Currently making a new layout - BL1X The Long and Winding Road.
It's supposed to look like a mountain road.
Although it's a Work in Progress, decided to put it on my server (Sin'rs), and work on it there.
Made a video of the lap while working out the length of the track - over 4 miles, which is almost 7,000 metres.
If you do decide to visit the server, you may find me there working on the layout.
Not sure I'll have enough objects to put sides to the road, and as road is up in air, possible that you can fall off if you try the layout.
I've actually fell off few times by hitting wall too hard, and tumbling over.
One of the vagaries of the LFSLapper insim that I use, is that it will not save any laps over 5 minutes long into its database, so if you do a lap, and it's longer than that, then it won't show when you look at the Top times, although if you take longer than 5 minutes, and you do complete lap, your drift scores will be saved.
Last edited by sinanju, .
Reason : Finished and attached layout x 2 (long and short)
Bit of plagiarism by me, in that I came across a video by Vano Paniashvili of his Touge Road layout (https://www.youtube.com/watch?v=nc9GgcmXXO0), and I thought I could make the same layout, using the same underlying track shape
I put layout on my Sin'rs server earlier, and Corse / BassB did some runs in various cars; one of which, I recorded and loaded onto youtube -
.
If you want to try a lap yourself, would be worth watching the video to see the route, as its not so obvious when you try it without knowing how to get to the finish line going via the sector splits, and if you miss a sector, no time/drift points will be recorded.
Last edited by sinanju, .
Reason : Attached the layout
On normal tracks (not X or Y configurations), the AI cars follow the programmed racing line. To see this line, press 4. This is a toggle (on/off). Colours generally mean Green for accelerate, yellow for lift and coast, and red for brake.
If you can see this line, then you know AI cars are going to follow it, so you can try driving slightly off this line to help with AI cars crashing into you.
Of course, the AI racing line can sometimes be the racing line you want to follow (especially on tracks with more corners), and it can be tricky both leading or following AI cars round when you both want to drive on the same line.
You can also go into Options/Misc and play with Update Path/AI using player setup/etc, to see if that helps/hinders.
Or, as nacim says, try online, and race against all sorts of level of players, usually all on the same server, from the drivers who forget to put pit limiter off, the truly awful, the so-so, all the way up to the 'aliens'.
Name came about as when making the layout, and trying it out as I was going along, couldn't decide which way I preferred driving it - clockwise or counter clockwise. So, I put a loop in, and you have drive one way, reach the loop, and go round it, then retrace the route you've just driven. Was going to put another loop in, but I mucked things up a bit, and rather than rip down a lot of track I'd built to do the 2nd loop, I put a sort of diversion in not far from start/finish line.
Layout still a work in progress, as I want to do a pit area, and tidy some bits up, see if I need more marker boards, etc.
You'll notice I drove quite badly - still using keys instead of wheel, and couple of times, got confused on which corner was coming up next. Not helped by the fact that the concrete ramps, when placed on the ground of the container park, blend right into the ground, so hard to see the walls, and turns. Old age, mild cognitive impairment and 20/30 vision does not a good driver make!
I'm not too hot when it comes to Set and Get vars, but I doubt lapper understands what the plus sign is for as it's not being used for an arithmatic function.
Nor do I understand
$["value"]
Maybe try;
SetStoredValue( $Var["value"] . " National ". GetCurrentPlayerVar( "National1" ) );
or
SetStoredValue( $Var["value"] . " National ",GetCurrentPlayerVar( "National1" ) );
I've seen Yisc[NL] use these Set / Get vars a lot in his code add-ons. Maybe you should have a look at some of his code to see how it's used, and the proper syntax.
The most obvious thing that jumps out, is that you've not put a semi-colon ";" at the end of the line that calls the br_Fixtures sub (in your 2nd sub).
Add it to your 2nd last line and see how you get on.
A way to sometimes find errors is to look at the text file that ends -ERR.log within your default/logs directory. Usually, you'll be given the line number within the script add-on where the fault lies. Weirdly, in the case of a missing semi-colon, sometimes the line number will be given as the next line WITH a semi-colon, and you have to work backwards to find a line that doesn't have one.
Appreciate the video - way better driving than I managed. And your reflexes a lot quicker.
Tyre bundles mainly cover trees that I saw as obstacles, which are mainly from start to the bridge, as there is plenty of room and proper track in last section.
Offroad layout, mainly going round the outside of most of the container park, in the woodlands section.
I didn't want to show video of run as I crashed repeatedly (many times per run, and many, many runs), so just some images of various parts of the course ...
The layout if very narrow for most of the perimeter section as only part of the ground can be driven on (small narrow section outside the fenced area), and layout is for single timed runs.
For reference, my best time ...
