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[Update-Release] Total Spa 2013 2.5 I_icon_minitime24/10/2024, 21:16 by Chronskic

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[Update-Release] Total Spa 2013 2.5

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[Update-Release] Total Spa 2013 2.5 Empty [Update-Release] Total Spa 2013 2.5

Post  Guest 4/8/2013, 15:42

Total Spa 2013 (Version 2.5) for GTR2 by ilu2404

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Original Track for Codemaster F1 2011
Original rfactor Conversion by Triebie
Permission given by Triebie




After I've been asked to do a better Spa Track for Online Racing, I decided to overhaul the Total Spa Track.
It had bad FPS but it looked so nice and it would've been bad to leave it as a Track for High Performance
Computers only. So, this is what I did:


- remapped wrongly mapped parts of the circuit
- adjusted to 2013 Layout (concrete surfaces at some corners
- improved mapping and textures to give the track a much better look
- 58 shadow objects for great performance and a nice look
- all grandstands filled with spectators (only in Qualy and Race visible)
- spectators are also placed in Start/Finish Area beside the grandstands (only in Qualy and Race visible)
- corrected curb at Les Combes Entry
- newly set Omni Nightlights
- several ShadowReceiver adjusted on objects to improve performance
- Track cut into lots of smaller pieces for more performance
- Trackdetail Level Adjustments included:
---> Full: Maximum Details
---> High: Side Objects removed
---> Medium: Fences removed (they are heavy on performance!)
---> Low: Worst case Scenario (only for the track needed parts, no grandstands, etc.)
- fixed Skyboxi
- highly improved AIW for perfect racing against the AI (with a very clean pit entry too Wink)
- 86 Cars possible in Endurance Layout (long pits), 40 cars possible in GP Layout (short pits)
- and lots of other stuff!


I've also included the specialfx.tec from our EEC Online Races which gives you on the track a much better
experience. A backup of the original Simbin specialfx.tec is included so you can restore the file.




Known Issues:

- It might be still possible that the AI takes one of the red bananas in the Bus Stop and may spin.


If you want to improve this track even more, please send me a message!

Changes in v2.5
  • Highly improved Performance without removing any object (+100% at least)
  • changed some mappings of the track
  • changed scene lighting
  • splitted objects for more performance at all
  • fixed lighting issues at night
  • improved some bump maps
  • improved detail reduction
  • removed many objects from the mirror for more performance
  • fixed GP AIW


Just drop it into your GTR2 Install. If you have already the Total Spa 2.0 Version, just overwrite it. It's the full track.

Enjoy!
ilu2404



Total Spa 2013 2.5


Last edited by ilu2404 on 25/12/2014, 15:47; edited 1 time in total

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Post  Pete Richardson 4/8/2013, 19:40

Thanks for this! I love Spa and it will be good to give this version a go.

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Post  Guest 4/8/2013, 19:52

Great one Uli, will try it when I have some time (very busy these days)

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Post  Guest 5/8/2013, 11:28

Thanks! It was one of my biggest expectation!

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Post  Guest 6/8/2013, 13:02

This track is great, perfect for "normal PC's", AI is so fast, just perfect, thank you very much!

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Post  Everfresh Cranberry 11/8/2013, 05:15

Thanks ilu.

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Post  oldman 11/8/2013, 05:18

Really nice. Thank you.

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Post  Guest 11/8/2013, 10:10

thanks Uli clap Looking forward to driving it chirp 

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Post  Guest 3/11/2013, 20:22

Thanks!thumbs  My favorite track!

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Post  gtracer123 3/11/2013, 23:16

Shocked  86 grid field!!!! YYYYEEEESSSS cheers bounce cheers bounce 
 
Finally we can run Spa events with so many cars! Smile  Game doesn't crash on qualifying Smile  Friendly FPS, tested it on my laptop i5 2.5Ghz, 4GB RAM and ATI mobility HD 5470. There's no telling how good it's going to be on my desktop.
 
Really really nice, been looking for a Spa track like that since years.
Thank you very much everyone involved into this. Very Happy  clap

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Post  Guest 4/11/2013, 19:51

Thanks!thumbs  My favorite track!

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Post  Guest 5/11/2013, 17:32

Thanks a lot for your great work with this track. Really nice update!!!!

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Post  Guest 22/11/2013, 13:21

Thanks for this great track. thumbs

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Post  giaserg 4/1/2014, 23:58

Just a question, I'm absolutely in love with this track, since the very first version, but I have an huge problem
I'm several seconds slower than AI whatever mod I use.
Is something wrong in my setting, simulation AI 105-110% strengh or in my poor driving skills?
I had to reduce AI grip to have some fun.
I noticed when I have 280 on top speed AI could do 300 and more, and the older spa versions aren't a reliable parameter, this is bigger, better, this is the real Spa!


