How long is the wall in real life? At what points does it start and stop? What's the relation to the start finish line?
- Regarding @NingDynasty's Eifel Pit Road Calculator the actual Pit Wall should be 334 m which would fit the available straight length of 370 m. But this would mean that my 1st PitROAD segment would have to start somewhere at the last curve before the straight begins. If we'd assume a total track length of 4.000 m would it be possible to let the 1st PitROAD segment (code: 11356711283892013768 = 100m) start at vpos1 3.500 and end at vpos2 50 ?
- Scaling the PitROAD segments could work as well but I'm afraid it might lead to some working issues.
- Omit the 2nd PitROAD segement might be another possible trick @eran0004 suggested once but has anyone ever actually tried? In this context is it correct, that the 6th PitROAD segment is basically a normal road and that the Pit Wall and Pit Exit are within the 5th PitROAD segment?
- Change the 1st curve into a straight so that I get a homestraight with a total length of 467 m. By adapting the 2nd curve (R 87) I'd get to the original replica path again. But this solution would change the character of the real homestraight and first corner quite a bit so I'd leave that only as an emergency solution.
- Any other ideas???
How long is the wall in real life? At what points does it start and stop? What's the relation to the start finish line?
If you want to start the pit road on a curve make sure the "home straight" starts somewhere else on the track. For Portland it was about 250 meters before pit lane start, Highlands IIRC something similar. Ideally the 0 point (track start) occurs at a random straight part of the circuit that has no scenery as curbs ect won't go from 3999 -> 1, they'll just disappear.
You are correct in that (example) you start at 3950m & end at 50m that your desired object @100m will be squashed to 50m & will not pass the S/F threshold.
How long is the wall in real life? At what points does it start and stop? What's the relation to the start finish line?
Newly created course was successfully uploaded to GT6.
But i cannot see in online in my profile?
struct Load_Road road[last]
Normal Road
int flag = 0
vpos = 3850
vpos2 = 3950 (correct )
How? I've read that tool collection thread, i've searched Razermans post and i didn't find anywhere how is this done.You need to import it in GT6 and make a test run before you can publish it.
How? I've read that tool collection thread, i've searched Razermans post and i didn't find anywhere how is this done.
What do i directly plug a usb into the PS3?
How? I've read that tool collection thread, i've searched Razermans post and i didn't find anywhere how is this done.
What do i directly plug a usb into the PS3?
Has anyone tried making the Goliath Circuit from Horizon? I'll give someone a cookie
Has anyone tried making the Goliath Circuit from Horizon? I'll give someone a cookie
It's too long. But you could always make something similar in character, but shorter. Death Valley would probably be a good location.
Thank you. I am using that to balance road width.Road width is the width of your track, more precisely int flag 0 and 1. The other two seem to have no effect on the Ted file.
If int flag 2 is placed on a non pit element it will become the default width of about 8 meters.
You can use this to have two widths but it would be your designated track width and 8 meters.
Thank you. I don't understand clearly how it works :Tight road is about the terrain that goes beyond the barriers (it's the area where you place the decorations). The tight road makes that terrain narrower (so that you can make tighter corners).
Thank you. I don't understand clearly how it works :
What effect should i notice by not using it please ?
- i am using Left or Right sand traps for Hairpins, so i should need to be back to normal road like (edit : no sand trap) by using Tight Road
- it requires 3 segments instead of 2 (Sand 1 and 3)
A very low width does not crash the game - there are tracks where the tarmac is a string, closer to 0 than 1 m. These are not integers but floating point.Do you know if values lower than 8m can be used (like 7m) or even not integer values like 7.2m for road width (just to avoid freezing the PS3 once more) ?
It's great just playing around with this, but the Ted Editor will not work for me as i keep getting a message saying that the module numpy is missing...can't find him anywhere@brandon b What tools are you using?
Edit: Update to the Track Layout Creator, version 1.6 is now available.
https://www.gtplanet.net/forum/threads/course-maker-toolbox.352281/#post-11706459
Changes:
- Disabled the join/unjoin feature, since only circuits are supported currently. Polygons are now joined by default.
- Polygon point labels now display the point index: [0], [1], [2], etc.
- The line between the last point and the first point is dashed, to make it easier to see where the polygon begins and ends.
- Various minor tweaks and fixes.