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Bonchan by Strava(Jim Belshaw) Rate Topic: -----

#13 User is offline   Quattro 

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    Posted Mar 05 2006 - 06:42 PM

    Many thanks for sharing this track Jim looks fast and fun! :notworthy:
    :newtrk:
    Cheers Quattro :cheers:
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    #14 User is offline   Fast Tommi 

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      Posted Mar 05 2006 - 10:51 PM

      Thank You strava!!!

      :newtrk:

      tommi :wave:
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      #15 User is offline   ntoxcated 

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        Posted Mar 06 2006 - 01:54 AM

        Cheers Strava :clap2:

        It is a lot of fun to drive in the '65s. You can hold some great power slides round the long corners :D

        This post has been edited by ntoxcated: Mar 06 2006 - 01:57 AM

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        #16 User is offline   Alan Davies 

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          Posted Mar 06 2006 - 03:54 AM

          Strava, on Mar 5 2006, 04:27 PM, said:

          Bonchan is a track I made back in January 2004.
          It was to be the "home" track for an FV League I was in at the time.
          Unfortunately the "FV" part of the league died before we had a chance to hold any races at Bonchan :(

          But since I only released the track to league members I am quite curious as to where you found the track Alan  :confused:

          I do have 67F1 and 67FV AI for it.

          I guess I should package it up and release it to the general public.
          <{POST_SNAPBACK}>


          Hi Strava :wave: ,

          As I said at the begining of the thread I can't remember as it was a long time ago, I thought last year but it could easily have been 2004. I am always on the look-out for a league with times that suit me (so far unsuccessfully) so maybe I stumbled upon it at your league website.

          Anyway nice track :thumbup: , thanks for releasing it.
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          #17 User is offline   daseteam 

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            Posted Mar 06 2006 - 04:52 AM

            Thanks Strava, tried it last night.
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            #18 User is offline   Iron99 

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              Posted Mar 06 2006 - 09:47 AM

              Wow yet another new track! Coolness :)

              Thank You Strava! I'll be interested in seeing the "rain effects"!

              Sincerely,

              Garrett
              "The love you take is equal to the love you make" Beatles
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              #19 User is offline   Strava 

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                Posted Mar 06 2006 - 07:29 PM

                Thanks to everyone for all the nice comments :wave:

                Hi Alan. No problem mate. I was just curious as to where/how you mite have stumbled into it.

                Hi Iron99 - Just to make sure you know, the rain stuff is already in the zip. It's up to you to rename a file or 2 to activate it.
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                #20 User is offline   Alan Davies 

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                  Posted Mar 07 2006 - 03:29 AM

                  Hi Strava

                  What AI is in the track with the installer? It's not working for me, cars moving around in the pitlane and then only crawling along at a snails pace in a race, anyone else got this?
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                  #21 User is offline   pbearsailor 

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                    Posted Mar 07 2006 - 09:12 AM

                    Alan Davies, on Mar 7 2006, 02:38 AM, said:

                    Hi Strava

                    What AI is in the track with the installer?  It's not working for me, cars moving around in the pitlane and then only crawling along at a snails pace in a race, anyone else got this?
                    <{POST_SNAPBACK}>


                    Alan, I used the FV Ai zip in miine and it worked fine. Got a CTD with the 67 AI. :)
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                    #22 User is offline   Strava 

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                      Posted Mar 07 2006 - 12:39 PM

                      Hi Alan
                      It looks like the AI files that are in the installer do not match the track.
                      Sorry. As I said, it has been over 2 years since I did anything with this track.
                      And the AI was also made over 2 years ago. So it's certainly not up to current standards.

                      I know the FV AI is reasonably good, as I remember racing against them several times. But of course those LP files will be way too slow for any F1 mod.

                      I just tested the 67F1 AI and they did OK.
                      Tho they do tend to run off into the grass whenever the racing gets a bit tight.

                      But I certainly cannot image how different LP files could cause a CTD :blink:

                      I will try to get some better AI together soon.
                      Which mod should I do first?
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                      #23 User is offline   Alan Davies 

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                        Posted Mar 08 2006 - 02:47 AM

                        Strava, on Mar 7 2006, 06:48 PM, said:

                        But I certainly cannot image how different LP files could cause a CTD  :blink:

                        I will try to get some better AI together soon.
                        Which mod should I do first?
                        <{POST_SNAPBACK}>


                        Hi Strava,
                        There is no CTD due to this :unsure: .
                        I shall try both sets of AI you have supplied in this thread and get back to you.

                        65AI is a must for me thanks.
                        Alan

                        Both sets of AI work but as you say they like grasstrack racing.
                        What is the difference between 65 and 67? Is it just the speed or is there more to it than that?

                        This post has been edited by Alan Davies: Mar 08 2006 - 07:31 AM

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                        #24 User is offline   Strava 

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                          Posted Mar 08 2006 - 09:26 PM

                          Alan Davies, on Mar 8 2006, 03:56 AM, said:

                          What is the difference between 65 and 67?  Is it just the speed or is there more to it than that?


                          Open a replay lap in Replay Analyzer.
                          Go to the graphs at look at Speed.

                          By adjusting dlong_speed_adj_coeff in the track.ini
                          you are moving the entire speed graph up or down
                          by the same amount.

                          Now add a second lap from a different mod.

                          A comparison of a 65 lap to a TC lap would be the most obvious.
                          Notice how the speeds in the turns are fairly close.
                          But the TC accel & top speeds are much higher on the straights.

                          So if you used dlong_speed_adj_coeff to speed the 65 lap up to match the TC lap times the AI would be way too fast in the turns but too slow on the straights.

                          And the reverse if you tried to slow a TC lap down to use for 65 AI.

                          Then when you start comparing the 69 mod to other mods you start having problems because the 69s can pull higher lateral Gs in the turns.

                          So anyway, the upshot of all this is, you will get the best match of AI speeds to human speeds by making the LP files from laps done in a car from the same mod as the one you are racing.
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