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Post  Guest 5/1/2014, 06:38

Well, as you may know from my tracks, the AI is usually very fast. If the AI is too fast for you, you can adjust the AIW on your own. Open it with a texteditor and look for these lines:

WorstAdjust=(0.9000)
MidAdjust=(1.1300)
BestAdjust=(1.3000)
QualRatio=(1.1200)
RaceRatio=(1.1500)

All those lines are 10% above GTR2 Standard, but they guarantee that you won't have it easy in the race. Lower these values a bit to what think is a good level.
I always do these tests with AI Level ingame on 100%.

The Reason why the AI can do +20 km/h from your topspeed is an AI physics issue. If I got it right from an experienced member at Nogrip, the BodyAero might be too high. It's the BodyFore Parameter that shouldn't be too high because this pushes the car a lot onto the ground and it lowers your topspeed while the AI doesn't care about it. But I haven't tried it yet to be able to say, if it's exactly that value.

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Post  giaserg 5/1/2014, 14:33

Very interesting, can't wait to try it. I'll reduce this value little by little until I find a competitive AI level without being too fast for me.
Thank you

Higher top speed of the AI is not an issue, is challenging indeed, usually we have the opposite problem


A question, is there in the AIW some line for increasing the traffic, increasing the spread of laptimes between pro and slower cars.

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Post  Guest 5/1/2014, 14:38

Nope, but you can adjust, how long the AI stays in the draft by adjusting this line:

AIDraftStickiness=(0.3000)

I don't remember it 100%, but if I'm right, with a lower value, the AI stays longer in the draft.

Also for some better racing is this line:
drivinglines=1

Depending on the width of the track you can set it to 2 or 3, so the AI will drive more lines in a fight.

LaneSpacing=5.00
In combination with this line, you can adjust, how far the AI is side by side from each other.

My experience is that drivinglines=2 and LaneSpacing between 4.5-5.5 works best.

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Post  giaserg 5/1/2014, 14:49

these should be very important values on the traffic,
combined with very very high values for the comparativetime in each .car, of slower classes
maybe I can sort out the effect of the tipical traffic of endurance races I want

I'll try by attempts as soon as I'm home
thank you

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Post  Guest 5/1/2014, 14:54

Oki doke! Can you report after adjusting what settings you finally use for this track? I think this would be great for everyone.

And one more thing to optimize the pit entry for the AI a bit. There is a code that automatically brakes the AI down to the exact speed limit. This AIW I've done in a time I didn't know, so I've tweaked it in a different way.

Search for this line in the 24 hour version:
wp_event=(0.200,0,0)

And for this line in the GP Version:
wp_event=(0.260,0,0)

Change both to:
wp_event=(1.000,1,18)

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Post  giaserg 5/1/2014, 15:42

I will, sure

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Post  99pro 5/1/2014, 16:32

uli may you pleass help me with my problem? i have an problem that at some tracks so arent the points given out in championship mode even if they are the chapionship gdb. marked by the should be dropped as doulbe points but even if it says double points so arent any point given out... may you pleass explain to me if a specefic part of the track :gdb or aiw are controlling the points sharing system... im sorry if the post is wrong due to this isint a task/help topic but it would be great if you could share a tip or maybe 2?

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Post  Guest 5/1/2014, 16:50

It has nothing to do with the AIW nor the Tracks gdb.
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Post  gtracer123 6/1/2014, 02:43

ilu2404 wrote:Nope, but you can adjust, how long the AI stays in the draft by adjusting this line:

AIDraftStickiness=(0.3000)

I don't remember it 100%, but if I'm right, with a lower value, the AI stays longer in the draft.

Also for some better racing is this line:
drivinglines=1

Depending on the width of the track you can set it to 2 or 3, so the AI will drive more lines in a fight.

LaneSpacing=5.00
In combination with this line, you can adjust, how far the AI is side by side from each other.

My experience is that drivinglines=2 and LaneSpacing between 4.5-5.5 works best.

In which file should those lines be?

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Post  Guest 6/1/2014, 10:28

-.-
Did you read the full conversation?

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Post  Guest 6/1/2014, 11:40

ilu2404 wrote:-.-
Did you read the full conversation?
I'm afraid I'm in the same boat even though I have re-read the conversation a
few times now scratch 

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