As usual, if someone can post a video showing how it should be done, I'd be most grateful
I only used just over 1,300 objects out of 2,100 available, so plenty more could be added if required by anyone who wants to use the layout.
I originally had route markers, invisible marshalls and some slabs laid near edge of ramp wall, to act as a sort of pavement/sidewalk kerb, but I eventually removed all these to give bit more freedom to drivers to risk taking shortcuts over some of the bumps/corners.
There is risk taking too much of these corners as it can throw you off course, or cause you to spin, or go over edge, etc.
If you do go over the edge into the middle bits, I constructed some circular walls to play around in, as a sort of consolation for being out of a race.
Another reason for not putting too much more in, especially coloured objects, was that I wanted it to be difficult when racing someone, for the drivers to have difficulties in differentiating track surface from sloping walls. If they stuggle to make out route when racing someone, then there is a chance for the more visually acute to make up for eyesight what they may lack in driving skill.
Because there's a lot of grey on grey, it's very easy too miss something that might be in front of you when going at speed. If you look at video at about the 1:30 mark (near end), or if you race round the circuit, you'll find that the overhead concrete gantry that holds the lights is almost invisible. Some other objects elsewhere round the track are the same.
If anyone does decide to use this layout on their server, I'd love to see a replay to see what kind of mayhem might be involved in a race.
Made another new layout for my server, which I've called 'Sans Sol Azure', and is enclosed within the confines of the "Containa Store" container area at Blackwood.
I've set my server (Sin'rs) to a 4 lap sprint.
The layout is approx 1.84 miles / 2,967 meters long overall, and in a UF1, using keyboard, took me approx. 9 mins 30 secs to do the 4 laps.
Most of the layout should be good for drifting round, although you'll probably have to be reasonably good to get round the container section near the pits at a decent speed.
The track width is at least 15m wide for the most part, wider in others, but bit narrower round the containers, and the track is mainly enclosed with armco and concrete barriers.
Good luck if you decide to try set time / score drift points.
EDIT - Added YouTube video
Last edited by sinanju, .
Reason : Added YouTube video
Just tried it - and found that I should have put some pit boxes in if layout is going to be used online, else you have to SHIFT R to get on track if you don't want to be stuck in the normal blackwood track garages.
Another layout for the new Container Park at Blackwood.
Made this one for drifting, and layout has various routes that can be taken, including going round in circles without having to finish a complete lap.
The routes are walled, but as most of the track is about 15 or 16 metres wide, should be room for going round turns sideways. Some of the route goes between containers, so gap lot narrower in these places - maybe you can practise your Ken Block turns there
I would be interested in getting some feedback from any drifter who tries it.
For instance, is it too long, are corners too tight, too spacious, too many turns, not enough turns, etc.
Feel free to make a video of you going round track and posting it here
Not sure if I'll put it on my server - I'd have to put barriers up and route markers in so only single route, which could then be timed / score drift points.
EDIT
Added pit boxes.
Last edited by sinanju, .
Reason : Added revised layout (includes pits)
Made a new layout for my server, which I've (unimaginatively) called 'The Perimeter', as basically the track follows the outside edge of the Container Park part of Blackwood.
The lap is approx. 2,420 metres / 1.5 miles.
Video of me doing a lap ... .
Some more images ...
The server is set for 3 laps, so if you only do one, then your time will be slower than others who do more as, unlike yours, their 2nd / 3rd laps will not be from a standing start.
Not sure how good it will be for drifting, as basically, there's only really 4 big turns.
Anyway, if you do join the server, good luck!
EDIT
====
Attached is a slightly amended layout which can be used for racing, for up to 8 players. Up to you how many laps you want to set. There's also pit boxes if pit stop(s) required.
Can also be used solo if you want; you'll always start from position 1.
Last edited by sinanju, .
Reason : Added race layout
This is one of many mpr replays I went through to find quickest BF1 time - IneX M.Wentjarvi spent more than a few hours on the server - sometimes he / someone else hit SHIFT R, which starts new mpr file.
His quickest clean lap was at approx 43:55, and his fastest time (with small penalty) at end of mpr - 1 hr 46 mins.
Because he got 2 second penalty on his quickest run, that time added to his run time meant that it was slower than his clean lap, so that time doesn't appear on the front screen top 12. His clean run was still quicker than everyone else.
Not sure you'll beat the current top time (which has changed since last time I posted times/scores) ...
... but good luck anyway!
Top spot is taken by someone who has set times on a few of my server layouts, and never been knocked off top spot - one of them was my Top Gear layout, and I put video of him setting lap on YouTube. If I've got time next week, may see if I can find replay of his run on this current layout, and put video of that online. That is, once I get back home next week, and put finishing touches to the layout I'm working on just now (along with same layout in reverse, which needs slightly more changes than turning the turn markers to face other way). Both over 95% complete.