Guys, as you might have read in some other threads I am working on Barber Motorsports Park.
After reviewing some videos this morning I came to the conclusion my surface work is pretty OK. I don't have curbs in the track, because of some sections that don't have room for it (using too much surfaces/walls for other stuff), but I might add those.
I used the objects from the GPL track, but saw on the videos a lot of treework is missing from the GPL version. Adding that is going to be quite some work.
Because IIRS is going to race at Barber, I will release a version without objects and add those to a later release.
Release will be somewhere this weekend (when exactly is depending on whether I am called up as backup goalie for the championship game of the first team of my club this weekend).
IIRS Driver Champion (2005-2007, 2010-2014)
IIRS Team Champion (2004-2014)
Hi Sander,
Your track has some bad corners, I think. Here is the picture. I feel will be problem with AI there. So radius need to be increased. AI maybe will be ok at corner marked with yellow. But red corners need improvements. Also real track has wide asphalt runoff areas.
My advice is to make test AI files before starting work with objects and textures.
I checked an onboard camera from Scott Dixon. I noticed two areas with asphalt runoff area (turn 1 and turn 11). Turn 11 is dirt in my track and probably was paved at one moment. I will look into that.
Other than that there are some areas where the short versions of the track connect. These asphalt areas were left out on purpose.
I checked the turns you mentioned. Naming them 1, 2, 3 from left to right.
Turn 1 is no problem I think. The runoff on the left there is quite wide, which makes the 3do file show it like that. Turn 2 seems fine as well. Turn 3 might pose a problem.
IIRS Driver Champion (2005-2007, 2010-2014)
IIRS Team Champion (2004-2014)
Experience
I cannot give you any rules or formula. For 90 degr corners I use something like this
In general when radius is too small LP's points are located very close one to another. I this situation AI can not normally run fast in corners. But most important AI cars can not change direction quickly.
I have been testing a bit on the track. Turn 1 is not much of a problem, because you should cut through the corner instead of following the turn 1. That way the radius ends up much larger.
I see your point with the 90 degrees turns, so I checked for turn 2 and turn 3
Turn 2:
A = B both at 7,5 meters
Turn 3
B = 7,5
A = 10
But I think for short corners, it might even necessary that A is much bigger than B.
IIRS Driver Champion (2005-2007, 2010-2014)
IIRS Team Champion (2004-2014)