Now converted to reverse configuration, but (as keeping the same lapper databases to record times and scores) as LA2 layout.
Set some times as I was changing signage and pit lane round. Most easily beatable, although I really tried hard to set good times with the town bus and Land Roamer mods.
This layout, like most of mine, is a single-lap time trial layout.
A single player does a lap, and times/drift scores are recorded and saved. There's an option (!top or !drift) to compare times/scores with other drivers.
The bridges were put in to both upset the balance of the vehicles, as you may need to have ride height slightly higher/softer suspension than optimum than if the track was totally flat, and it also gives the track a little bit of undulation.
Also attached table that shows top times for every vehicle type (standard LFS vehicles and a selection of mods) that's allowed to be driven on the server.
The layout and lapper code is available HERE.
Not sure how useful it will be as InSim and lapper have been upgraded a lot since then, and whereas I can get Nodes to work in the current lapper, I can't seem to manage Zones, which is how the original script worked.
Enter Zone | stop script used in previous Zone | start new Zone script.
However, script shows what characters I've used to make sign, along with sizes of characters.
In lapper, something like
openPrivButton( "ne_text",163,68,18,8,1,-1,0,"^0NO ENTRY");
Where 163 = place in from left
68 = place from top
18 = width of character
8 = height of character
1 = character spacing if multi-line
-1 = time to appear (-1 = always. Needs to be closed by script)
0 = background colour (choice of none, light, dark).
For those that have programmed stuff to work with InSim, this is probably obvious stuff, but easy to replicate as all I really did was open a button when you reached a Zone, closed it in the next Zone, while at same time, opening another button.
Used exactly same system, when I made a layout and script to make pace notes -
Hi.
Just saw you've taken the top spots on the list
Glad you like the layout. I tend to drive in VR now, so cars and track stuff looks good.
As for curbs - I'd need to get rid of a tree or two, to have enough curb objects. And if there were more objects, I'd probably put in more other 'stuff' round the track first, to break up the background a bit more.
Overlapping buttons - this is my 'little people' messages. Likely I'll have to either totally overhaul whole lot, or simplify it to one message.
ALtogether, because I placed everything by hand/eye, changed things as I went along, spent a bit of time tidying things up, etc., I spent anything from 24 - 30 hours on this layout.
I've now got about 95% of the perimeter track done. Just the very fiddly last chicane to do.
I've changed the squiggly bit in the middle of the track. Just copied and pasted large turn I had made in another layout, then turned it a bit to join the first part, then pasted the turn again about 180 deg, so it joined the existing perimeter, then added a little straight between the first 2 curves I placed, where both ends kept curving round, then fiddled with it till it looked about right.
From a distance, it looks neat and tidy, but it's not. I need to work on it a bit.
So now I've got a perimeter layout, a short layout, and a no idea what to call a mainly perimeter with large infield section layout.
The next stage will be to finish the last chicane, fix the infield section, and add more signage. After that, play around with the walls. I think I'll lower a lot of them, so the track looks less constrained. Then, depending on how many objects are left, add some stands or some such.
The last thing to do will likely be the hardest; thinking of a name for the layout.
But I'm not going to be able to work on this layout again till at least the weekend.
Cleaned up the short section, putting in proper (joined up) barriers all round.
Also worked on making both a rough layout of the overall circuit, as well as very rough path for another alternative route - the orange looking squiggly bit inside the layout.
It's likely that the orange piece of track from top left, curving down to the bottom will be close to the lines I put down, but the squiggly bit in the middle of the overall layout may change a lot - maybe to a very large 'S' shape, joining higher up closer to the track before it turns right.
A lot will probablhy depend on how many objects I have left after finishing the overall perimeter of the layout, although simpler likely to be much better anyway. And simpler to do too.
Visually, this V4 looks like V3, but for this update, I sort of joined the dots, and roughly placed walls to show track edges.
The long lines in the images (yellow lines with orange dots) are mainly insim lines, which you can only see in SHIFT U mode - not when driving. I use these for drawing straights and curves. Very handy when you want to keep outside and inside barriers equidistant throughout a turn. You can also use Insim Circles, but sometimes I prefer my squares. I used the squares to make my 'S' bend.
16mx16m insim checkpoints made into squares and each square turned to make a rough outside and insie line.
After I put barriers in place all round this short track, I then reversed it to see what it was like.
I prefer the reverse layout. But I'll continue with the original, clockwise, direction just now.
I've included lyt's for both for anyone that wants to try them out.