Laguna Seca v_1.0 update

Posted by savinaclaudio 
Laguna Seca v_1.0 update
Date: June 04, 2008 04:10PM
Posted by: savinaclaudio
Laguna Seca is now available in the dowmload section "cart and other tracks".
Please note: it is a first update release, there will be other updates soon (maybe layout, ccline, new ads).
What's new: blue and white kerbs, sand run-off area, correct a problem in turn no.1 where cc always crashed.
Report any bug and advice.
Re: Laguna Seca v_1.0 update
Date: June 04, 2008 10:14PM
Posted by: Rod_vs
Thanks so much, Claudio. Finally, someone put sand on LS!!!


One Racing driver and team manager
GPGSL-3: champion in 2007/2013/2014!
GPGSL-4: testdrivers champion in Season 11!
Re: Laguna Seca v_1.0 update
Date: June 05, 2008 09:51AM
Posted by: drafi5
Thank you very much, Claudio, maybe someone can solve the cc-line bug in
turn 5, but great work so far.

Happy racing from Germany !!!

Re: Laguna Seca v_1.0 update
Date: June 05, 2008 09:55AM
Posted by: X_Acto
Thank you, Claudio!

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



Re: Laguna Seca v_1.0 update
Date: June 05, 2008 10:21AM
Posted by: savinaclaudio
Well, i always noticed a ccline problem in turn n.1, never in turn n.5, i'll check it. Did you have this problem in turn n.5 also with this update? Let me know.
Bye
Re: Laguna Seca v_1.0 update
Date: June 05, 2008 12:49PM
Posted by: drafi5
JackieMatra wrote:"The biggest problem with the GP3 converted from GP2 Laguna Seca track is the corner where the track turns left to head uphill to the Corkscrew, where the AI regularly run off the track. "
The ccline problem in turn 5 was before and after the update.

Happy racing fromGermany !!!

Re: Laguna Seca v_1.0 update
Date: June 05, 2008 12:57PM
Posted by: R_Scandura
if it's the same problem accoring to me, it's due as usual to the lack of tighter/wider value in the ccline sector plus an heavy height change in a sector that maks my car jump away

-------------------------------
Re: Laguna Seca v_1.0 update
Date: June 05, 2008 01:50PM
Posted by: drafi5
I drove this track in Grand Prix 2 with the updated cc-line by
Branimir Juraga, is it possible to import this cc-line into the
updated track ? I tried it without success or must I take an other
track as base and import the GP2 track ?

Happy racing from Germany !!!

Re: Laguna Seca v_1.0 update
Date: June 05, 2008 04:32PM
Posted by: Rod_vs
Another problem: cameras!!!


One Racing driver and team manager
GPGSL-3: champion in 2007/2013/2014!
GPGSL-4: testdrivers champion in Season 11!
Re: Laguna Seca v_1.0 update
Date: June 06, 2008 09:51AM
Posted by: savinaclaudio
Hi people. Yesterday i simulated a few races in Laguna Seca, and i had no problem in turn n.5: even in a full race (with 20 drivers finishing).
Ok, the ccline is not perfect in that sector (as in other ones) but no cc regulary run off the track.
A question to understand: are you using a different MD file? (as i modified it to make CC be more prudent)
Let me know, this thing is becoming interesting...;-)
Re: Laguna Seca v_1.0 update
Date: June 06, 2008 11:09AM
Posted by: drafi5
The problem are not the AI cars, but the car I am driving, md file
is not different to your, but like Roberto wrote...

Happy racing from Germany !!!

Re: Laguna Seca v_1.0 update
Date: June 06, 2008 11:54AM
Posted by: savinaclaudio
drafi5 Wrote:
-------------------------------------------------------
> The problem are not the AI cars, but the car I am
> driving, md file
> is not different to your, but like Roberto
> wrote...
>
> Happy racing from Germany !!!

