The location of tracks has changed with the implementation of Steam. They are now located in ~/Documents/My Games/Automation/Tracks. Other than this change, they are still the same as they were before.
Thanks, that worked! I guess the old location was from when I had the demo installed.
So I’ve taken up some track modeling recently, and I seem to be having a big problem with big discrepancies between the car in the in-game simulation and the track as drawn in TrackEdit. Does anyone have any tips regarding how to fix this, or does it just come down to “fudge it in the editor”?
What makes this frustrating is that this problem is not consistent whatsoever; some tracks I’ve made work perfectly fine, while others don’t.
[quote=“MrChips”]So I’ve taken up some track modeling recently, and I seem to be having a big problem with big discrepancies between the car in the in-game simulation and the track as drawn in TrackEdit. Does anyone have any tips regarding how to fix this, or does it just come down to “fudge it in the editor”?
What makes this frustrating is that this problem is not consistent whatsoever; some tracks I’ve made work perfectly fine, while others don’t.[/quote]
IIRC this is due to the way the game parses the information from the track editor. I think it’s to do with the approximations of the curve that the track editor uses to draw the line. Both user-generated editors suffered from similar issues.
With the current format, especially in the new versions, there’s no way around it. Worse, all the tracks up to now will, in future tweaks of the simulation, not work (see Der Bayer’s work on BROBOT) as intended either, so all tracks will have to be tweaked a bit, but at least we’d then be able to make tracks that simulate more predictably.
In short, it’s best to wait a few months before making any new tracks.
I am sorry for the error that trackedit produces. The problem is that I don’t know how to make it act like the simulated version, otherwise I would use it. I have some psudo-code for the real thing, but I was never able to figure out exactly what was going on in it.
Edit: I take it back, I am now having great success figuring it out, having recognized what the psudo-code is based off from.
Is it still the case that it always starts with the car facing to the right, or can the start direction be changed now?
Thanks, what is the corner coeficient?
I think that’s what’s referred to as sportiness, so think of it as how cautiously the driver would approach that corner due to difficulty in layout, track surface or whatever else
No, that’s a multiplier for the cornering grip. Basically you can adjust the track times with that factor if your layout is good but you cannot match the real world lap times. Higher factor -> higher cornering speeds in general.
Hmm, was it that way around? I thought 5 = super bumpy, 0 = super smooth. I may be wrong of course, should be easy for you to test.
The Sportiness-factor was 0 = perfect surface and 5 = super bumpy and difficult (it can be set for each track segment differently). Corner_coefficient was the cornering grip multiplier (it can be set only once per track).
Ohh okay, sorry then I missed the point, right, the factor you are talking about is to straight up scale the track times.
And is there a max lengths or segment limit? The track I am working on is the 2015 King of the Hammers and a lap is 85 miles
There is no hard-coded limit, but calculation might take some time for 85 miles
Why this happens? The line looks perfectly aligned to track in editor.
UPD: Misalignment apears closer to the end of the track.
My guess is one of the turns just before it shows up is wrong, track edit is a beta and doesn’t perfectly match the game.
Hey there folks. BT here, maker of ye old’ TrackEdit. I was wondering if this is still a thing people use or want to use, or if it has changed recently with the newer UE4 engine.
If there is still a need, I was considering updating it again (for a little while).
I know I use it.
Yes please! Sorry for the delayed reply, I’m not active on the forums much anymore but a new version of TrackEdit would be freakin fantastic. It certainly does seem that a lot of things have changed in UE4 (or maybe it’s just me)