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Bergwerk 1

By: Erwin Greven
Origin: Scratch | Fantasy
Category: Temporary Circuits
Initial release: 30-Jun-13
Current release: 1, on 01-Jul-13

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Screenie by: Erwin Greven
Screenie by: Erwin Greven
Screenie by: erwin greven
Screenie by: erwin greven
Screenie by: erwin greven
Screenie by: erwin greven
Screenie by: erwin greven
Screenie by: erwin greven

Description (Click to toggle Visibility)

Community Rating

Overall rating since initial release  
390/500 (48 votes) 1 2 3 4 5
Community Ratings since October 01, 2009   My Ratings
Sense of Immersion
Texture Quality
Track Layout
Racing Line
AI Behaviour
Facilities (Pits, Grid etc)
OK Track Naming
FPS Performance
Realistic Track Surface
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Latest Bergwerk Comments

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Deleted all links. I don't support sites that are ruined deliberately and is been spammed massively.
erwin greven on Dec-01-2016

James Thorton from Dunedin City, New Zealand.
newstart027 on Oct-17-2016

Deleted track.
erwin greven on Jul-17-2015

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 . 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

Thanks 53i!! I have updated the file, which had also has an updated fuel use.
erwin greven on Aug-18-2013

The start finish line does not pass through the entire Box.
This can not be counted in the pit stop the round.
53i on Jul-30-2013

Love it! In the mods I've tried the AI is really fast...which is cool. Just well done all around. Thank you.
courier on Jul-03-2013

erwin greven on Jul-03-2013

Link OFF, please reupload !!
amiami on Jul-02-2013

[MAD]Hammer on Jul-01-2013

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