Ok, now i have understood: is not a problem of CC, but for human driver.
Even more interesting: i never noticed this "jump", and my car is ok.
But if there is an heavy height change in a sector, as Roberto said, it should be quite easy to correct it: just open the track editor and reduce the value (i already did it in Mexico City, and it worked very well).
So i'll check it again.
Re: Laguna Seca v_1.0 update
Date: June 06, 2008 03:25PM
Posted by: andrzej pilaszkiewicz
Hi, Claudio,
Try to make like this :
1. Set difficulty level to "rookie".
2. Press on regardless :-)
3. Watch what happens with your car in turn 5.
Re: Laguna Seca v_1.0 update
Date: June 06, 2008 04:33PM
Posted by: savinaclaudio
Guys, i have done what you said, but i noticed nothing strange in any sector of the track, only a jump in the middle of the corkscrew. Nothing in turn n.5.
I tried with a very soft setup and with a very hard setup, and also rookie level: it's the same.
I really don't know...
What about your setup? I mean, if we drive the same track, with the same MD file, the only difference coulb be car setup.
I'd like to be there with you to see...
Let me know.
Re: Laguna Seca v_1.0 update
Date: June 06, 2008 06:38PM
Posted by: R_Scandura
good news guys! I made some work on the track. I've fit the layout on a google earth map. Now the length is 3608mt, only 5 mt longer than the real and only the wise gods know how i got a perfect pitlane at the first shot finishing after turn 1. Some more fixes will come later. Been a good chance to review the insane overtake Zanardi made at the corkscrew o_O'

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




Edited 1 time(s). Last edit at 06/06/2008 06:39PM by R_Scandura.
Re: Laguna Seca v_1.0 update
Date: June 06, 2008 07:02PM
Posted by: drafi5
Good news, Roberto, Alex Zanardi is really a great driver and a human hero,
was glad to get his sign last year at WTTC Oschersleben.


Happy racing from Germany !!!

Re: Laguna Seca v_1.0 update
Date: June 06, 2008 07:21PM
Posted by: JackiMatra
"but no cc regulary run off the track.
A question to understand: are you using a different MD file?"

Quite possibly.
You may just have the AI glued to the track with a huge amount of grip.

What are the AI laptimes at ace level at Laguna Seca?
What is the track grip at Laguna Seca?
What is the driver performance of the carset you are using there?
Re: Laguna Seca v_1.0 update
Date: June 09, 2008 10:41AM
Posted by: savinaclaudio
JackiMatra Wrote:
-------------------------------------------------------
> "but no cc regulary run off the track.
> A question to understand: are you using a
> different MD file?"
>
> Quite possibly.
> You may just have the AI glued to the track with a
> huge amount of grip.
>
> What are the AI laptimes at ace level at Laguna
> Seca?
> What is the track grip at Laguna Seca?
> What is the driver performance of the carset you
> are using there?

Here you are the complete MD. Lap time is very close to real life, as the top speed (i checked them on internet, both for IRL and CHamCar): so track grip and air resistance have been set up to fit them (and they are in the usual gp3 range, i mean not extreme values).
For track grip, now that we have all the sand run off area, i was thinking to decrease it.
I use the default player grip, default gp3 physic, 800 BHP and best AI 16328.
P.S. don't forget to have a look at "ride height".
[gp3 magic file]

171 ; fw
169 ; rw
173 ; 1st
179 ; 2nd
185 ; 3rd
191 ; 4th
197 ; 5th
203 ; 6th
55 ; hard tyre
54 ; soft tyre
100 ; >= 50 tyretype 1 else 0
16384 ; unused
16384 ; unused
16384 ; unused
16384 ; unused
16855 ; track grip
16384 ; unused
16384 ; unused
26 ; related to next value below
900 ; ride height
16500 ; air resistance?
5483 ; fuel???
128 ; subtracted from diff between field_e2 of 2 cars and then compared to speed of first car
16782 ; tyre wear
64768 ; added to car.field_108. related to cc grip factor
384 ; grip???
10000 ; cc power factor (ace)
9600 ; cc grip factor (ace)
10580 ; cc power factor (semi-pro)
9600 ; cc grip factor (semi-pro)
9720 ; cc power factor (rookie)
9150 ; cc grip factor (rookie)
512 ; cc random perf range min
2048 ; cc random perf range max
10 ; some chance. same chance multiplied with race perc.
32 ; segment count, range 1 to 256
16 ; sectors to pit in 1
16 ; sectors to pit in 2
16384 ; pre pit speed limit
16383 ; fuel consumption 1
16383 ; fuel consumption 2
1800 ; cc shuffler???
80 ; a segment nr before which flag 0x80 in car.flags_ce is not cleared
69358 ; timing factor? (dword!)
-5800 ; timing factor finetune? (dword!)
16782 ; helps decide if a tyre set needs changing? (dword!)
14500 ; same as above (dword!)
3 ; rain chance
6 ; segment nr (start of some range)
6 ; segment nr (end of some range)
512 ; another perf factor
65535 ;
0 ;
0 ; pitstop group 1 %
37 ; stop 1
10 ; pit window 1
0 ;
0 ;
0 ;
0 ;
0 ;
100 ; pitstop group 2 %
25 ; stop 1
5 ; pit window 1
50 ; stop 2
5 ; pit window 2
0 ;
0 ;
0 ;
0 ; pitstop group 3 %
0 ; stop 1
0 ; pit window 1
0 ; stop 2
0 ; pit window 2
0 ; stop 3
0 ; pit window 3
0 ;
745 ; failure chance : suspension
0 ; failure chance : loosewheel
745 ; failure chance : puncture
745 ; failure chance : engine
1490 ; failure chance : transmission
745 ; failure chance : oilleak/waterleak
1490 ; failure chance : throttle/brake
745 ; failure chance : electrics
16368 ; unused
16256 ; unused
16128 ; unused
15872 ; unused
19968 ; bump factor
13 ; bump shift

