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W.I.P. Lime Rock

Pixelchaser

Well-Known Member
its a pretty nice track that Michigan speedway, nice infield geometry, ive grabbed the lidar, will have a look see. don't really trust the banking data etc. but you never know.
 

Pixelchaser

Well-Known Member
if the data server will play ball and kick me back the correct files. , ill say ill do this track, the portion of data I have is fantastic, really fantastic, better than limerocks. the kind you just cant go wrong with.

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Sounds awesome. I know the back stretch looks just to be a simple flat surface, I'm sure there would be plenty of teams that would love a chance to do driver training on a course laid out to the correct scale. Oval would be a unique opportunity for AC too, I can't think of seeing any other well made ones.

Also, I didn't realise there were configurations that spread out of the oval, thought they were just roads! Apparently designed by Sir Stirling Moss as well!?

 
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LilSKi

Well-Known Member
Sounds awesome. I know the back stretch looks just to be a simple flat surface, I'm sure there would be plenty of teams that would love a chance to do driver training on a course laid out to the correct scale. Oval would be a unique opportunity for AC too, I can't think of seeing any other well made ones.

Also, I didn't realise there were configurations that spread out of the oval, thought they were just roads! Apparently designed by Sir Stirling Moss as well!?

Mountain peak and Joesville are out there as legal converts from rf2. Mountain peak also has an infield road course. Would be nice to get a decent stock car mod for them...
 

Pixelchaser

Well-Known Member
I see. anything to note regards ovals in the engine ? I have built 2 ovals myself, millbrooks testing oval. and this other thing I'm working on. I notice a lot of shadow issues at times, and the self shading is also a pain sometimes. and physically it "to me" somethings not entirely right like the forces don't move with the banking... I maybe wrong.
 

LilSKi

Well-Known Member
I see. anything to note regards ovals in the engine ? I have built 2 ovals myself, millbrooks testing oval. and this other thing I'm working on. I notice a lot of shadow issues at times, and the self shading is also a pain sometimes. and physically it "to me" somethings not entirely right like the forces don't move with the banking... I maybe wrong.
The only thing that required special attention was the AI line. Not really anything different from a normal track. Just have to make sure there is a decent buffer between the walls and edge of AI.

I don't recall any shading or shadow issues and it felt fine to me.
 

Pixelchaser

Well-Known Member
had a good look at the lidar mesh in the editor, because the track edge on these tracks is effectively covered by massive safety fences, it destroys a lot of what I would rely on for precsision. so the outer extent of the oval would always be an averaged out job, which given the nature of the constructional aspect of the object in real life wouldn't be unrealistic to get correct anyway, the rest of the data where there is no destructive objects is realy nice. shame that but we will see.



nice heights here though.
 

luchian

Administrator
Staff member
So, a little more progress :).

progress_28.jpg


Sorry it takes so long, but aside from limited time, I am also experimenting a little bit.
There is one thing that annoyed me in AC, the light "bleeding" when you have entities meeting - like a fence with ground, or 2 walls of a building. When I modeled the parking, I used to do it as with Lego blocks - just necessary objects arranged and aligned.

This time I try to do it all like a sculpture. I started with a plane, and all that you see is linked (extruded) from that original plane. One big mono-block. I am very curious if this will change anything inside AC, or it'll suffer of the same problems and I will have lost the time for nothing added :D.
 

Pixelchaser

Well-Known Member
looks fricken brilliant man. more detailed than i expected. them steps look tremendously walkable :lol:. <needs a walking sim>

just whack it in the editor and check. extensive objects shadows are better off with an invisible object with basic shape, like collision walls for the shadow. and I burry thing when they`re not attached now.

Alex has provided a nice cone for the autocross ideas this evening too. :) cheers guys.
 

Pixelchaser

Well-Known Member
have done lots of theory work on understanding the autocross events in both that fsae category and the general autocross in properly sized vehicles. the two things are vastly different, so it will take two projects for that. :lol:. anyway ill chuck something together for that little crazy car, basic and simple, which will be based on that route map pdf thing you sent Gary, and well the rest can follow during some lime rock developments as and when. very keen to test a way I have devised of doing suitable surfaces for it that can control penalties cause that is a bit of an issue with this stuff whilst trying to retain that open car park go anywhere feeling.

