Richard J Wrote:
-------------------------------------------------------
> Atticus
>
> Ran a race with the track again. All the cars
> followed the correct CC line until they made a pit
> stop. Then the last turn issues of following a
> incorrect CC line takes place for the cars that
> have made a pit stop. Those cars that have not
> made a pit stop continue to follow the correct CC
> line in the last corner until they have also made
> a pit stop. On the next lap, they then take an
> incorrect CC line in the last corner which is
> there until the end of the race. It appears that
> since there is not a correct pit lane, and they do
> not actually make a visual pit stop in the game,
> it affects the correct CC line going into and
> exiting the last corner. The multiple movements
> to the left/right/left which makes them hit the
> track barriers, is the car looking for the pit
> lane.
Hm, I see. I ran a test with my improved CC-line and it appears that this solved the problem. I had no such issue. I think the problem could have been twofold:
1) The excellent F1virtual CC-line tutorial especially advises against using Radius values below +/-2000. The last corner of ginoblade's work used a 1850...
2) The whole track used a ShiftAngle value in the Initial sector of the CC-line, which I never use, always leave it on 0. Once I used it some time ago, and it caused the whole line in-game to deviate from the one I saw in GP4Builder. So I think it is better to leave it on 0.
*
However, I still cannot state my solution is good, because apparently the test I made yesterday with no mechanical failures and no DNFs was a one-offs. Several other tests did result in a lot of failures and DNFs. On Ace level... I don't know how to reduce them properly. On a few tracks of mine the CC-line got worked out well, on others not...
I have an assumption for the mechanical failures though: maybe I cannot use Shift values as high as 120 or 200 in the sectors with very low Radius values...
EDIT: I found out that mechanical failures are usually high using the original Monaco track (and untouched GP4) anyway. So 'only' DNFs have to be decreased.
Edited 1 time(s). Last edit at 06/16/2012 11:23AM by Atticus..