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 1 
 on: March 30, 2017, 11:27:09 AM 
Started by fortine_oo - Last post by fortine_oo
Modifying a Track - Changing The Look

COMING SOON

 2 
 on: October 31, 2015, 09:20:52 PM 
Started by Lyndon - Last post by fortine_oo
... I'm just writing to ask that you introduce yourself at some point.


Hi.   bye1

I guess this would qualify as "at some point".
I've been around awhile, somehow missed this topic.

I develop ai, tracks, 3do's, tutorials, and troubleshoot track and ai problems. Maybe you've run across some of my work.
I still believe NR2003 is a racing simulation, not a video game  yikes ...(not that there's anything wrong with that).
I don't have the output of years past, but I'm still busy "at it".

Takin' it a lap at a time.
 cheers
14

 3 
 on: September 13, 2015, 10:01:02 PM 
Started by fortine_oo - Last post by fortine_oo
Happy birthday NRTracks.
Let's go another year.

 cheers

***
No Premium account required here.     thumbsup

Thanks to Adam @ Bluehost (tech support), I can now upload files bigger than 2mb.  yahoo

 4 
 on: April 03, 2015, 12:58:59 AM 
Started by fortine_oo - Last post by fortine_oo
Darlington_85 pit fix

If you've found this thread, you've probably installed Darlington_85 and discovered there are problems.
There are 2 versions of darlington 85 that I'm aware of:
1) darlington_85_beta, dat file dated 11/19/2004
2) darlington_85_beta2, dat file dated 12/24/2004

Each version has pitting problems, but each version requires a fix specific to the version.
I'm not going to host the Darlington 85 track(s), but here is the pit fix for each version.

d85_beta ptf with pitroad fix.7z
d85_beta2 ptf with pitroad fix.7z


 checkeredflag

 5 
 on: October 21, 2014, 07:33:02 PM 
Started by fortine_oo - Last post by fortine_oo
Here's something.  Why did I not make the track hilly (as you might expect a track nestled in the Alps to be)? Maybe at another time.


Because it's on the valley floor and right beside a lake. Tongue

 6 
 on: October 21, 2014, 04:37:39 PM 
Started by fortine_oo - Last post by Lyndon
Here's something.  Why did I not make the track hilly (as you might expect a track nestled in the Alps to be)? Maybe at another time.

 7 
 on: August 29, 2014, 03:34:09 PM 
Started by Lyndon - Last post by riviera71
Here it is in the new Rura forums
http://www.rubbins-racin.com/forums/showthread.php/31096-Sandbox-Banking?p=402593

 8 
 on: July 05, 2014, 11:03:31 PM 
Started by fortine_oo - Last post by fortine_oo
PBIR_OWT



While PBIR is a real track, as a sim venue it's almost a fantasy track since there aren't any major racing series being run there.
So why not add a version for open wheel cars?

This is an Open Wheel Track for OW mods that use the pta.exe.
This is the same track as PBIR, but with a variety of racing surfaces and grip values to provide more grip than the regular version while promoting the aero grip feel of open wheel cars.
This track utilizes a standing start when you select Full Pace Lap. (There is an optional track.ini for running a standard Full Pace lap, resulting in a rolling start.)

Be sure to look over the readme_PBIR OWT, there are a couple of ai issues you should take into account before you start racing.

Download: PBIR_OWT


Happy motoring.
fortine_oo

 9 
 on: June 05, 2014, 10:57:52 AM 
Started by fortine_oo - Last post by fortine_oo
Melbourne_Albert Park_OWT




This is an Open Wheel Track for OW mods that use the pta.exe.
This is the same track as Melbourne_Albert Park, but with a variety of racing surfaces and grip values to provide more grip than the regular version while promoting the aero grip feel of open wheel cars.
This track utilizes a standing start when you select Full Pace Lap.


Edit:
The ai I use to develop the track.ini values have pretty high ratings. Ranked ratings for 42 ai
I tried the track with the DW12 mod (Indycar), and the default carset has ai ratings with low Driver/RC ratings (many have single digit minimums & <50 maximums) combined with Vehicle/Chassis minimums @ 35-45. Consequently, these "out-of-the-box" DW12 ai are slower (than the targeted results), tend to be a little erratic, and have quite few incidents (collisions and off track excursions).

