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Tracks Okayama (3 seasons, 2 layouts) 1.01

Okayama AMS

  1. Patrick Giranthon

    Patrick Giranthon
    Premium

    Messages:
    3,159
    Ratings:
    +5,306
    Patrick Giranthon submitted a new resource:

    Okayama (3 seasons, 2 layouts) - Okayama AMS

    Read more about this resource...
     
    • Like Like x 16
    • Love Love x 1
    • Wow Wow x 1
  2. Jonathan Menéndez

    Jonathan Menéndez

    Messages:
    150
    Ratings:
    +50
    Thank you.
     
  3. alehop69

    alehop69
    Premium

    Messages:
    18
    Ratings:
    +3
    Thanks once more, Patrick....
     
  4. buzzhornet

    buzzhornet

    Messages:
    58
    Ratings:
    +9
    Brilliant, thank you again.
     
  5. Maxell

    Maxell

    Messages:
    39
    Ratings:
    +8
    Thanks a lot, great track :D
     
  6. polo199

    polo199

    Messages:
    60
    Ratings:
    +13
    Just want to say that RSR+Okayama is one of the best combination I've had in this game. :laugh:

    Congratulations to you and all your team! This is stellar work! Your mods can stand side to side with Reiza's content. :notworthy:
    Thanks a lot for your dedication to making this game even better than what it already is. :thumbsup:

    Hope you still have some cards in your game till the end of AMS dev time. ;)
     
    • Agree Agree x 1
  7. FerrariFanatic9

    FerrariFanatic9

    Messages:
    4
    Ratings:
    +2
    Fantastic Job! Track is a blast!
     
  8. Dann Murillo

    Dann Murillo
    Premium

    Messages:
    437
    Ratings:
    +230
    Brilliant work, as expected. Thank you guys! The track is a bit "heavy" as noted in the description. Similar to Adelaide, it really tests the limits of the gmotor - and is beautiful. ;)
     
  9. Marc Collins

    Marc Collins

    Messages:
    446
    Ratings:
    +139
    Another classic track; another amazing high quality addition to AMS. Thanks so much for providing both layouts and as usual your multiple seasons are a pleasure to behold. Good AI is also very much appreciated.

    The only thing that drops this to a 98/100 instead of 100/perfection is the usual AMS/gMotor z-fighting/flickering textures. In this case it's the Reiza pit wall stands (that have the same problem in Reiza tracks), a few trees (among the thousands!!) and the right side post of the giant Automobilista sign at Attwood Curve.
     
  10. Robert Bachmayer

    Robert Bachmayer

    Messages:
    128
    Ratings:
    +27
    Nice, thanks Patrick.
     
  11. Jebus

    Jebus

    Messages:
    1,045
    Ratings:
    +476
    This one is a true beauty! Thanks to all involved.
     
  12. Alex72

    Alex72

    Messages:
    623
    Ratings:
    +247
    Thank you! :thumbsup:
     
  13. Gui Cramer

    Gui Cramer

    Messages:
    1,531
    Ratings:
    +750
    Who made the original? Other than the Reiza advertising and season pass banners, it looks nice
     
  14. Eric Rowland

    Eric Rowland
    Premium

    Messages:
    314
    Ratings:
    +165
    [​IMG]
     
  15. Uff

    Uff

    Messages:
    169
    Ratings:
    +41
    I was waiting for this track, thank you! :D
     
  16. Uff

    Uff

    Messages:
    169
    Ratings:
    +41
    I did a very quick test with F3 cars and I think AI might have some problems with kerbs. They often cut too much, ending up with unexpected behavior: see the video below, AI was set at 92%.
     
  17. Gringo

    Gringo
    Premium

    Messages:
    725
    Ratings:
    +408
    Hi,

    Unfortunately the problem is in the F3 AI. If you like you can edit the F30x_upgrades.ini files to apply my solution into the F3 AI code... be sure to backup the original F30x_upgrades.ini.

    The original F30x_upgrades.ini must be used for online play as miss-match errors will occur with the edited F30x_upgrades.ini files.

