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Rec.Autos.Simulators Archive

N2: track.txt and .trk file

2 posts by 1 person · 27 May 1997 - 27 May 1997

Ford Prefe 27 May 1997#368243
Hi, I haven't seen this information of the net so I figured I'd share what I discovered. I'll apologize in advance if this is common knowledge. In the trackname.TXT file is the following line; PIT 197870 73033372 84441622 74626450 83206560 500443 27025000 40 73003373 74666448 83206562 ^^^^^^^^ The 7th set of numbers (2705000) determines where on the track the pace car moves from the apron onto the track. It also determines where the AI cars coming out of the pits move from the apron onto the track. This seems to be what determines when the AI cars stop using PIT.LP and start using the RACE.LP's. This example is from TALADEGA.TXT. I've changed the number above to 3705000 and the cars coming out of the pits now move onto the track quite far down the backstretch. This gives them a little more time to pick up more speed before they get in my way. The number can be made a little larger than this but the AI cars don't react too well to T3 if they are still on the apron. SCTNS 8 5 3 Has anyone figured out what this is? I noticed the values here are also stated early in the .TRK file. I've only just started making stabs into the .TRK file and have caused myself to 'warp' into the infield so that I can drive around the RV's and visit the buildings next to the pits. I also caused my car to seem to hover in the air above T1, (the car was invisible in F10 and most replay views though). The AI cars don't seem to mind warping into the infield and warping back out. I parked between some RV's and watched them merrily drive by. Does the .TRK file define where on the track the AI and player car will appear? Does anyone know which file contains the data defining the track inself, such as this is grass, this is track and this is a very hard wall? Any assistance would be greatly appreciated. :)
Ford Prefe 27 May 1997#368244
/says... /> /> />Hi, /> /> I haven't seen this information of the net so I figured />I'd share what I discovered. I'll apologize in advance />if this is common knowledge. /> /> In the trackname.TXT file is the following line; /> /> PIT 197870 73033372 84441622 74626450 83206560 500443 /> 27025000 40 73003373 74666448 83206562 /> ^^^^^^^^ /> /> The 7th set of numbers (2705000) determines where on the />track the pace car moves from the apron onto the track. It />also determines where the AI cars coming out of the pits move />from the apron onto the track. This seems to be what />determines when the AI cars stop using PIT.LP and start />using the RACE.LP's. /> This example is from TALADEGA.TXT. I've changed the number />above to 3705000 and the cars coming out of the pits now move />onto the track quite far down the backstretch. This gives them />a little more time to pick up more speed before they get in my />way. The number can be made a little larger than this but the />AI cars don't react too well to T3 if they are still on the />apron. /> />SCTNS 8 5 3 /> /> Has anyone figured out what this is? I noticed the values />here are also stated early in the .TRK file. /> I've only just started making stabs into the .TRK file and />have caused myself to 'warp' into the infield so that I can drive />around the RV's and visit the buildings next to the pits. I also />caused my car to seem to hover in the air above T1, (the car was />invisible in F10 and most replay views though). The AI cars don't />seem to mind warping into the infield and warping back out. />I parked between some RV's and watched them merrily drive by. /> Does the .TRK file define where on the track the AI and />player car will appear? Does anyone know which file contains />the data defining the track inself, such as this is grass, this />is track and this is a very hard wall? /> Any assistance would be greatly appreciated. /> />:) Sorry, I made some typos above. The value 2705000 should read 27025000 and the value 3705000 should have been 37025000. :)

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