Edit 2:
I wanted to discourage cutting the corners without getting into penalty situations, so I added some X-sections at T2 and T9.
My intent was not to unduly restrict the racing, but I seem to have gone a little too far at T2, with the height at the end of the inside curb and the edge of the grass after the curb.
I've lowered those areas, now you won't tip the car if you get pinched over there.
The download, effective 6-23-14, has the T2 changes.


fortine_oo


Disclaimer:
This is an operational (not a graphical) update.

Link below - 2 parts*
  * You have to download Part1 & Part2, they will open as one unit.              

 10 
 on: June 05, 2014, 10:49:43 AM 
Started by fortine_oo - Last post by fortine_oo
Melbourne_Albert Park  (ai update)



It's not a new track. It isn't pretty. It isn't an exact recreation of the layout, but it fills a hole in an F1 schedule.

NR2003 'melbourne' track history (and comment):
Melbourne, from the earliest "NASCAR 2002-2003 Tracklist" (www.nr2k3tracks.com) I have archived, is shown being created sometime prior to April 29, 2004 (no release date was shown on the Tracklist and no creator listed), with the download link at the RSC Forum. By Oct. 21, 2004, it was no longer available at RSC Forum (probably due to a hack on the forum). It's been available at some other sites over the years, but I can no longer find a download location. [I did not download the track back in the day, but in 2012 in response to the request for help.]
It was described as a beta on the NASCAR 2003 Tracklist, but to call Melbourne an alpha track is being generous. There's a lot of issues, with the track itself and with the ai. While you can drive on it and the ai will get around, it's not a track that supports any semblance of racing.


Responding to a request for help in 2012, I found these problems:
The pit lp's are not continuous, and therefore are useless. Even if they were continuous, they are still improperly placed on pitroad.
The maxrace.lp and minrace.lp need to be swapped. (So do the max/minpanic since they're copies of the max/minrace.)
There is a standing start (even with the short pace) because the starter_decision = 6064.83 5.11 is beyond the S/F line.
The merge_to_pit_line_dlong = 5315.75 is too close to the actual pitroad entry point, the ai may run into the pitwall or miss the pitroad entry altogether.
A pit entry penalty is incurred because the [ AppRuleEnterPits ] pit0_entrance_point0_dlat and pit0_entrance_point1_dlat have the same value.
A pit exit penalty is incurred because there isn't apron subsurface for the required distance, lane_merge_dlong = 291.48.
The pit crew is on the wrong side of the pit stall and the ai begin their pit box exit to the right instead of the left.
There's a lot of other issues, including the track configuration (ptf).

I posted the track.ini fixes and the requester was going to make new pit lp's. I didn't take it any further.

-----          -----          -----          -----          -----          -----          -----

Recently, someone asked for the Melbourne F1 track, as all the links are dead.
One post noted, the track "... had the layout, but that was it. Nothing else", to which the requester responded, "yea I'm not worried about it, I'd still like to see it".
A link was provided with the caveat, "Not a lot of eye candy".
Having experienced the tracks shortcomings, I knew the track was not ready for racing. I expected someone would have a follow up request for help with that aspect.
I decided I could muster some time and create some "quickie" lp's and maybe a few track.ini modifications.  hysterical   Of course, as it's been proved numerous times in the past, there's no such shortcut.

-----          -----          -----          -----          -----          -----          -----

See the readme for full update details.
The original melbourne.ptf and track.ini are included in the Melbourne_Albert Park track.
I'll classify the ai as a beta development, but only because I haven't spent the endless hours it takes to fine tune every aspect to the 'n'th degree.
The ai race competitively and pit appropriately. I've done enough laps to be confident that the ai are good enough and will be worthy opponents.
NOTE: Only the ai for pta and cup have been developed. The gns and cts series are the original track values, I can't vouch for their Player or ai quality. [A further caveat, the original racing surface was all asphalt, the new racing surface is a combination of asphalt, concrete, and paint.]


Don't let the lack of TSO's and/or less than realistic layout keep you from trying out the track.
It's a challenge to wring out consistently fast laps, and the racing is quite spirited.


fortine_oo



Disclaimer:
This is an operational (not a graphical) update.

Edit:
I wanted to discourage cutting the corners without getting into penalty situations, so I added some X-sections at T2 and T9.
My intent was not to unduly restrict the racing, but I seem to have gone a little too far at T2, with the height at the end of the inside curb and the edge of the grass after the curb.
I've lowered those areas, now you won't tip the car if you get pinched over there.
The download, effective 6-23-14, has the T2 changes.

Link below - 2 parts*
  * You have to download Part1 & Part2, they will open as one unit.

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