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Idea about Superspeedways (Tona, Dega(

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fela

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Dear sim-racing friends,

now, about time of Daytona everybody is thinking about competitive superspeedway track.

Mostly I'm editing (or trying to edit) the track.ini in the way, that inside and outside (or middle when 3-wide) is about the same speed.

I'm doing this like - playing with ai_grip_modifier and track_asphalt_grip,
track_concrete_grip and track_paint_grip, so the A.I. car on inside line must go off the throttle, so both lanes are more-less equal.

But there is a small problem - on the front- or backstretch the cars are going to outside lane, because there is a better grip, so they're mixing up too much (on one side this is good and racy)...

Does anyone has tried to make the lanes, that inside 'asphalt' lane is changing into 'concrete' lane at the end of the turn? Maybe then the cars will stay longer in queues without aggressive overtaking (yes, also ai_drafting_distance has to do with this).....

This is just idea (maybe silly) and question, if someone tried to do this....

Thanks for reactions...

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fortine_oo

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1) On SS tracks, where you never get out of the throttle, the inside line is always going to be faster.
2) The race.lp takes priority over grip.
3) The best you can hope for is the outside line can maintain the pace of the inside line, but it will never be predominant over the course of a lap.
PASSING ON THE OUTSIDE @ SuperSpeedways @NRTracks
 

fela

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Thanks for answer, now is everything clear.

Fortunatelly fortine_oo alway has answer to any question.

Thanks one more time.
 

fela

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Well, finally I played with race.lp line and it is possible to make a AI behaviour, what is IMHO quite real - the race.lp must go lower all the time (well, then AI qual. times are slower, but this can be easy fix in track.ini)...
I'm working on it, in case of good result I'll post video plus more details....

EDIT:

video is here: [ame="http://www.youtube.com/watch?v=Ht1azxXLIdw"]http://www.youtube.com/watch?v=Ht1azxXLIdw[/ame]

Sorry for the quality, I have broken display so I'm using CRT screen... also my PC is not fast enough to run fraps and nr2003 :(

As you can see, with low race.lp the cars on inside line are not going to outside on straightaways, and outside line is driving with speed comparable to inside line, and also the outside line when 3-wide...

I was watching at least 20 laps, also the middle line or outside line was able sometimes overtake inside line...

This kind of driving you can see in real life - the car on inside line is holding this line, unless he wants to overtake.
The good ratio of overtaking can be set by AI parameters and also ai_drafting_distance.

I'll testing it more....
 
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fortine_oo

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fela

Turn on reflap when you're watching the ai race, then you can see how the ai are using the lp's.
 

Mystical

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thats pretty awesome seeing the car on the outside lane stay there for so long, nice stuff.
 

fela

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Talladega 2006 repaved v3 uploaded

Hello,

so I made a new race.lp and edit track.ini and here is a result>

It is just track Talladega 2006 repaved v3 (so far)

I tested it with ARCA carset for NNS08 mod, just GNS physics, and ratings are from 2011 3 Amigos 250 race, using Maxgraf GNS formula.

link>
tally_2006v3_GNS.zip

Also for those who are racing ARCA series, here is a .zip with mips (logos) for that track.
link>
ARCA_logos.zip

Note:
On the video, there were two nice lines, which one was overtaking another one and vice versa. This race.lp and track.ini, used for the video, was not good, because, when there is just a one line (e.g. after pitting), the cars remains in one (bottom) lane, until there is a yellow or checquered flag...
Race.lp and track.ini in the zip is better, with some overtaking action (in the same lane)...

Please, write the feedback, how it is working for you (if)... c.c
 

mimicthefrench

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Downloaded, will try tonight and let you know sometime tomorrow after I get some proper racing in on it against the AI.
 

mimicthefrench

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Okay, so what I'm seeing ingame in an actual race is that in reality because the outside line wants to go low, at the earliest opportunity they drop down, which leaves that line with very few cars in it, so it drops back very quickly and you get a single file parade. Very realistic to what we've seen this year, unfortunately, except the bottom line is the fastest.

On the other hand because it's single file the speeds are actually very close to real life speeds, which I haven't seen much at all on plate tracks in this game, usually they're 5MPH or so slower in the draft than the actual real life speeds.
 

fela

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As I was testing with mentioned ARCA carset with NRatings + Maxgraf GNS formula, the cars in the single (bottom) line were able to overtake (sometimes).

Also when the bottom line is full, and there are few cars in middle line, this middle line can be faster as bottom line. Of course, when there is a hole in bottom line, the car from middle line wants to go down, as race.lp line is forcing him to do this.

The best situation is, when the bottom line and middle line are full, so then both lines can drive with similar speeds. But - when decreasing drafting distance, the cars are trying to overtake, so they're separating the line, and when drafting distance is higher, then they're not trying to overtake at all...
 
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