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SAFER Barrier Project :: View topic - Las Vegas Feedback
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Las Vegas Feedback
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Brad




Joined: Jan 27, 2009
Posts: 12


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PostPosted: Fri Jan 30, 2009 9:27 pm Post subject: Las Vegas Feedback Reply with quote

J-Rock

First let me congratulate you an amazing track.  You have created something really special with this one.  The graphics are amazing, and I certainly didn't have any issues with framerates, so the work that you did over the last week or so before release seemed to have worked.

I ran a 167 lap race this morning - well I only got to lap 121 before crashing Embarassed and have a couple of obsevations for you.

1.  The cars seem to slow down a little when running side by side.  I had a look in the track.ini and noticed that the dlat_pad was 1.0 whereas some of the other 1.5 milers have this a little lower (Atlanta has 0.85) which may have something to do with it.  If two cars were racing side by side, I found I had to be careful not to trip over them as they would slow down a bit more than I expected.

2.  Compared with the original tracks, I got much better tire wear than I expected.  I created a good setup, and got to lap 48 before the RF turned yellow indicating 50% wear.  Even with Volker Hackmann's perfect setups, I usually only get 35-40 laps on half a set of tires.

3.  Quite probably related to 2 above, even when running flat out the tires didn't seem to heat up very much.  There wasn't the usual tension between the need to run fast and the problem of cooking the tires - they just settled at around 210-215.  I'm not sure if this is what you intended based on knowledge of tires and/or Vegas that I don't have but thought I would point it out.

4.  The cones at the start of pit lane seem to work - I came off turn 4 a little loose and had trouble entering the pits safely (I think I was left of the cones) and ended up with a 30 second penalty.

5.  When I crashed, it was due to someone slowing down in turn 4 in order to enter pit road - whilst annoying this seems to be a feature of the game rather than track specific - having the merge point back a little may help though - not sure.

Anyway, as I said at the start - superb track.  I was very excited to see this completed.  Keep up the great work - I hope to see Homestead soon to find how you have solved the progressive banking issue that makes that track so frustrating!

Cheers

Brad
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scnrfrq




Joined: Apr 26, 2008
Posts: 8


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PostPosted: Sat Jan 31, 2009 9:18 am Post subject: Re: Las Vegas Feedback Reply with quote

This track won't load for me. Any ideas how to fix?
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Dalejrfan88




Joined: Apr 26, 2008
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PostPosted: Sat Jan 31, 2009 7:07 pm Post subject: Re: Las Vegas Feedback Reply with quote

Try D/L it again.
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J-Rock
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Joined: Apr 21, 2008
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PostPosted: Sun Feb 01, 2009 4:21 pm Post subject: Re: Las Vegas Feedback Reply with quote

First let me say thanks for your kind words.....  Smile ....Now, let me tackle some of your observations....

Brad wrote (View Post):
J-Rock

1.  The cars seem to slow down a little when running side by side.  I had a look in the track.ini and noticed that the dlat_pad was 1.0 whereas some of the other 1.5 milers have this a little lower (Atlanta has 0.85) which may have something to do with it.  If two cars were racing side by side, I found I had to be careful not to trip over them as they would slow down a bit more than I expected.


I figured that this might turn out to be a problem, but just as you mentioned peering into the INI and pointing specific lines, simmers alike are curious and will poke around in it to tweak certain lines to acheive what they feel is "good" racing....sorry, but this is truly a difference of opinion between one simmer to the next and it's kind of built-in to assume that those like yourself will do just what you did....hope you don't take that the wrong way.... Confused ....just that not ignoring the fact the issue exists, rather it is known that the end-user of the tracks will most likely open up the INI and start critiqueing it based on the racing they just experienced with it...just as you have....

I guess what I am saying is if you feel the neccessity to adjust that line (or any others for that matter) to tweak to your own tastes....cannot stop you from doing that....

Brad wrote (View Post):
2.  Compared with the original tracks, I got much better tire wear than I expected.  I created a good setup, and got to lap 48 before the RF turned yellow indicating 50% wear.  Even with Volker Hackmann's perfect setups, I usually only get 35-40 laps on half a set of tires.


This would be EXACTLY the type of wear you should be getting with a "good" setup.... Very Happy ....I assume that you used 1X Pit Frequency....the Project tracks are geared (no pun intended.... Wink ) to run it at 100% length in 70 degrees, Clear....at least this is the baseline that is used to adjust particular properties like the tires....when you apply other features like Realistic Weather and raise the Pit Frequency the car/truck will react to those changes accordingly more accurately, at least it is felt....Judging by the 167 lap length you had run, if I could suggest that if you run a partial race (anything less than 100%) to bump the Pit Frequency up to at least 2X and trust me it will make a difference.... Wink

Brad wrote (View Post):
3.  Quite probably related to 2 above, even when running flat out the tires didn't seem to heat up very much.  There wasn't the usual tension between the need to run fast and the problem of cooking the tires - they just settled at around 210-215.  I'm not sure if this is what you intended based on knowledge of tires and/or Vegas that I don't have but thought I would point it out.


Again, just like the overall tire wear...this is right on spot to what you should be getting with a "good" setup... Smile ....as I remarked  for the previous observation, if you try using 2X Pit Frequency and run that same event, should give you the result that your used to.... Wink

Brad wrote (View Post):
4.  The cones at the start of pit lane seem to work - I came off turn 4 a little loose and had trouble entering the pits safely (I think I was left of the cones) and ended up with a 30 second penalty.


Good, I suppose you learned your lesson there and won't let that happen again.... Very Happy ....This would be what is suppossed to happen if you cross the commit cones and don't continue to pit and shoot back out on to the track....even if it's not done intentionally (i.e fake pitting) you will get a penalty...


