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Tracks Okayama (3 Seasons, 2 Layouts) 1.2

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Patrick Giranthon submitted a new resource:

Okayama (3 seasons, 2 layouts) - Okayama AMS

oka4.20173117579.jpg

oka5.201731191110.jpg

oka3.201731175457.jpg


Hi guys.
Wow, it was long and difficult but here it comes finally.
As poeple want to drive rather than to read, I think listing all the stuff done here is not really usefull :p
Correcting some inaccuracies was a long job and unfortunately some are still there (but mainly in moutains,...

Read more about this resource...
 
Just want to say that RSR+Okayama is one of the best combination I've had in this game. :laugh:

Congratulations to you and all your team! This is stellar work! Your mods can stand side to side with Reiza's content. :notworthy:
Thanks a lot for your dedication to making this game even better than what it already is. :thumbsup:

Hope you still have some cards in your game till the end of AMS dev time. ;)
 
Brilliant work, as expected. Thank you guys! The track is a bit "heavy" as noted in the description. Similar to Adelaide, it really tests the limits of the gmotor - and is beautiful. ;)
 
Another classic track; another amazing high quality addition to AMS. Thanks so much for providing both layouts and as usual your multiple seasons are a pleasure to behold. Good AI is also very much appreciated.

The only thing that drops this to a 98/100 instead of 100/perfection is the usual AMS/gMotor z-fighting/flickering textures. In this case it's the Reiza pit wall stands (that have the same problem in Reiza tracks), a few trees (among the thousands!!) and the right side post of the giant Automobilista sign at Attwood Curve.
 
  • Deleted member 130869

Who made the original? Other than the Reiza advertising and season pass banners, it looks nice
 
I did a very quick test with F3 cars and I think AI might have some problems with kerbs. They often cut too much, ending up with unexpected behavior: see the video below, AI was set at 92%.
 
They often cut too much

Hi,

Unfortunately the problem is in the F3 AI. If you like you can edit the F30x_upgrades.ini files to apply my solution into the F3 AI code... be sure to backup the original F30x_upgrades.ini.

The original F30x_upgrades.ini must be used for online play as miss-match errors will occur with the edited F30x_upgrades.ini files.

Add these lines to your F309_upgrades.ini and F301_upgrades.ini files

Code:
UpgradeType="AI"
{
  UpgradeLevel="F3"
  {
    Description=""

    HDV=[GENERAL]
    HDV=AIAimSpeedsPerWP=(50,70,85,100,110,125,140,155)
    HDV=AICornerReductionBase=100
    HDV=AIMinPassesPerTick=3
  }
}


BaseVehiclePrice=0

UpgradeType="AI"
{
UpgradeLevel="F3"
{
Description=""

HDV=[GENERAL]
HDV=AIAimSpeedsPerWP=(50,70,85,100,110,125,140,155)
HDV=AICornerReductionBase=100
HDV=AIMinPassesPerTick=3
}
}

UpgradeType="LCD and wheel type"
{

Instance="WHEEL"
Instance="DEBRIS0"
Instance="COCKPIT"


UpgradeLevel="Type A"
{
Description=""

GEN=<STWHEELA>=F309_STWA_A.gmt
GEN=<STWHEELB>=F309_STWA_B.gmt
GEN=<STWHEELC>=F309_STWA_C.gmt
GEN=<STWHEELD>=F309_STWA_D.gmt

GEN=<LCDA>=F309_LCDA.gmt
GEN=<LCDGA>=F309_LCDGLASSA.gmt

CPIT=RPMLED=F3_RPM
CPIT=RPMLEDRANGE=(0,7250)
CPIT=RPMLEDNUMBER=64
CPIT=RPMLEDBackgroundLitColor=(0, 0, 0, 0)

CPIT=RPMLED2=F3_RPML
CPIT=RPMLED2RANGE=(6000,7000)
CPIT=RPMLED2NUMBER=5

CPIT=LCDBackgroundMaterial=F3B_LCD
CPIT=LitLCDEmissiveColor=(0, 0, 0, 0)

CPIT=GearsFont=F309_FONT.bmp
CPIT=GearsBackground=F309_GEARSBK
CPIT=GearsScale=(0.8, 1.1)
CPIT=GearsBackgroundLitColor=(0, 0, 0, 0)

CPIT=SpeedFont=F309_FONT.bmp
CPIT=SpeedBackground=F309_SPEEDBK
CPIT=SpeedScale=(1.0,1.2)
CPIT=SpeedBackgroundLitColor=(0, 0, 0, 0)

CPIT=LapsFont=F309_FONT.bmp
CPIT=LapsBackground=F309_LAPSBK
CPIT=LapsScale=(0.5,0.9)

CPIT=PlaceFont=F309_FONT.bmp
CPIT=PlaceBackground=F309_PLACEBK
CPIT=PlaceScale=(0.5,0.8)

CPIT=LCDFuelFont=F3_FONTB.tga
CPIT=LCDFuelBackground=F3B_FUELBK
CPIT=LCDFuelScale=(1.0, 1.0)
CPIT=LCDFuelBackgroundLitColor=(0, 0, 0, 0)

