Hi guys,
Once again, I'm in a rather delicate situation with a track - it's probably more difficult than it was the last time out with Imola.
In the same vein as Imola, I built an old layout of another track, Monaco, inside its original 2001 graphics environment. Those of you familiar with the old Monaco would probably guess it right that the biggest challenge in making this work lies in making the extremely unusual pit arrangement work.
The pits of the past (1929-1971) Monaco were not separated from the track, but ran 'inside' it on the right edge of the S/F straight.
Now, I think maybe against all odds, I almost managed to make it work via some judicious adjustment of the lanes and the magic data. The AI is all fine apart from a minor inconvenience (cars occasionally forced out of congested pits midway towards their stalls and thus running out of fuel), it is the player car that is the issue.
I simply cannot enter, or to be more precise, cannot stay in the pit lane - the car responds well to the Sectors To Pit In and Pit Lane Start commands in the magic data, swerwing to the right after exiting the final hairpin, it begins to slow down to adhere the Speed Limiter On command and then... all of a sudden, right around where the Pit Lane Fences Begin and/or Speed Limiter On commands are, it gets kind of 'freed' from the pit lane, accelerating away. The AI also used to do that in the beginning as well, but I solved that issue by extending the route from the first Pit Lane sector to the Pit Lane Fences Begin command.
Some details I think I have to share due to the unusual arrangement:
- The pit lane is entirely inside, not just the track, but the actual track ribbon as well.
- It has no gates on the left.
- Its fast lane is a little to the left of the right edge, leaving a narrow bank, extending to the right fence, for the cars to stop on.
- Garage Angle is adjusted in the magic data to make the cars park roughly parallel with each other.
- Garage and Pit Y Positions are brought close enough to the pit lane.
My personal opinion is that, while they are extreme values, the latter three has nothing to do with the problem as they work well for the AI, even for me, when I'm leaving the pits for the first time.
Things I tried so far:
- Playing around with the placement (not the order) of the Pit Lane Start, Pit Lane Fences Begin, Speed Limiter On, Pits Start and Pits End command.
- Widening the fast lane on the section in question (in the sectors around the Pit Lane Fences Begin and Speed Limiter On commands).
- Shortening the pit entry.
- Enabling gates on the section in question.
(Worst case scenario is that you can only play without pitting, e. g. up to 35% race length only.)
Edited 1 time(s). Last edit at 02/24/2015 05:33PM by Atticus..