[bumptable]

0,0
100,2
200,1
300,3
400,3
500,2
600,2
Re: Laguna Seca v_1.0 update
Date: June 10, 2008 06:05AM
Posted by: JackiMatra
The track grip in this file is huge.

The default GP3 track grip for the original circuits, in the 16000s results in way too quick laptimes at ace level for almost all circuits. (Monza being an exception, if I recall correctly.)

I have found that decreasing the track grip for most circuits by approximately 1000, to the 15000s, results in close to realistic laptimes, without causing any problems for the AI in staying on the track. (This is a generality, of course. Things differ considerably from circuit to circuit, with some circuits needing even less track grip and a few needing more for realistic lapping, but I have been able to reduce the track grip at some tracks, such as Adelaide, way down into the 14000s or even less, without having the AI experience any problems at all. Conversely, there are circuits, such as the original GP3 Buenos Aires or original GP3-2k Indianapolis where no matter how high the track grip was set, the AI would always regularly run off the track at one particular corner. The problem in such cases must have been the CC-line, as Belini managed to eliminate these problems in his versions of the Buenos Aires and Indianapolis circuits.)

"Lap time is very close to real life"
There may be a misunderstanding as to what this means.
In GP3/GP3-2k, I am not satisfied unless ace-level AI laptimes are at least within 1/2 second or real-world laptimes for the same cars. (In contrast, in another racing game that I am familiar with, its fans seem to think that laptimes as much as up to 10 seconds or so away from real-world laptimes are thoroughly acceptable.)
With a track grip of 16855, (which I recall would be about the highest of any original GP3 circuit, namely Imola), I don't see how the AI could be anywhere near real-world laptimes at Laguna Seca. With this high a track grip, they must be lapping several seconds faster than they should.

The physics that you are using would make a difference, as well.
ChampCars should have rather worse brakes and less grip than F1 cars from the same years, and until the restriction of a few years ago, somewhat more powerfull engines than F1 cars.



Edited 1 time(s). Last edit at 06/10/2008 06:13AM by JackiMatra.
Re: Laguna Seca v_1.0 update
Date: June 10, 2008 10:00AM
Posted by: savinaclaudio
Hi. Well, you can be right.
But consider this: i experienced that in some custom tracks is very difficoult to set the MD to have realistic performance all over the track. I mean, if i set a low cc grip, then AI are very slow in tight corners, and i can pass them easily; if i give the CC too much grip, AI are too much fast in every corner. The same for CC wing setup. So i have to manage the parameters to have a "realistic" lap, it means that in the same circuit (for example: Watkins Glen, Laguna Seca itself, Cleveland, Mid Ohio...) i must accept to be faster in a sector and slower in others: sometimes i have to reduce CC grip factor, other times the CC engine power, sometimes the CC wing setup.
About "track grip", it affects both human and AI: i noticed that if i set a low value (under about 16.200, it gives the feeling of wet race conditions, and it is almost impossible to accelerate without spinning if you don't use the traction control help).
As you can see, therefore, i had to set a high value of "timing factor finetune", just 'cause as you say the track grip is a bit high: but this has been the only way to "play the tarck".
So what i look for when i set a track is: realistic lap time (i can get difference of 0.100 if i work well), realistic top speed (quite easy combinating wing setup, ride height and air resistance), and to compete with AI and to race on that track (for example, i cannot set in any way Daytona Oval to have acceptable AI performance, and i gave it up).
Another consideration: in oval tracks, i had to set very very very high value of CC grip (even about 20.000 in short ones like Nazareth, to have the AI take the corners at the right speed): i think that we still miss something about how the game works, and this makes everithing a bit harder.
Anyway, very useful to discuss with you about these themes.
Bye, Claudio.
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