Yes, I've got permissions from him, too. Just wanted to see if I could get a hold of others in case I want to swap out tracks.The Spa67 I have is from zwiss, I know he is still around.
Yes, I've got permissions from him, too. Just wanted to see if I could get a hold of others in case I want to swap out tracks.The Spa67 I have is from zwiss, I know he is still around.
I've been slowly working my way through testing full qualifying and race sessions on each track.
I was naively hopeful that all tracks would just work for races but that was simplistic.
Things like:
- Skipping pace lap bugged: "Cannot wave green yet". Have to run pace lap which does work but the cars are incredibly slow going around. You also waste some of the race time going around.
- Pace lap AI lines can be wonky: AI going way off track around corners
- Races end too early. Not sure...
Yes, press space bar. You should get that message at the top of the screen.Can I skip the formation lap in the standard GTR2 game? It is so annoying.
In game menu I didn't find it, but maybe I should add a line to SIM___.gdb files ?
Thank you that's interesting."- Races end too early. Not sure... "
Maybe this will help; sorry for the image, grabbed this from a pdf of an old nogrip thread (getting "correct" race lengths in GTR2 has long been an irritant).
View attachment 582085
Version 3 (2022-07-10..2022-08-06)
Highlights:
Full...
- [Tracks] New Tracks Added:
- Zandvoort 1967
- Zolder 1967
- Nordschleife 1975
- Nordschleife 1970s
- [Tracks] Swapped in better Festbierbude.de-packaged tracks:
- Aintree 1960s
- Crystal Palace 1970s
- Oulton Park 1960s
- Silverstone 1970s
- Snetterton 1964
- Spa 1966
- [Championships] Updated tracks for each round after adding/updating tracks
I'm aware of a number of issues that impact the reality of actually running good, clean races.
Tracks can have issues like slow formation laps.
There's still issues with race length when done by time instead of laps.
There are Race vs Qualifying performance reliability issues which I plan to fix in future releases.
My mods work best as 'release early release often' so things won't be perfect right off the bat. But frequent releases keep things small, manageable, interesting, and fun in...
Very cool. I wonder if I can make hillclimbs work with ChampionshipsRenntom has his own website focused on the Hillclimbs where he hosts rF1 and AC Tracks - http://www.toms-sim-side.de/
Another demonstration video, this time for V3. While there's not a lot of action in this one, this was actually a good race and AI performance was representative of their qualifying.
For V4, I'm going through existing tracks to make sure races are viable, AI race performance matches qualifying performance, races don't finish too early (RaceLaps vs RaceTime issue), and whatever else I can find to fix.
Had another good race just now at Brands Hatch 1970s but I wasn't recording...
I found this version of Nords 1975 such a pleasure to drive in the Giulia 1300 GTA I decided to record the race.
There are still some issues with AI crashing and never disappearing from the track, particularly in qualifying, and that resulted in random gridding, but all the same most AI did pretty well and the race was pretty decent.
I'm going through tracks right now to fix them up and make sure they're in decent condition for AI races for the next release of the mod.
Grab the track even...
Version 4 (2022-08-06..2022-09-19)
Highlights:
Action Required:
- [Tracks] New Added Tracks:
- Spa 1967 by Zwiss (Replaces Spa 1966 which had unreliable AI)
- Spa 1978 by derDumeklemmer
- Spa 1988 by derDumeklemmer,
- [Racing] Tested every track to ensure they all provided at least a minimum acceptable racing experience. Will keep improving in the future.
- [Action Required] Ensure "Crash Recovery" is enabled in...
That's not an issue I've fixed myself, but, at one point, @AndreasFSC was grappling with this issue when creating Race Remaster. There's a few possible causes: the garagedepth value in the track's AIW file (higher values of which means the AI go straight longer before turning to exit the garage), the car's position in the garage, bugs with collidable objects in the garage in bad places, or cars with insufficient engine power at idle to reach the AI path to exit the garage.[Help Wanted] Fixing AI who never leave pits
There are a few tracks I'd like to use where some AI never move out of the pit and set a qualifying time which results in random gridding.
These tracks include:
Spa 66
Ingliston 1987
Donington Park 1990s
The AI who have problems on these tracks seem okay on other tracks.
Any ideas?