    Add these lines to your F309_upgrades.ini and F301_upgrades.ini files

    Code:
    UpgradeType="AI"
    {
      UpgradeLevel="F3"
      {
        Description=""
    
        HDV=[GENERAL]
        HDV=AIAimSpeedsPerWP=(50,70,85,100,110,125,140,155)
        HDV=AICornerReductionBase=100
        HDV=AIMinPassesPerTick=3
      }
    }
    

    BaseVehiclePrice=0

    UpgradeType="AI"
    {
    UpgradeLevel="F3"
    {
    Description=""

    HDV=[GENERAL]
    HDV=AIAimSpeedsPerWP=(50,70,85,100,110,125,140,155)
    HDV=AICornerReductionBase=100
    HDV=AIMinPassesPerTick=3
    }
    }

    UpgradeType="LCD and wheel type"
    {

    Instance="WHEEL"
    Instance="DEBRIS0"
    Instance="COCKPIT"


    UpgradeLevel="Type A"
    {
    Description=""

    GEN=<STWHEELA>=F309_STWA_A.gmt
    GEN=<STWHEELB>=F309_STWA_B.gmt
    GEN=<STWHEELC>=F309_STWA_C.gmt
    GEN=<STWHEELD>=F309_STWA_D.gmt

    GEN=<LCDA>=F309_LCDA.gmt
    GEN=<LCDGA>=F309_LCDGLASSA.gmt

    CPIT=RPMLED=F3_RPM
    CPIT=RPMLEDRANGE=(0,7250)
    CPIT=RPMLEDNUMBER=64
    CPIT=RPMLEDBackgroundLitColor=(0, 0, 0, 0)

    CPIT=RPMLED2=F3_RPML
    CPIT=RPMLED2RANGE=(6000,7000)
    CPIT=RPMLED2NUMBER=5

    CPIT=LCDBackgroundMaterial=F3B_LCD
    CPIT=LitLCDEmissiveColor=(0, 0, 0, 0)

    CPIT=GearsFont=F309_FONT.bmp
    CPIT=GearsBackground=F309_GEARSBK
    CPIT=GearsScale=(0.8, 1.1)
    CPIT=GearsBackgroundLitColor=(0, 0, 0, 0)

    CPIT=SpeedFont=F309_FONT.bmp
    CPIT=SpeedBackground=F309_SPEEDBK
    CPIT=SpeedScale=(1.0,1.2)
    CPIT=SpeedBackgroundLitColor=(0, 0, 0, 0)

    CPIT=LapsFont=F309_FONT.bmp
    CPIT=LapsBackground=F309_LAPSBK
    CPIT=LapsScale=(0.5,0.9)

    CPIT=PlaceFont=F309_FONT.bmp
    CPIT=PlaceBackground=F309_PLACEBK
    CPIT=PlaceScale=(0.5,0.8)

    CPIT=LCDFuelFont=F3_FONTB.tga
    CPIT=LCDFuelBackground=F3B_FUELBK
    CPIT=LCDFuelScale=(1.0, 1.0)
    CPIT=LCDFuelBackgroundLitColor=(0, 0, 0, 0)

    CPIT=LCDOilTempFont=F3_FONTB.tga
    CPIT=LCDOilTempBackground=F3B_OILBK
    CPIT=LCDOilTempScale=(0.75, 0.85)
    CPIT=LCDOilTempBackgroundLitColor=(0, 0, 0, 0)

    CPIT=LCDWaterTempFont=F3_FONTB.tga
    CPIT=LCDWaterTempBackground=F3B_WATERBK
    CPIT=LCDWaterTempScale=(0.75, 0.85)
    CPIT=LCDWaterTempBackgroundLitColor=(0, 0, 0, 0)

    CPIT=LapTimeFont=F3_FONTB.tga
    CPIT=LapTimeBackground=F3B_TIMEBK
    CPIT=LapTimeScale=(0.64, 0.5)
    CPIT=LapTimeBackgroundLitColor=(0, 0, 0, 0)

    CPIT=SplitTimeFont=F3_FONTB.tga
    CPIT=SplitTimeBackground=F3B_TIMESPBK
    CPIT=SplitTimeScale=(0.64, 0.5)
    CPIT=SplitTimeBackgroundLitColor=(0, 0, 0, 0)
    }

    UpgradeLevel="Type B"
    {
    Description=""

    GEN=<STWHEELA>=F309_STWB_A.gmt
    GEN=<STWHEELB>=F309_STWB_B.gmt
    GEN=<STWHEELC>=F309_STWB_C.gmt
    GEN=<STWHEELD>=F309_STWB_D.gmt

