I ll try soon. Grazie mille Dethrone
Dethrone1427 no way for me.
I have tried all possible combinations.
Only one time, Toban run right, but during race (tested from AI) the track had hole, means the cars go down in the asfalt, and stopped.I had tested meny different .tdf files, also a file from Lienz that is directly from ISI.
Probably my wrong ,but I followed your simple steps without luky.
I tried also a different line : Terrainfile=..\Toban.tdf // terrain file override
This is my .gdb
TOBAN_LONG
{
Filter Properties = StockV8 *
Attrition = 30
TrackName = Toban Raceway Park Long
EventName = Toban Grand Prix
GrandPrixName = Toban Grand Prix //this must be the same as event name in order to sort circuit info correctly.
VenueName = Toban Raceway Park
Location = Toban, IN, USA
Length = 4.012 km / 2.5 miles
TrackType = Permanent Road Course
Track Record = Brad Shuber, 113.669
GarageDepth = 1.9
Terrainfile=..\Toban.tdf // terrain file override (or simply Toban.tdf, non change anything)
// DefaultScoring overrides
RaceLaps = 60
RaceTime = 120
// Time-of-day lighting
SkyBlendSunAngles=(-20.5, -1.0, 11.5, 25.5)
ShadowMinSunAngle=15.0
Latitude = 0 // degs from Equator (range: -90 to 90, positive is Northern Hemisphere)
NorthDirection = 245 // the direction of North in degrees (range: 0 to 359)
RaceDate = March 21 // default date for the race
SunriseAmbientRGB = (120,120,110)
SunriseDirectionalRGB = (255,248,198)
SunriseFogRGB = (204,174,240)
DayAmbientRGB = (80,89,126)
DayDirectionalRGB = (255,255,255)
DayFogRGB = (203,214,236)
SunsetAmbientRGB = (130,130,120)
SunsetDirectionalRGB = (255,248,198)
SunsetFogRGB = (204,196,122)
NightAmbientRGB = (10,10,10)
NightDirectionalRGB = (15,15,15)
NightFogRGB = (0,0,0)
SettingsFolder = Toban Long
SettingsCopy = Grip.svm
SettingsCopy = TOBAN_LONG.svm
SettingsAI = TOBAN_LONG.svm
Qualify Laptime = 55.669
Race Laptime = 55.869
}
and this is Toban.tdf
// This file defines terrain feedback and special effects.
//
// Note that the dry/wet coefficients are only part of the grip equation ... the tyre
// grip also has dry/wet components, so that even if a terrain has equal dry and wet
// components, the tyre grip may be less in the wet, depending on the tyre.
//
// Rainspray parameters:
// Scale is the starting size.
// Growth is the size difference from start to end.
// GrowthVel is the increase in size difference due to velocity.
// Power defines the curve from start to ending size.
// RampSpeed reduces rainspray alpha under the given speed.
// OffsetVel is the starting position relative to the vehicle (in direction of velocity).
//
// Max number of effects can now be specified as either an explicit number, or
// the token "NumWaypoints" which equals the number of waypoints on the particular
// track.
//
// Enable sparks by increasing the "Max" variable for Reaction=spark. Also set
// "Sparks=1" on appropriate terrains. Also check player file entry "Vehicle Sparks".
//
// All texture maps and e-maps are assumed to be .BMP unless otherwise specified.
// We support .TGA, .JPG.
//
// All MTS files are assumed to be .MTS unless otherwise specified (and it probably
// won't work with any other extensions)
//
// NEW: some of these names may have changed
//
// Available: Shader=NoShade+FlatShade+GouraudShade+AlphaChannel+Specular+EnvirMap+GlobalShadow
// Default: Shader=AlphaChannel+GouraudShade+GlobalShadow
//
// Available: Pixel=NoReduceDetail+ChromaKey
// Default: Pixel=
//
// Default: Chroma=0x00000000 (4-byte hexadecimal color value)
// Default: Color=0x80ffffff (4-byte hexadecimal color value)
//
// Available: Particle=Plane+Box+Cross+MTSFile+Stamps+Billboards+Deformable+SingleSided+AlphaFade
// Default: Particle=Plane+Stamps+SingleSided
//
// Note that MTSFile indicates you want to use an object instead of a map on a simple
// surface. If using MTSFile, replace "Tex=<map>" with "MTS=<obj>".
//
// Available: DestBlend or SrcBlend=Zero/One/SrcColor/InvSrcColor/SrcAlpha/InvSrcAlpha/DstColor/InvDstColor/DstAlpha/InvDstAlpha
// Default: DestBlend=InvSrcColor SrcBlend=One
//
// The "Materials" specifies what materials to apply this feedback to. It matches the FIRST PART of the name,
// so the line "Materials=road" matches any material starting with "road", including "roada", "roadblock", etc.
//
// "Track variables" can be adjusted on a per-track basis by putting the value in the track GDB file.
// This section defines the track variable names and their default values, then the track variable
// names are used below in the FEEDBACK sections ... note that no spaces are allowed in the name nor
// around the equal sign.
[TRACKVARS]
RoadDryGrip=1.00
RoadWetGrip=0.80
RoadmetalGrip=0.80
RoadDustGrip=0.90
RoadBumpAmp=0.010
RoadBumpLen=13.0
RumbleDryGrip=0.95
RumbleWetGrip=0.60
RumbleBumpAmp=0.015
RumbleBumpLen=8.0
MiscBumpAmp=0.08
MiscBumpLen=4.0