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Long Beach 2010 Owr


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#1 fortine_oo

fortine_oo

    Denny Hulme

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Posted Jul 01 2010 - 01:43 AM

Long Beach 2010 OWR


This is different than just another owr track with increased asphalt grip and little else. Maybe I should have called it owr II.

A short back-story.
I have never been thrilled with the feel of the "illegal" mod to "pta version" experience.
For some tracks that I developed ai, I included track ini stanzas <pta2modX> to accomodate gtp to pta for Mac users. The grip felt more mechanical ("sticky asphalt") than aero. The laptimes also fell short, and it took really off the wall rear weight setups to even achieve those times. Couple that with framerate issues, I never felt the need to try OWR07.
Amtronic is making a current layout Hockenheim track and he expressed interest in having support to accomodate a new open-wheel mod, ISS Mod (International Single Seaters Mod, aka F1).
I was able to try the original owr and I really liked the aero feel. There was actually front downforce effects, and yet the cars were still able to drift. The pavement didn't feel coke-syrup sticky. That got me to thinking about using paint as the track surface. I could increase the grip value and still have some slipper-i-ness. I was really blown away by the results. It's certainly not like a hacked exe, it's not exactly like having front wings (or their adjustability). But for a sim based on a stockcar with virtually no front aero downforce, IMHO, it's immensely better than just high grip asphalt as a substitute.

The lp's and track ini are specific for this mod. The laptimes are just a bit quicker than what was run in IRL  this year and they're faster than gtp, something I've never encountered with the high grip norm. Because of the surface changes, this project is a stand-alone version of the Long Beach track.

Thank you to Amtronic for the track.  Posted Image
For the NR2003 RoadCourse racers that are still around, I hope you'll enjoy it.
fortine_oo

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#2 ti2blegrr

ti2blegrr

    Jack Brabham

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Posted Apr 17 2018 - 07:47 PM

I know I don't say a lot on this site and don't com here as often as I should and I'm sorry for that. Mostly because I would have already had this track and wouldn't have to use another site to find it.

This is everything I expect an OWR track to be, grip where there should be and none were there shouldn't be, fantastic work fortine_oo. Have ever thought about working your magic on other tracks like C.O.T.A.?

#3 fortine_oo

fortine_oo

    Denny Hulme

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Posted Apr 18 2018 - 02:06 PM

View Postti2blegrr, on Apr 17 2018 - 07:47 PM, said:

This is everything I expect an OWR track to be, grip where there should be and none were there shouldn't be, fantastic work fortine_oo. Have ever thought about working your magic on other tracks like C.O.T.A.?

Thank you

I did some exploratory work @ COTA.
However, I couldn't really map the surfaces/grip values through the esses that I thought would be appropriate, and I wasn't able to attain the actual OW top speed down the straight between T11 and T12.
The pit road entry also needs some adjustments to work within the restaints of NR2003 ai.
And then there's the need for the track's creator permission to change/post the modified track.
Taking all this into account, I gave up.

More tracks for Open Wheel mods that employ the PTA.exe
PBIR_OWT
Melbourne_Albert Park_OWT  [It's not a new track. It isn't pretty. It isn't an exact recreation of the layout, but it fills a hole in an F1 schedule.]
MILWAUKEE INDY FSE


[In conjuction with Amtronic] I also worked on Hockenheim (original long track reworked/converted to F1 layout) and Imola2012, but sadly there were game crashing issues caused by the track graphics and/or track ptf configuration and the projects were abandoned.

In general, the conversions require a lot of time due to the duel nature of the project, grip/feel for the Player and ai development.
While there are basic parameters for the surface layout/type and grip-values, the transformation is not an exact science and the procedure requires a lot of trial and error. If the track layout needs adjustment, that increases the workload.
I have to really want to experience a track to endure the track building/ai-development process, and since I rarely drive for fun anymore, I just don't have the passion to endure the process.
Never say never, but "I " wouldn't hold my breath.

Edited by fortine_oo, Apr 18 2018 - 02:27 PM.


#4 ti2blegrr

ti2blegrr

    Jack Brabham

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Posted Apr 18 2018 - 07:11 PM

I really do appreciate the effort, I know the track needs a lot of work, don't get me wrong I'm grateful it's in sim, but the driver in me wishes some of these track makers would seek out the help of the guys who know what they're doing and make it right so we can, the community can enjoy the track for the fun it should be. I do have the Albert Park track, but haven't turned a lap in it, I think I have Milwaukee Indy, I have six installs with around 60 mods and 600 or so tracks and I know other guys have more, let's not talk about my RF, GTR2 and Race installs, LOL! NR2003 was my first sim and will always be my first sim "love".




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