CPIT=LCDOilTempFont=F3_FONTB.tga
CPIT=LCDOilTempBackground=F3B_OILBK
CPIT=LCDOilTempScale=(0.75, 0.85)
CPIT=LCDOilTempBackgroundLitColor=(0, 0, 0, 0)

CPIT=LCDWaterTempFont=F3_FONTB.tga
CPIT=LCDWaterTempBackground=F3B_WATERBK
CPIT=LCDWaterTempScale=(0.75, 0.85)
CPIT=LCDWaterTempBackgroundLitColor=(0, 0, 0, 0)

CPIT=LapTimeFont=F3_FONTB.tga
CPIT=LapTimeBackground=F3B_TIMEBK
CPIT=LapTimeScale=(0.64, 0.5)
CPIT=LapTimeBackgroundLitColor=(0, 0, 0, 0)

CPIT=SplitTimeFont=F3_FONTB.tga
CPIT=SplitTimeBackground=F3B_TIMESPBK
CPIT=SplitTimeScale=(0.64, 0.5)
CPIT=SplitTimeBackgroundLitColor=(0, 0, 0, 0)
}

UpgradeLevel="Type B"
{
Description=""

GEN=<STWHEELA>=F309_STWB_A.gmt
GEN=<STWHEELB>=F309_STWB_B.gmt
GEN=<STWHEELC>=F309_STWB_C.gmt
GEN=<STWHEELD>=F309_STWB_D.gmt

GEN=<LCDA>=F309_LCDB.gmt
GEN=<LCDGA>=F309_LCDGLASSB.gmt


CPIT=RPMLED=F3_RPM
CPIT=RPMLEDRANGE=(0,7250)
CPIT=RPMLEDNUMBER=64
CPIT=RPMLEDBackgroundLitColor=(255, 0, 0, 255)

CPIT=RPMLED2=F3_RPML
CPIT=RPMLED2RANGE=(6000,7000)
CPIT=RPMLED2NUMBER=5

CPIT=LCDBackgroundMaterial=F3B_LCD
CPIT=LitLCDEmissiveColor=(255, 0, 0, 255)

CPIT=GearsFont=F3_FONTB.tga
CPIT=GearsBackground=F3B_GEARBK
CPIT=GearsScale=(0.8, 1.0)
CPIT=GearsBackgroundLitColor=(255, 0, 0, 255)

CPIT=SpeedFont=F3_FONTB.tga
CPIT=SpeedBackground=F3B_SPEEDBK
CPIT=SpeedScale=(1.0, 1.0)
CPIT=SpeedBackgroundLitColor=(255, 0, 0, 255)

CPIT=LapsFont=F309_FONT.bmp
CPIT=LapsBackground=F309_LAPSBK
CPIT=LapsScale=(0.5,0.9)

CPIT=PlaceFont=F309_FONT.bmp
CPIT=PlaceBackground=F309_PLACEBK
CPIT=PlaceScale=(0.5,0.8)

CPIT=LCDFuelFont=F3_FONTB.tga
CPIT=LCDFuelBackground=F3B_FUELBK
CPIT=LCDFuelScale=(1.0, 1.0)
CPIT=LCDFuelBackgroundLitColor=(255, 0, 0, 255)

CPIT=LCDOilTempFont=F3_FONTB.tga
CPIT=LCDOilTempBackground=F3B_OILBK
CPIT=LCDOilTempScale=(0.75, 0.85)
CPIT=LCDOilTempBackgroundLitColor=(255, 0, 0, 255)

CPIT=LCDWaterTempFont=F3_FONTB.tga
CPIT=LCDWaterTempBackground=F3B_WATERBK
CPIT=LCDWaterTempScale=(0.75, 0.85)
CPIT=LCDWaterTempBackgroundLitColor=(255, 0, 0, 255)

CPIT=LapTimeFont=F3_FONTB.tga
CPIT=LapTimeBackground=F3B_TIMEBK
CPIT=LapTimeScale=(0.64, 0.5)
CPIT=LapTimeBackgroundLitColor=(255, 0, 0, 255)

CPIT=SplitTimeFont=F3_FONTB.tga
CPIT=SplitTimeBackground=F3B_TIMESPBK
CPIT=SplitTimeScale=(0.64, 0.5)
CPIT=SplitTimeBackgroundLitColor=(255, 0, 0, 255)
}
}
 
Last edited:
Hey Gringo do you know if it's possible to adjust AiTorqueStab via an upgrades.ini file as you've done in the above F3 files? I get annoyed at the superhuman stability of the AI in collisions etc and would love to be able to change it for various vehicles for offline SP use.
 
It should work.

Thanks Gringo, appreciated.

So I tried adding the below code to the upgrade.ini for the Cat Superlight Sequential


UpgradeType="AI"
{
UpgradeLevel="Stability"
{
Description="Reduced AI superhuman stability"

HDV=[GENERAL]
HDV=AITorqueStab=(0.5,0.3,0.5)
}
}

The upgrade shows up as installed, but the cars remain as superglued to the track as usual. I'm sure I'm doing something basic wrong.

EDIT: PS Sorry for derailing the thread for this awesome track by the way
 
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