mods that seek for it can find it.
"Unpaved" - or as some may call it "heavy gravel"
"Dirty" - or "light gravel" if you will
"Mud" - the road completely covered with muck
"Snow" - the skin is not really necessary because the CSP seasons apply the effect on any of the other skins or the original.
Any of the layouts can be combined with any of the skins and choosing the skin does not change the physics. Choosing the layout changes the looseness and roughness of the road.
Install: Get the original track, install it and be sure it's loading ok. Then open the "Loose surfaces practical examples.7z" and from it drag the "ahvenisto" into your "..\contents\tracks\". Confirm the merging of "ui". Reopen the Content Manager. Choose a combo from the 6 layouts and 4 skins. I left the original layout untouched.
For those who appreciate the huge work Ilja Usupov (X4fab) has done - don't forget that to get the rain physics on the car you drive specific edit has to be done to the "car.ini"
Code:
[HEADER]
VERSION=extended-2
[_EXTENSION]
RAIN_DEV=1
Optionally if you like to hear reverb on the track you can create "audio_sources.ini" in "data" and paste in that file
Code:
[REVERB_0]
ENABLED=1
NODE=AC_PIT_0
MINDISTANCE=125
MAXDISTANCE=2000
PRESET=CUSTOM
DECAY_TIME=1500
EARLY_DELAY=50
LATE_DELAY=150
HF_REFERENCE=2500
HF_DECAY_RATIO=35
DIFFUSION=75
DENSITY=100
LOW_SHELF_FREQUENCY=500
LOW_SHELF_GAIN=-2
HIGH_CUT=9000
EARLY_LATE_MIX=95
WET_LEVEL=-12
If you like the examples I don't mind you using the code straight from my files on any other tracks that needs it. Better yet if you improve the code further.
Have a great time!