Brad wrote (View Post):
5.  When I crashed, it was due to someone slowing down in turn 4 in order to enter pit road - whilst annoying this seems to be a feature of the game rather than track specific - having the merge point back a little may help though - not sure.


This might be true... hmmm ....it was felt that merge window applied would be OK in that the AI get off the preferred line of the racing surface and get to the apron in an effort to pit more quickly....

Brad wrote (View Post):
Anyway, as I said at the start - superb track.  I was very excited to see this completed.  Keep up the great work - I hope to see Homestead soon to find how you have solved the progressive banking issue that makes that track so frustrating!


Do appreciate all the kind words and your support in the development of the Project tracks...this one in particular... Wink ...your observations are abviously a fresh perspective and aren't taken lightly....

Thank You!!!.... Very Happy



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Bram515




Joined: Jan 30, 2009
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PostPosted: Tue Feb 03, 2009 5:32 pm Post subject: Re: Las Vegas Feedback Reply with quote

About the ai slowing down at random places (entering, middle and exiting corners): Can this be solved with ini tweaking? Or are new lp files needed for this issue to get solved? I'm just asking because I'm mostly an offline racer and sooner or later during a race, you will run someone over. This ain't fun. But I love the track you have made so I would appreciate all the help I can get so I can continue tackling it Smile
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J-Rock
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Joined: Apr 21, 2008
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PostPosted: Tue Feb 03, 2009 11:19 pm Post subject: Re: Las Vegas Feedback Reply with quote

Bram515 wrote (View Post):
About the ai slowing down at random places (entering, middle and exiting corners): Can this be solved with ini tweaking? Or are new lp files needed for this issue to get solved? I'm just asking because I'm mostly an offline racer and sooner or later during a race, you will run someone over. This ain't fun. But I love the track you have made so I would appreciate all the help I can get so I can continue tackling it Smile


You could adjust some lines in the ai_track section of the INI to rid the problem, but to tell you the truth it most likely won't help...it's the race.LP that is probably whacked and they are a bugger to get just right.... Mad .. Confused



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Brad




Joined: Jan 27, 2009
Posts: 12


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PostPosted: Sat Feb 07, 2009 11:10 pm Post subject: Re: Las Vegas Feedback Reply with quote

Hi All

I should have mentioned that I posted my setup for this track over at www.setup-guru.com.  As I mentioned, I think it is a good setup (may not be perfect though!)
http://www.setup-guru.com/setup-exchange/17097-las-vegas-07-sbp-cup-setup.html

Cheers
Brad
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J-Rock
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PostPosted: Sun Feb 08, 2009 6:57 pm Post subject: Re: Las Vegas Feedback Reply with quote

Thanks Brad !!!.... Very Happy

Also, in case some may not know or be aware of...the SBP tracks come with a "nuetral" Custom setup in at least the Cup and Truck (CTS) physic which can be selected from the Garage in-game the same way that all other setups are acquired.... Wink




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WillScott




Joined: Feb 23, 2009
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PostPosted: Tue Feb 24, 2009 5:37 pm Post subject: Re: Las Vegas Feedback Reply with quote

I have tried to D/L the new vegas track several times and have only made it as far as 3 MB before it stops and says file contains invalid data. Fix?
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J-Rock
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PostPosted: Tue Feb 24, 2009 8:26 pm Post subject: Re: Las Vegas Feedback Reply with quote

WillScott wrote (View Post):
I have tried to D/L the new vegas track several times and have only made it as far as 3 MB before it stops and says file contains invalid data. Fix?


There was some behind-the-scenes work being done on the website structure during the time you probablly tried to download....It appears to be working fine now.... Wink .....apologies for the inconvenience.... Confused



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WillScott




Joined: Feb 23, 2009
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PostPosted: Tue Feb 24, 2009 9:49 pm Post subject: Re: Las Vegas Feedback Reply with quote

J-Rock wrote (View Post):
WillScott wrote (View Post):
I have tried to D/L the new vegas track several times and have only made it as far as 3 MB before it stops and says file contains invalid data. Fix?


There was some behind-the-scenes work being done on the website structure during the time you probablly tried to download....It appears to be working fine now.... Wink .....apologies for the inconvenience.... Confused


I still can't get it. Maybe its just me. It gets to 3.5 - 4.5  mb and tries to run program. When I click on run, it says "invalid file data". Any help with this would be greatly appreciated.
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J-Rock
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PostPosted: Wed Feb 25, 2009 8:48 pm Post subject: Re: Las Vegas Feedback Reply with quote

WillScott wrote (View Post):

I still can't get it. Maybe its just me. It gets to 3.5 - 4.5  mb and tries to run program. When I click on run, it says "invalid file data". Any help with this would be greatly appreciated.


From the download dialog, try not choosing 'Run' and use 'Save' instead???.... Confused



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islandiver




Joined: Dec 19, 2008
Posts: 7


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PostPosted: Sun Mar 01, 2009 12:06 am Post subject: Re: Las Vegas Feedback Reply with quote

Great track JRock, only issue for me is 3/4 of the pitboxes are inside pit wall, and my crew won't service my car when I stop in my box. Should I re-download?
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nextel




Joined: Apr 26, 2008
Posts: 3


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PostPosted: Sun Mar 01, 2009 12:32 am Post subject: Re: Las Vegas Feedback Reply with quote

can you change the logo on the infield for Shelby 427 please
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islandiver




Joined: Dec 19, 2008
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PostPosted: Sun Mar 01, 2009 1:05 am Post subject: Re: Las Vegas Feedback Reply with quote

NM, I re-downloaded and it works fine now.
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