New layout Australia Catalunya.

Misc New layout Australia Catalunya. 3.0

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also, another problem to consider about, is the 'flags and rules'. for instance, if we cut the last chicane at Catalunya, then we may get either a time penalty (if the car automatically slows down enough), or a black flag otherwise. if we modify the AI lines in such a way, will we all get DSQ within a few laps running?
 
Hello, so far no one has figured out which file determines how the car behaves on asphalt off the track. Al, the effect? Hopefully someone will figure it out. The car does not brake on the shoulder, so you can only take it for a test drive.
 
Hello, so far no one has figured out which file determines how the car behaves on asphalt off the track. Al, the effect? Hopefully someone will figure it out. The car does not brake on the shoulder, so you can only take it for a test drive.
surface_material.xml responsible for every surface, the behavior of the car on grass, asphalt, gravel, there are even such items as speed slowdown. Another thing is that there are a lot of variables in it and it is not always clear what exactly is responsible for outside tarmac.
 
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For example:

<MATERIAL name="CON*" friction="0.400" red="128" green="128" blue="128" sheet="true">
<MECHANICS name="CONCRETE" tyreTable="CONC" grip="1.056" bumpswavelength="0.01000" lss_coefficent="0.50000" lss_speed="7.00000" bumpsmagnitude="0.01000" hardness="1.05000" minimumSpeedForSlowdown="20.00000" speedForMaximumSlowdown="40.00000" ffb_surface="CONCRETE" bumpsrealproportion="1.00000" />
<AUDIO name="CONCRETE" />
<PARTICLE name="CONCRETE" />
<MUD2 name="" />
</MATERIAL>


lss_speed - less speed, i think, no? We need some research. Its works 100% for materials, but we dont know enough about each materials parameter.
 
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For example:

<MATERIAL name="CON*" friction="0.400" red="128" green="128" blue="128" sheet="true">
<MECHANICS name="CONCRETE" tyreTable="CONC" grip="1.056" bumpswavelength="0.01000" lss_coefficent="0.50000" lss_speed="7.00000" bumpsmagnitude="0.01000" hardness="1.05000" minimumSpeedForSlowdown="20.00000" speedForMaximumSlowdown="40.00000" ffb_surface="CONCRETE" bumpsrealproportion="1.00000" />
<AUDIO name="CONCRETE" />
<PARTICLE name="CONCRETE" />
<MUD2 name="" />
</MATERIAL>


lss_speed - less speed, i think, no? We need some research. Its works 100% for materials, but we dont know enough about each materials parameter.
Still smoking still braking.
F1 2014 12.06.2023 cataluna.png
F1 2014 12.06.2023 cataluna 1.png
 
did you (and the AI) get penalized? and could you send us this ai_track file please?
currently the spain track surface is being worked on, so as to remove the "smoke" in that new layout.
Hi. The penalty is turned off. The coordinates in the ai.track file should be adjusted exactly according to the map. I adjusted it manually, but it's not ideal at all.
 
For example:

<MATERIAL name="CON*" friction="0.400" red="128" green="128" blue="128" sheet="true">
<MECHANICS name="CONCRETE" tyreTable="CONC" grip="1.056" bumpswavelength="0.01000" lss_coefficent="0.50000" lss_speed="7.00000" bumpsmagnitude="0.01000" hardness="1.05000" minimumSpeedForSlowdown="20.00000" speedForMaximumSlowdown="40.00000" ffb_surface="CONCRETE" bumpsrealproportion="1.00000" />
<AUDIO name="CONCRETE" />
<PARTICLE name="CONCRETE" />
<MUD2 name="" />
</MATERIAL>


lss_speed - less speed, i think, no? We need some research. Its works 100% for materials, but we dont know enough about each materials parameter.
i've opened the tracksplit.pssg, and the texture name for the non-layout part of the tracks is named PITLANE
 
to clarify my point about tracksplit.pssg file function, when I played F1 2013 at the Canada track, there was all grass in the run off at turns 8 & 9 chicane. I kept the original files, and implemented F1 2014 Canada's TRACKSPLIT.PSSG file, that area would become tarmac and when I ran over it, there was no effect of 'grass' at all - instead, the effect of 'tarmac'.
I just checked in F1 2013, it's not. When the car hits the asphalt, the texture of grass on wheels appears. In addition, if we take a tracksplit.pssg file from another track, the effects will remain from the old route. So, this is a wrong concept.
 
For example:

<MATERIAL name="CON*" friction="0.400" red="128" green="128" blue="128" sheet="true">
<MECHANICS name="CONCRETE" tyreTable="CONC" grip="1.056" bumpswavelength="0.01000" lss_coefficent="0.50000" lss_speed="7.00000" bumpsmagnitude="0.01000" hardness="1.05000" minimumSpeedForSlowdown="20.00000" speedForMaximumSlowdown="40.00000" ffb_surface="CONCRETE" bumpsrealproportion="1.00000" />
<AUDIO name="CONCRETE" />
<PARTICLE name="CONCRETE" />
<MUD2 name="" />
</MATERIAL>


lss_speed - less speed, i think, no? We need some research. Its works 100% for materials, but we dont know enough about each materials parameter.
i tried putting "minimumSpeedForSlowdown" and "speedForMaximumSlowdown" values into 0, but nothing has changed. I don't know what exactly we are gonna have to do.

In f1 2012, there's no slowdown in the runoff areas. So maybe the answer is in the f1 2012 files?
 
i tried putting "minimumSpeedForSlowdown" and "speedForMaximumSlowdown" values into 0, but nothing has changed. I don't know what exactly we are gonna have to do.

In f1 2012, there's no slowdown in the runoff areas. So maybe the answer is in the f1 2012 files?
Oh, really? Interesting... Hm.. I have idea. Can you port track from F1 2012 Barcelona to F1 2014 and check out???

( oh, if i remember correctly, istanbul and valencia being ported from f1 2012 and in F1 2014 they have slowdown..)

So, it's maybe really games files...
 
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Btw, let me clear for you. boundarylines.cqtc and .vcqtc files responsible for collision model. ( I research it when i tested Bahrain 2010 layout and merge it with Bahrain current version )

But i dont have any clue how edit this files, Google doesnt give answers too.
 
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