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Would be grateful if Redhawk could contact myself or if anybody can tell me how to get in touch with him.
best waist trainer
inflatable dinosaur costume
little red riding hood costume
wonder woman costume
newstart027 on Nov-07-2016
i agree bumps are a bit whacky near chicane i get thrown onto wall sometimes
lyleman222 on Aug-01-2014
I live in baltimore, Lombard st. is way to bumpy, and the track itself (including start/finish line) and the road markings are way inaccurate... BUT this is still a good mod and looks like time and effort went into it.
mrockracing on Jan-29-2014
It always annoyed me that at one track I would win by miles, up to over a lap ahead of the AI's, at another be able to pass an AI on a corner only to have them zoom back past on the next straight, then at another just watch the AI's disappear into the distance.
So by altering settings in the aiw & gdb I hope to make each track fair, challenging, consistent & balanced & adjust any minor car/garage errors I can, 90+ tracks so you can use as many as you like in an rfm.
In the aiw I adjusted the fueluse setting if needed to make the Fuel/lap ratio more correct, so you can put enough fuel in for qualifying & the race (my corrections are normally within 2 laps of a full tank).
set the worst adjust to 0.8 (rf default), set mid adjust to 0.9 (rf default), set best adjust to 1.0 (rf default) (while I adjust the grip level for AI drivers using AIDryGrip in the gdb file) then increase it to 1.1 (Which makes the AI's about 3 - 6 secs faster per lap in qualifying)
In the gdb I remove any attrition setting as many tracks already have it built in & adjust the garage depth if needed, remove the QualifyDuration & QualifyLaps so these can be controlled from the rfm file, normal duration of 40mins & 6 laps for qualifying, any tracks that have the laps reduced to 3 is because more than 40% of AI's fail to set a lap time in 6 laps(this prevents them from leapfroging to the front of the grid when qualifying ends), any tracks that have 4 or 7 laps is because when either an AI breaksdown or the player ends their qualifying 2 laps are added to the total instead of just 1.
Add AIDryGrip & increase the setting until the fastest AI in the same car as I use to set my fastest lap time possible on a test day, is about 1 - 4 secs slower (depending on the track length & type) in weekend race qualifying (this allows for the AI's only driving at 90% - 95% of normal season Qualifying pace & allows for the 3 - 6 sec faster time when bestadjust is increased to 1.1).
I then do a test race so I can do any fine tuning to the AI grip settings.As all tracks are different & some track makers already give the AI's extra grip there
is not one easy grip setting that will work for all tracks, so is a matter of trial & error.
I could do with feedback on the settings, so if anyone would like to try the street tracks I have done, then contact me email@example.com . The tracks I have completed are in Australia & the Far east, 4 tracks over 10Km(marathons) & America these rar files are 3Mb & contain only the aiw & gdb files, so if you do not already have the tracks, you would need to download the original, then overwrite the aiw & gdb, I've made it so you can install in the same way as any mod. These settings were done using cars from the HotHatch mod by Murph, so hopefully should be ok for other car mods.
I am still working on tracks in Europe, so will contact anyone who has kindly tested the tracks as it is completed & should be about 4-5Mb.
Lockinvar on Jan-11-2014
Great track, just 2 minor problems in the garages, I noticed that 2 cars didn't set any lap times, on investigation I found that 2 cars weren't able to leave their garage spots, one at the side of the red trailer towards the rear of the trailer, this was easy to solve by increasing the garage depth to 3.5, the other is to the left of the car show stand (as you look from the swing camera), which was driving into the back of the car display stand, I had to increase the the garage depth to 10.85 in order for the car to hit the side of the display stand & being able to exit, unfortunately this has caused problems with the cars to the side of the red trailer hitting the barriers around it, so is not a perfect solution especially if there is another garage space directly behind the show stand, hope you willl be able to correct these minor faults.
It's team index 16 that has the garage position causing the problem, I've removed the garage positions from the team index so no cars will be placed there, until you can come up with a proper solution, just removing the whole team index causes the next index to move into that position for some reason.
Lockinvar on Jan-05-2014
The heck, when i race there on champ car 07 mod, the car's left wheels do not touch the ground properly causing me to drive against the wall in the last corner before start / finish line.....
TriplaJ on Oct-09-2013
Lechsweeb, could you fix the location of the start/finish line please. Apart from that its a very good track.
anels9 on Oct-08-2013
Start/finish line is still at the wrong place.
Piracae44 on Oct-08-2013
erhard on Oct-08-2013
download link doesnt work, says it belong to non-validated account so it can't be downloaded then.
Post a Baltimore Grand Prix Comment
TriplaJ on Oct-08-2013