    GEN=<LCDA>=F309_LCDB.gmt
    GEN=<LCDGA>=F309_LCDGLASSB.gmt


    CPIT=RPMLED=F3_RPM
    CPIT=RPMLEDRANGE=(0,7250)
    CPIT=RPMLEDNUMBER=64
    CPIT=RPMLEDBackgroundLitColor=(255, 0, 0, 255)

    CPIT=RPMLED2=F3_RPML
    CPIT=RPMLED2RANGE=(6000,7000)
    CPIT=RPMLED2NUMBER=5

    CPIT=LCDBackgroundMaterial=F3B_LCD
    CPIT=LitLCDEmissiveColor=(255, 0, 0, 255)

    CPIT=GearsFont=F3_FONTB.tga
    CPIT=GearsBackground=F3B_GEARBK
    CPIT=GearsScale=(0.8, 1.0)
    CPIT=GearsBackgroundLitColor=(255, 0, 0, 255)

    CPIT=SpeedFont=F3_FONTB.tga
    CPIT=SpeedBackground=F3B_SPEEDBK
    CPIT=SpeedScale=(1.0, 1.0)
    CPIT=SpeedBackgroundLitColor=(255, 0, 0, 255)

    CPIT=LapsFont=F309_FONT.bmp
    CPIT=LapsBackground=F309_LAPSBK
    CPIT=LapsScale=(0.5,0.9)

    CPIT=PlaceFont=F309_FONT.bmp
    CPIT=PlaceBackground=F309_PLACEBK
    CPIT=PlaceScale=(0.5,0.8)

    CPIT=LCDFuelFont=F3_FONTB.tga
    CPIT=LCDFuelBackground=F3B_FUELBK
    CPIT=LCDFuelScale=(1.0, 1.0)
    CPIT=LCDFuelBackgroundLitColor=(255, 0, 0, 255)

    CPIT=LCDOilTempFont=F3_FONTB.tga
    CPIT=LCDOilTempBackground=F3B_OILBK
    CPIT=LCDOilTempScale=(0.75, 0.85)
    CPIT=LCDOilTempBackgroundLitColor=(255, 0, 0, 255)

    CPIT=LCDWaterTempFont=F3_FONTB.tga
    CPIT=LCDWaterTempBackground=F3B_WATERBK
    CPIT=LCDWaterTempScale=(0.75, 0.85)
    CPIT=LCDWaterTempBackgroundLitColor=(255, 0, 0, 255)

    CPIT=LapTimeFont=F3_FONTB.tga
    CPIT=LapTimeBackground=F3B_TIMEBK
    CPIT=LapTimeScale=(0.64, 0.5)
    CPIT=LapTimeBackgroundLitColor=(255, 0, 0, 255)

    CPIT=SplitTimeFont=F3_FONTB.tga
    CPIT=SplitTimeBackground=F3B_TIMESPBK
    CPIT=SplitTimeScale=(0.64, 0.5)
    CPIT=SplitTimeBackgroundLitColor=(255, 0, 0, 255)
    }
    }
     
    Last edited: Mar 22, 2017
    • Like Like x 2
  18. tpw

    tpw

    Messages:
    327
    Ratings:
    +129
    Hey Gringo do you know if it's possible to adjust AiTorqueStab via an upgrades.ini file as you've done in the above F3 files? I get annoyed at the superhuman stability of the AI in collisions etc and would love to be able to change it for various vehicles for offline SP use.
     
  19. Gringo

    Gringo
    Premium

    Messages:
    725
    Ratings:
    +408
    It should work.
     
  20. tpw

    tpw

    Messages:
    327
    Ratings:
    +129
    Thanks Gringo, appreciated.

    So I tried adding the below code to the upgrade.ini for the Cat Superlight Sequential


    UpgradeType="AI"
    {
    UpgradeLevel="Stability"
    {
    Description="Reduced AI superhuman stability"

    HDV=[GENERAL]
    HDV=AITorqueStab=(0.5,0.3,0.5)
    }
    }

    The upgrade shows up as installed, but the cars remain as superglued to the track as usual. I'm sure I'm doing something basic wrong.

    EDIT: PS Sorry for derailing the thread for this awesome track by the way