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Sportscar Mod "Limping Back To Pitlane"


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#1 Mytrack

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    Posted Nov 14 2010 - 08:04 PM

    Hi everyone, the Sportscar Mod is a great!

    I may have missed something but why does the Sportscar Mod have the cars limping back to pitlane at 40 mph. The other mods don't do this. I have been racing against the AI using non-GT made tracks. Specifically I have added a trackGT.ini to my westwood 1967 track for these cars using the lemans track fuel consumption. Also, I have found that the pit stalls need a minimum of 7.5m between them with these cars.

    Thanks
    Mytrack

    #2 Lee200

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    Posted Nov 14 2010 - 08:30 PM

    Each of the championship tracks have a mod specific trackGT.ini which contains an [ ai_track ] section.  In this section, there is the line:

    limp_disabled = 1 ; Don't allow AI to limp back after qualifying

    This prevents the cars from limping back to the pits.

    At all other tracks, you may be able to prevent this by adding that line to the track.ini file  or by checking the Prevent AI Limp Back To Pits in GEM+.

    A bug in GPL requires that for the trackGT.ini to be effective, you also have to have a drivGT.ini for that track.  So just adding a trackGT.ini file to the track directory probably won't work.  If you really feel you need to use a trackGT.ini file, copy the base drivGT.ini file into the track directory too.

    The longest sports cars are 4.36 meters long while I think the '67 Honda was 4.30 meters long.  So I can't explain why the pit stalls would have to be much longer.

    :wave:

    Edited by Lee200, Nov 14 2010 - 08:46 PM.


    #3 Mytrack

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      Posted Nov 14 2010 - 09:43 PM

      Lee200,

      Yes, I have a drivGT.ini in my track directory. I also saw the "disable limping to pits line" in trackGT.ini and removed it because I didn't like the cars to just disappear at the end. This tells me that everyone knows the cars will just go 40mph around the track so they put this line in.

      It's no big deal, I was just wondering why this is happening in the sportscar mod when all other mods 65, 66, 69 all do a fast incomming lap and pit as usual. They don't go 40mph around the track on the incomming lap. Is this coded in the gplcgt.exe for a reason?

      Thanks
      Mytrack

      #4 Lee200

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      Posted Nov 14 2010 - 10:50 PM

      View PostMytrack, on Nov 14 2010 - 09:43 PM, said:

      Is this coded in the gplcgt.exe for a reason?

      No

      #5 andpan

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      Posted Nov 15 2010 - 12:48 PM

      Its indeed curious, why in the SC mod the cars after finishing qualifying/race return to the pits only with 40 mph. Maybe someone can find a solution.
      Anyway, thanks for this great mod  :thumbup:

      #6 Mytrack

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        Posted Nov 16 2010 - 12:08 AM

        I guess it does make sense when you have long endurance tracks to set "no limping to pits" so they disappear immediately. I haven't been following this development too closely so forgive my ignorance.

        Mytrack

        #7 Mytrack

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          Posted Dec 30 2010 - 07:25 PM

          I have noticed that the AI in the 1965, 66, and 69 mods do not seem to be using the pit.lp properly. They are also limping back to the pits. Before I installed the 1967GT mod this did not happen in the other mods or the original 67. This does not seem confined to the GT mod as I first thought. Anyone else notice this? The cars should link with the pit.lp and use these speeds entering the pit lane. Now the just go 15 mph.

          Thanks
          Mytrack

          #8 andpan

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          Posted Dec 31 2010 - 02:50 AM

          After race the GT-cars stop directly behind the finish line, producing a big traffic jam.
          Seems to be connected to the GT mod. Is it related to the trackGT.ini ?
          Thx for this great mod  :clap2:

          Edited by andpan, Jan 03 2011 - 08:31 AM.


          #9 Mytrack

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            Posted Dec 31 2010 - 06:39 PM

            I thought of this after I posted. I deleted all the gplcXX.exe files and rebuilt them with GEM. Everything seems OK again. I also noticed how well the 67 AI cars seem to pass when compared to the GT AI cars on the same tracks.

            Mytrack

            #10 svenvangent

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            Posted Dec 31 2010 - 08:03 PM

            View PostMytrack, on Dec 31 2010 - 06:39 PM, said:

            I thought of this after I posted. I deleted all the gplcXX.exe files and rebuilt them with GEM. Everything seems OK again. I also noticed how well the 67 AI cars seem to pass when compared to the GT AI cars on the same tracks.

            Mytrack
            hallo mytrack
            you must try Watkins Glen-71 track with the AI cars it is just marvelous , they drive very good over there .
            greets

            Edited by svenvangent, Dec 31 2010 - 08:04 PM.


            #11 gliebzeit

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            Posted Dec 01 2014 - 01:52 PM

            There is a very small error in the Sports Car Mod physics that has been discovered and corrected. This eliminates the behavior described above.  This and other updates will be available in an Update Patch in the future.  :)

            #12 MLGathome

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            Posted Dec 02 2014 - 12:31 AM

            Hi Greg,

            Did they also find a fix for the Brake Bug ?

            Greetings, Marcel

            #13 gliebzeit

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            Posted Dec 04 2014 - 07:10 AM

            Marcel, yes, that has been fixed too!  :)

            #14 MLGathome

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            Posted Dec 05 2014 - 02:40 AM

            That is great news. Looking forward to this Update and will wait in patience.

            Greetings, Marcel

            #15 Tato

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            Posted Dec 05 2014 - 10:14 AM

            Thanks, I'll wait too.

            #16 Strava

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              Posted Dec 14 2018 - 10:02 PM

              View Postgliebzeit, on Dec 01 2014 - 01:52 PM, said:

              There is a very small error in the Sports Car Mod physics that has been discovered and corrected. This eliminates the behavior described above.  This and other updates will be available in an Update Patch in the future.  :)

              View PostMLGathome, on Dec 02 2014 - 12:31 AM, said:

              Hi Greg,

              Did they also find a fix for the Brake Bug ?

              Greetings, Marcel

              View Postgliebzeit, on Dec 04 2014 - 07:10 AM, said:

              Marcel, yes, that has been fixed too!  :)

              Are these fixes available?
              If so, where can I find them?

              #17 Stefan Roess

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              Posted Dec 14 2018 - 11:31 PM

              View PostStrava, on Dec 14 2018 - 10:02 PM, said:

              View Postgliebzeit, on Dec 01 2014 - 01:52 PM, said:

              There is a very small error in the Sports Car Mod physics that has been discovered and corrected. This eliminates the behavior described above.  This and other updates will be available in an Update Patch in the future.  :)

              View PostMLGathome, on Dec 02 2014 - 12:31 AM, said:

              Hi Greg,

              Did they also find a fix for the Brake Bug ?

              Greetings, Marcel

              View Postgliebzeit, on Dec 04 2014 - 07:10 AM, said:

              Marcel, yes, that has been fixed too!  :)

              Are these fixes available?
              If so, where can I find them?

              I don`t know if these fixes have ever been released,
              but I know that you will not need them anymore when the new 1967 Sportscars Extra Mod (SCX) is released. ;) Because you won't drive the old GT mod anymore.

              Edited by Stefan Roess, Dec 16 2018 - 05:05 PM.


              #18 ginetto

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              Posted Dec 15 2018 - 05:01 AM

              As Stefan said, all these changes were never released and will be included in the new  MOD that is coming out very soon.

              #19 tjc

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              Posted Dec 15 2018 - 07:02 AM

              A new mod! B) B) B)

              #20 Royale

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              Posted Dec 15 2018 - 10:44 AM

              and a new car ;)




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