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[merged] Track related problems : I need your help

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Luigi 70
wookey
McLeod
F1CFan1804
Cristian Luis
Lee67
JimmyF
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Post by wookey Thu 9 Sep - 16:29

thank you D. !
"https://www.mediafire.com/file/2lqhbsmnnef08hg/Vallelunga.rar/file"

You will see it is a very crude track. If you got any better, tell me.
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Post by dmarques Thu 9 Sep - 23:13

Here you go Wookey:
https://1drv.ms/u/s!AlS1sDwt9dbPhOg1yVO0fgKjlxmZyg?e=3yCIxv

The track is a bit of a mess, especially in the pits as there isn't enough space for more than 7 teams. Also, AIW is all over the place. However, I've cleaned it up a little. New trees, horizon, clouds and have fitted it for 39 cars on the grid. Try it out and let me know how it goes.

By the way, this new version needs the Logomap.mas file located in the Circuits\Common folder. Not sure if the CREWF1 install has this folder and file. If not, you'll have to copy it from SEASONDATA\CIRCUITS\COMMON to CREWF1SEASONDATA\CIRCUITS\COMMON.

Also, since this track hasn't been polished, it won't be available for long. So if you want to add it to your track repo and link it from there, go right ahead as I will remove the link in a week or so.

Cheers
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Post by wookey Fri 10 Sep - 11:08

dmarques wrote:Here you go Wookey:
https://1drv.ms/u/s!AlS1sDwt9dbPhOg1yVO0fgKjlxmZyg?e=3yCIxv

The track is a bit of a mess, especially in the pits as there isn't enough space for more than 7 teams. Also, AIW is all over the place. However, I've cleaned it up a little. New trees, horizon, clouds and have fitted it for 39 cars on the grid. Try it out and let me know how it goes.

By the way, this new version needs the Logomap.mas file located in the Circuits\Common folder. Not sure if the CREWF1 install has this folder and file. If not, you'll have to copy it from SEASONDATA\CIRCUITS\COMMON to CREWF1SEASONDATA\CIRCUITS\COMMON.

Also, since this track hasn't been polished, it won't be available for long. So if you want to add it to your track repo and link it from there, go right ahead as I will remove the link in a week or so.

Cheers
It works good enough for my story ! Thanks a lot !
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[merged] Track related problems : I need your help - Page 5 Empty Can we have more cars on qualifications then race?

Post by wookey Fri 10 Sep - 19:23

I noticed in the .plr file those lines :


CURNT Opponents="26"
PRACT Opponents="26"
QUICK Opponents="26"
GPRIX Opponents="26"
CHAMP Opponents="21"
MULTI Opponents="0"
RPLAY Opponents="0"


Aq I had 30 cars trying to qualify, and 26 ti be allowed to race, I tried to edit as such :


CURNT Opponents="30"
PRACT Opponents="30"
QUICK Opponents="30"
GPRIX Opponents="26"
CHAMP Opponents="21"
MULTI Opponents="0"
RPLAY Opponents="0"

But only 26 cars were present for qualifications.

So my question is : how do you, guys, simmulate more cars in qualifications then room on the grid?
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Post by OLarrauri Fri 10 Sep - 20:25

cristian luis discovered the way long ago

https://www.facebook.com/ConstrictorModdingTeam/posts/2837545659861694

its a wip that will take a long time to me
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Post by wookey Fri 10 Sep - 20:45

OLarrauri wrote:cristian luis discovered the way long ago

https://www.facebook.com/ConstrictorModdingTeam/posts/2837545659861694

its a wip that will take a long time to me

Thanks a lot. Interesting. But this seems very remotely linked with my question. I do not play online at all. And the solution implies working on the tracks themselves. Maybe it is too much hardcoded in the game to allow cars to participate in qualifications but not in race.
No Suspect
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Post by OLarrauri Fri 10 Sep - 21:07

according to him it works for all sessions regardless if it is online race or championship or singleplayer

all cars participate in qualifying but only the 26 fastest start the race. the other are count as not qualified and cannot start

the solution cristian discovered in 2012 is the only way known you can do that without modifying anything of the game at all once the method is implemented

yes the solution implies to work on all tracks. once implemented, nothing more to change and play like old qualifying method has been implemented in the game all time

the other way (but requires to mod the written files for every race you do) is to modify by hand the bch and plr files per race, and being careful of not causing ctd
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Post by MFA Sat 11 Sep - 0:17

Have you tried to enable all cars? Some cars are like "Not AI" ... or something like that
Classes="FormulaOne, OpenWheel, 2021, not AI"

I simply enable them all!
Classes="FormulaOne, OpenWheel, 2021"

Then I choose...
GPRIX Opponents="21" or GPRIX Opponents="32"

For the championship, I have to edit one by one.
CHAMP Opponents="21" or CHAMP Opponents="25"
GAMEOPT_opponents=21 or GAMEOPT_opponents=25

[OPPONENT24]
Name="Patrick Depailler"
VehFile="SEASONDATA\VEHICLES\TYRRELL\2018_P34\2018_TYRRELL004.VEH"
OriginalGridPosition=24

* I hope I understood the problem, or else, I wrote nonsense *
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Post by Lee67 Sun 12 Sep - 13:48

Here's link for Vallelunga F1C convertion from RF2 (3 layouts). Maybe it will help...
Code:
https://www.mediafire.com/file/onowpn7yk1botsu/Vallelunga.rar/file
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[merged] Track related problems : I need your help - Page 5 Empty What is your favorite Imaginary track for F1C?

Post by wookey Wed 15 Sep - 17:10

At this point of my Wookey story I need an imaginary track. There are so many availables !

What are your preffered ones? And why?
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