I wonder if an app could add time to a laptime based on a cone strike....... anyone know anything about aps in that regard?
 
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have done lots of theory work on understanding the autocross events in both that fsae category and the general autocross in properly sized vehicles. the two things are vastly different, so it will take two projects for that. :lol:. anyway ill chuck something together for that little crazy car, basic and simple, which will be based on that route map pdf thing you sent Gary, and well the rest can follow during some lime rock developments as and when. very keen to test a way I have devised of doing suitable surfaces for it that can control penalties cause that is a bit of an issue with this stuff whilst trying to retain that open car park go anywhere feeling.

I wonder if an app could add time to a laptime based on a cone strike....... anyone know anything about aps in that regard?
Gulp, I feel like I've just made twice the workload for you! Don't feel like you have to do anything, it was just a suggestion! :ROFLMAO:

Not sure if you've seen it or not, but found a map showing the orientation of tha various testing areas



Tons of detail about each section too...

https://www.fsaeonline.com/content/Dynamic_Events_Drivers_Meeting_2017_vPost_20170322-1.pdf

Or if you fancy something simpler, the Lincoln Airport hosts FSAE on what is just a huge flat concrete area, plus there is obviously a nearby airfield which would make some fun layouts.

PS. If you want a shot of the car to test, give me a shout!
 
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Pixelchaser

Well-Known Member
its something I want to do anyway and with a first trial ill kill two birds with one cone, :lol:

its the cones/penalties and a new mesh build method required id like to sort out first. location is irrelevant. so ill build whats on that pdf, an endurance cone course for that little nipper.
 

Pixelchaser

Well-Known Member
i see these endurance events have a cone time penalty and an off course rule of 20 seconds(only if they cant get back in at that section).

technically speaking, how do you see this working out functionality wise coz the cones on their own i think are manageable to invoke a penalty, but both track extents and cones (separated)might not be possible. and how far can manual intervention go for an event of this kind. is it ok to have a track extent penalty and manually note and add the penalty for cone strike. .
 
i see these endurance events have a cone time penalty and an off course rule of 20 seconds(only if they cant get back in at that section).

technically speaking, how do you see this working out functionality wise coz the cones on their own i think are manageable to invoke a penalty, but both track extents and cones (separated)might not be possible. and how far can manual intervention go for an event of this kind. is it ok to have a track extent penalty and manually note and add the penalty for cone strike. .
I don't really have any idea how the penalty system can be implemented for AC, but really I don't see any problems. For me, standard track limits would be fine and manually noting cone strikes would work well.

I think just having a representative track for this car would be more than enough! Just learning to navigate the tight technical layout, being able to lap consistently whilst saving fuel etc will be a superb resource.
 

Pixelchaser

Well-Known Member
yep I agree. I love the "home grown" aspect. and regards the other type of autoX we have normal road cars and theres no better way to use them imo. its just a fantastic no brainer. and given the nature of scale for it, I can use the texture techniques I really want to use. also you can churn out 5 track combinations a day easy. :lol: there wouldn't be the complaints about the amount of tracks like with AC.. hahaha and the lidar aspect can give it some serious credibility IMO and more so than any real race track realm given the quantity of what is on offer in that home grown motorsports manner.

also I notice a nice visual psychological aspect that's quite interesting regards overall design. what I mean is the ability to understand and negotiate the track with the rest of the information on the ground. parking lot lines. tarmac joins, oil, dirt etc etc. all which can be simulated nicely. the FSAE style has chalking for the outline, and that can be done in the rules for SCAA autocross too. and there is scope for difficulty levels that can be achieved by using or not using a lot of it as is the case across the whole board of this genre , quite cool intrinsic and important stuff imo. surfaces read a different way to normal racing because there is no forward without looking for it so to speak.
 
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