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winchester speedway

Discussion in 'NR2003 General Discussion' started by bhylton, Jul 11, 2015.

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  1. bhylton

    bhylton Member

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    The cars are on inside of track against the inside wall and when race starts the pace car takes off too fast to let the cars line up in position and when you come around to take the green flag half of the cars have not pulled away from front straight. Any one know how to fix this?
     
  2. James76

    James76 Well-Known Member

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    subscribing... having a similar issue with a 1/4 mile track...yes it is built with butters rule.
     
  3. fortine_oo

    fortine_oo Well-Known Member

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    RE: winchester

    I observed that sometimes all the cars go and sometimes some start, then stop (that number can vary from 2-18).
    It looks like they get stuck on the banking if they lose momentum.
    Whatever the reason, I found they always get rolling if the parked angle is -0.50 (original value is -0.90).
    e.g.
    [ starting_grid_0 ]
    stall_# = dlong dlat angle
    stall_0 = 80.00 6.00 -.500
    stall_1 = 75.00 6.00 -.500
    stall_2 = 70.00 6.00 -.500
    etc.
     
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  4. ongias25

    ongias25 Well-Known Member

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    Thank You fortine_oo, once again You come to the rescue. :)
     
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  5. Jack Smith

    Jack Smith Well-Known Member

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    It just needs to be remade entirely...
     
  6. GurtonBuster

    GurtonBuster I'm in the business of misery

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    The track layout seems fine, just a lot of AI issues. Since @John Norton specialises in short tracks, maybe he'll eventually tackle it.
     
    ongias25 likes this.
  7. fortine_oo

    fortine_oo Well-Known Member

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    Such as ???
     
    Last edited: Jul 12, 2015
  8. GurtonBuster

    GurtonBuster I'm in the business of misery

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    I take it back, I changed ini to what you said and it works fine now, I thought I had other issues but doesn't seem like it.
     
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  9. fortine_oo

    fortine_oo Well-Known Member

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    That is what I observed. For the most part, the ai seem to work okay, at least for cup. I only had a quick look at gns and cts, but they seemed okay.
    That's not to say I don't think there is room for some ai improvement,
    1) fuel mileage (pitting) that matches the Player
    2) a few track.ini tweaks that will allow a bit more passing, although passing on this track is pretty tough to pull off
    3) relocating the pitstalls to squeeze in a couple more competitors, new pit lp's to help the ai merge to pit road
    4) based on my perception after racing with the cup ai, possibly a little tweaking to the track surfaces to help the Player match up to the ai's superiority in the corners, especially on T2 and T4 exit
    4) development of ai for gns and cts

    The day track configuration and track.ini values are kinda strange.
    The lp's are placed to favor the high line.
    The day track has asphalt on the high line and concrete on the lower line (through the corners).
    For cup, the day track has a huge grip advantage for the high line, track_asphalt_grip = 1.25 and track_concrete_grip = 1.05.
    However, the meager stanzas for cts has asphalt @1.2 and concrete @1.3 in the track section, the bottom slightly grippier than the top, and hardly any ai_track parameters.
    There is no track section for gns and pta, only a few ai_track parameters for gns and even less for pta.

    It appears to me that most (if not all) of the ai development was for cup, but in real life the Winchester track hosts Arca, late models, sportsman, modifieds, and sprint cars; series more in tune with gns and cts. ???
    Overall, except for the ai's fuel run and the full pace starting glitch, I'd say the original track works pretty well.
     
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  10. GurtonBuster

    GurtonBuster I'm in the business of misery

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    Yeah I spent some more time on it last night with gns physics. I only ran quick, 15 lap races but it seemed fine. I did 2 day, 1 night. I found the day track to be much more realistic when I tried to run low, it was really hard to make a pass and had less grip. On the night track I was able to pass and drive through the field easily on the bottom while the day track gave me a good challenge. I preferred the day track immensely since real life Winchester is high line dominant and good luck if you try down low.
     
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  11. SlickRacer77

    SlickRacer77 Well-Known Member

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    I run both Winchester day and night the same way. The high line is the only groove that has ever worked for me. I actually do most of my passing on the high side coming off of 2 and 4. Get a good run and see ya later.

    Both Salem and Winchester to me don't work below the middle groove. Too slow and no grip down on the bottom.

    What a fun place to race though and other than the grid start deal previously mentioned I don't have any problems with the track. I like the pace and tire wear over a 50 lap race.

    (I have only ran LMPV2 and both ARCA mods at the track. If they don't run there in real life I don't run there on my computer.)
     
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