W.I.P. Phoenix 1989 - 1991 F1 Street Circuit

Discussion in 'Tracks' started by EKO Sim-Racing, Jun 11, 2019.

  1. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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  2. luchian

    luchian Administrator Staff Member

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    Collision needs simple geometry. So what you might want to do there, is build an actual wall in front of the tyres, and make it invisible.
    Complex geometry will possibly create trouble. Also, pay attention to normals orientation - they need to face the track.
     
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  3. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Ok good idea ! I'll try that :)
    An other question I have is how do I see the CPU usage when testing ? And once I see it, around what threshold should I try to be below so that it doesn't lag ? I know that each person has a different PC with different specs, but like a general rule of thumb would be how much fps ?
     
  4. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Sorry mate I don't understand what you meant here :ROFLMAO:
     
  5. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Ok, what if I say I have .kn5 files that are 180Mo big.... ? Will this be an issue for the track ?
     
  6. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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  7. Johnr777

    Johnr777 Moderator

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    Looks nice! Very promising mod!

    The tirewalls look really good, love the randomness! But the regular concrete walls are too simple in my opinion. They should get some of that treatment too!

    Temporary street courses are made up of many moveable sections placed side by side and rarely look straight.
    When it comes to a corner, they shouldn't look perfectly round, it’s still the same rectangular section side by side. The illusion of roundness is because in all pictures I’ve seen of the Phoenix track, there’s advertising boards on every corner.

    I would model each wall section as single objects and make them follow your curves, then add slight x/y randomness to them.

    It’s how @LilSKi is doing them for the Road America project: https://www.racedepartment.com/threads/road-america.166744/
    And it looks awesome.

    Anyways, looking forward to it :)
     
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  8. Prototype

    Prototype Well-Known Member

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    Well, AC is a RACING sim, not a CRASHING sim :p, so the focus I guess is on driving and not crashing.
    But been thinking about this, and heres a loose idea that could potentially work ...

    As @luchian said, we have 1WALL collision objects, AC_POBJECT dynamic collision objects, and some parameters to control SURFACES in the surface.ini

    • Now, Ive never played with the AC_POBJECT, so I have no idea how or if you can control how much FRICTION it uses.

    • Im guessing its a surface value in the surface.ini - adding damping would make the object "heavier", and less damping would make it lighter etc.

    • That's just a guess ^ if you cant control that, then this idea wont work, because you need to add "WEIGHT" - ie FRICTION, or "DAMPING" to the AC_POBJECT

    • Also to note, these objects use CPU/GPU processing power, so Ive read they need to be used super sparingly. Hardware today is obviously way more powerful than when AC was released.

    -------------------------

    [​IMG]
    1. Back row of tyres are non collision, front stacks are AC_POBJECTs

    [​IMG]
    2. Add in simple collision wall object between tyre rows

    [​IMG]
    3. Vehicle heads towards the tyre wall

    [​IMG]
    4. The "primary" collision is the 1WALL object, stopping the vehicle from going through the "barrier"

    [​IMG]
    5. If we can control the "weight" of the loose tyre stacks, and make them "heavy", they will move out f the way, nudging each other, while the 1Wall plane does the heavy lifting of stopping the car

    [​IMG]
     
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  9. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Mate, I'm going to try this tonight, I was thinking of putting the invisible wall in front of the first range of tyres, for some reason it never occured to me to put it in between... YOU ARE THE (LOGICAL) WIND BENEATH MY WINGS BRO !!! Thank you ! (ok, I'm getting carried away here as I still have to try out your idea).

    And thank you so much of doing a picture demonstration to support your idea, it's so clear and efficient I find.

    Then I have to find some parameters for the surface.ini where the AC_POBJECTs are defined.. As of yet I haven't seen any.
     
  10. Prototype

    Prototype Well-Known Member

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    Yup someone else with experience using the ACPOBJECT can perhaps chime in - I'm just guessing its a surface defined object … could be totally wrong through …

    Its used by Kunos in the Monza 1 chicane - but they are super light polystyrene blocks that fly into the distance as a result …
    Maybe look at Monza track data and see if its defined anywhere ...
     
  11. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Thank you :)
    Well for the concrete walls I agree completely on 2 things: the walls need treatment (firstly on the textures, I screwed up for sure on that, so I need to redo them; and secondly yes they rarely look straight, there's always some mini offset of -2/+2 degrees on the Y and or X axis (depending on where the wall is located).

    However up until mid-2018 I would have agreed with you on the same straight wall theory even in the corners, but looking very closely, in the corners back then, the construction workers apparently did do form-work in the corners, and they are actually round:
    [​IMG]
    upload_2019-7-9_16-24-19.png

    Or here an opening for flag marshalls:
    upload_2019-7-9_16-21-0.png
    At first I was dead sure of the same thing you said, they're all the same and just have them follow a curve... Well, not this time :)
     
  12. LilSKi

    LilSKi Well-Known Member

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    Don't ever use AC physical objects like that. They are not synced online and will murder CPU as soon anyone hits them. Plus the AC engine really starts to get crazy when you have too many and the track will fail to load on some systems.

    Ignore physical objects all together and forget you ever heard of them. They are a waste of time in AC. Even small cones will get stuck under your car and send you into lower earth orbit.

    EDIT: There is no control over them. They are what they are. So again just ignore them completely.
     
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  13. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Oh.. ok then. I guess I'll just stick to the invisible wall between the 2 ranges of tyres in that case. What I do want however is that the driver that comes too close to the tyrewall and clips it, doesn't get away with it and gets at least some form of punishment. I don't want a guy to drive like Verstappen and use this glitch as a time-saver :p

    Like this @55sec:
     
  14. Gunnar333

    Gunnar333 Well-Known Member

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    AC_POBJECTs are meant to be cones or polisterol DRS signs.
    And be aware only to use a few of these objects (Max 10 I would say)
    I never had problems with more of them but many people does.
    Depends on GPU, I guess.
     
  15. Johnr777

    Johnr777 Moderator

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    Ah there you go, I take back what I said :lol:, but if you do them as separate objects, would look dynamite!
     
  16. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    I already am doing them by separate objects ;) just that I haven't put in the randomness parameter.

    When you look at the walls to the profile/section side, they don't look too off in real-life pics, they actually look quite smooth... so it's really going to be a challenge to figure this out to make it look just spot on
     
    Last edited: Jul 9, 2019
  17. LilSKi

    LilSKi Well-Known Member

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    Last edited: Jul 9, 2019
    EKO Sim-Racing likes this.
  18. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Ok got it :)
    So... BEFORE =
    upload_2019-7-9_18-49-38.png

    and AFTER (but on the opposite side), what do you think :
    upload_2019-7-9_18-51-4.png
     
  19. Johnr777

    Johnr777 Moderator

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  20. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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