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Author Topic: Bloxham Park Motorsport Centre v0.98 - 08th Sept '09  (Read 17566 times)
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rip|Lumacor
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« Reply #45 on: August 09, 2009, 12:55:38 PM »

Currently uploading v0.97 of Bloxham Park.

- Fixed issue regarding a car position under the track and other behind garages
- Still one of the 'fixed' issues is now and odd garage position where a car slightly has some wheels in the wall, but doesn't really damage the car
- Some new billboards in with the old ones (Hypnotoad / TEAM RIP / WAR etc)
- Safety car now appears in the pit lane, near the petrol pumps

To install, you would probably be best off removing your old Bloxham Park directory and replacing with this one, however, I would suggest you do this after the current TOTW round (unless you rename this one to something else to try it).

(update) v0.97 available here: http://rapidshare.com/files/265597398/BloxhamParkGPv0.97_GTREVO_RIP.rar

(edit) in addition, after you've installed v0.97, please apply the start light fix : http://rapidshare.com/files/268534027/startlights_for_Bloxham_Park.rar
« Last Edit: September 08, 2009, 11:35:36 AM by rip|Lumacor » Logged

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rip|buzinator
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« Reply #46 on: August 10, 2009, 11:48:58 AM »

TotW server will run 0.95 until tomorrow.
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« Reply #47 on: September 08, 2009, 11:34:28 AM »

v0.98 now available: http://rapidshare.com/files/277329322/BloxhamParkGPv0.98_GTREVO_RIP.rar

Readme:

==== BloxhamParkGP v0.98 ====



Greetings fellow RIP racers!

Before installing, please delete any previous versions you may have installed of BloxhamParkGP

--------------------

Installation:


Please install BloxhamParkGP in the following destination:

\Steam\steamapps\[your name]\race 07\GameData\Locations

I would advise for AI offline racing or server AI difficulty, set between 92%-95% initially.

--------------------

Improvements since v0.97

-Fixed start light sequence
-tweaked AIW fuel usage from 57000 to 57500 (AI may run out of fuel after race completion, but for human calculations, should be okay
                  if you run light on fuel, be prepared to short shift or fuel save slightly on the final few
                     laps of a race)

-Fixed a number of AI teleport 'jumps' when coming in to make a pit stop, however some pit positions still have this problem
-Pit lane speed limit altered from 100kph / 60mph to 130kph / 80mph (during an f3000 race with fuel usage normal and tyre usage at 3x
                           this should make choosing between 1 and 2 stops closer)
--------------------

Setup suggestions:

-I recommend a setup similar to one you might use at Laguna Seca, with a few minor alterations to suit your own driving style
-Top speed at the end of the main start-finish straight should probably peak at about 154/155 mph
-Tyre pressures can afford to be quite low. In the 140s, again, adjusting to suit driving style

--------------------

Note:

With tyre wear now at x3 for WhoopAssGP6, during a 28 lap event at Bloxham Park, the some of the AI make quick pit stops near the end of the
race, not stopping for fuel, but just to change tyres. There is nothing I can do about this with the track itself, as it is a consequence of
having tyre wear set at x3. It does not thankfully happen to all the AI drivers owing to random variables, but sometimes it can seem
peculiar when the AI stop on the final lap of the race, just yards from the finish line.


Hope you all enjoy now that the lights are fixed. You won't believe how awkward they were to sort out!


Cheers!


Lumacor
« Last Edit: September 08, 2009, 11:48:59 AM by rip|Lumacor » Logged

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« Reply #48 on: October 16, 2009, 09:07:53 AM »

============
Progress Update
============

Currently, awaiting further model, lighting and track improvements / adjustments from the original rFactor release from my friend, Steve.

In the near future I will be converting the International version of the track for you all to use in GTR-Evo, which is more suitable for Touring Cars in terms of overall lap times. The AIW for that one is a bit cranky though and needs looking at and adjusting.

So for the time being the track remains at it's current version.

Hope your GP season is going well!

Luke
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« Reply #49 on: January 25, 2010, 11:12:20 AM »

Buz Update:

 I am working on converting Steve's v1.1c from rFactor to Race07. This will include the new International Circuit in addition to the existing GP course.

I have the actual tracks converted and drivable. In its current state it could be used for human-only races with flags-off. However, there are a couple corners that produce false positive cutting alerts when using flags (or take the AI to strange places when they are enabled). The solution for this is probably going to be recording new driving lines, which will probably be a big task.

Also, the TV cams for the International circuit all need adjustment. Lumacor's GP cams work well on that track, perhaps I'll try just using that for the Inter layout and see what happens (all pending his permission, of course).
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« Reply #50 on: June 04, 2010, 12:54:30 PM »

Buz Update:

Made entirely new AIW for International circuit and new pitlane for GP. Resolved corner cut issues and bizarre Turn-1 AI behavior (thx BPBriles for identifying!).

However, no matter what I do so far, the AI seem unable to pit for fuel & tires. They just drive thru. Still scratching my head.
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