Hello,
I am trying to figure out how could I solve a pretty widespread problem with tracks where s/f line does not match distance around track beginning. So I wanted to ask a few concrete questions:
1. How does the game know where is s/f line located? That is the spot, where game counts lap as completed.
2. How does the game know where to begin counting distance around new lap? (In rF1 API it's called VehicleScoring::mLapDist). It starts with 0.0 and goes up to the track length, then rolls over to 0.0.
The problem is if roll over spot is not at the same spot where lap count is increased, it messes up many things in the game.
3. If I adjust any of the above, would I need to adjust AIWs?
My next step will be to google for AIW tutorials, but I thought it wouldn't hurt to ask for someone with experience to chime in
Thanks!
I am trying to figure out how could I solve a pretty widespread problem with tracks where s/f line does not match distance around track beginning. So I wanted to ask a few concrete questions:
1. How does the game know where is s/f line located? That is the spot, where game counts lap as completed.
2. How does the game know where to begin counting distance around new lap? (In rF1 API it's called VehicleScoring::mLapDist). It starts with 0.0 and goes up to the track length, then rolls over to 0.0.
The problem is if roll over spot is not at the same spot where lap count is increased, it messes up many things in the game.
3. If I adjust any of the above, would I need to adjust AIWs?
My next step will be to google for AIW tutorials, but I thought it wouldn't hurt to ask for someone with experience to chime in
Thanks!
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