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.
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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.
Of course, as it's been proved numerous times in the past, there's no such shortcut.
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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.
This is an operational (not a graphical) update.
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.