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DOWNLOADS >> Nascar Heat >> Tracks >> Road Courses
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File Name: |
Vancouver GrandPrix [Hosted Elsewhere]
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Description: |
Hey guys,
it's time for another street course - I'm happy to announce the release of Vancouver!
It's been in the works for a very long time now, almost a year I think. I had to fix/move/remap/redo/ a lot of things. Sometimes even after redoing something I had to redo it again... 80% of the road is done from scratch. The whole road surface has been made wider. If after racing it you think it's challenging, you haven't seen it in its original state, ask my beta testers how challenging it was a year ago
OVERVIEW:
The streets of Vancouver come alive with the roar of finely-tuned racing machines and thousands of cheering fans as the Molson Indy comes to this stunning seaside city for three days of racing excitement. Since 1990, The Molson Indy has brought Indy fever to countless spectators with racing around a course that hugs the shores of False Creek and skirts through city streets.
The combination of Vancouver's natural beauty and the thrilling track make the Molson Indy in Vancouver one of the most popular stops on the CART Racing series.
So install that Cart2 MOD and start practicing
AI ISSUES AND ROLLING STARTS:
But of course, if it's a street course, it means it has no run-off areas and it means huge problems with AIs and rolling starts. Well, no more! There were lots of things done to overcome theses issues but the work put into it paid off. AIs now run _very_ well on this track. Thus, every AI path's vertex has been placed and adjusted with care (that was the key to success), track physics has been altered to reduce the number of AI collisions with themselves and walls (thanks goes to Raybee for his AI tweaks!). One rule is still in tact though - if you want to make good AI for any specific mod, then keep in mind that it _really_ matters how _clean_ the lap is and not how fast. Also, it's better to make AI ghostlaps in the expert mode. And if you want them go faster, just raise their strength a bit in the setup. It's advised not to go over than 103%.
Below you will see a GCF for the Cart2 MOD. I did several tests with it and was very satisfied with the results.
CART2 TESTS:
I did two "quick" tests to see how well AI will behave with the new GCF I made specially for them. I set 8 laps for both heats. The first Heat they ran at 98% strength and during all race I haven't seen a single crash! There's just one place on the track where they tap the wall a tad, but that doesn't hurt nor the cars, nor the race as the whole. All cars finished on the _same_ lap. The difference between the 1st driver and the last driver was 23 seconds.
In second Heat I decided to raise strength up to 103%. I must admit that did not make them go worse! They were faster but still no crashes. All drivers finished on the same lap and the difference between the 1st driver and the last one was 17 seconds! The fastest times for AIs were around 1:01.### (plus/minus). They all take one and the only curb just _perfectly_ (sometimes I can't do that).
That ghost line could not be any better, I'm simply surprised how good AIs drive it on a street course. I then tried to make a faster GCF but they were not as perfect as with the other one. So, you can download the "good" GCF below.
IMPORTANT INFORMATION:
- This is a FULL version, and it's really heavy on graphics. The file size of the TRK file is 23 MegaBytes. The track includes high resolution textures. Some older video cards do not support such textures and most likely those of you who have those video cards will have an IRK type of error and a crash. But just so that you know it's "normal" and it's a graphics card issue. At least it's a good track to test your PC/video card performance
- On the other hand, I'm planning on getting out a lite version of this track in the near future which will not have high resolution textures and will have much less poly count. This is to incrase the frame rates during online and offline races, for some it will be the only version that will work.
- Track's grip factor is increased by 9% !
- There are working pits in this track as well, luckily it was not as frustrating to make working pits for it as it was for Metro Grand Prix, so in case you hit a wall, you have a place to repair your car
- S/F line is a bit off from where it is in real life (it's now closer to Turn 1). This is due to problems caused during rolling starts. After moving it to a new place they became much much safier
- AIs will use the setup I put into the TRK file. Since this track is mostly famous for its Champ Car races, the setup included with the track is from the Cart2 mod.
TRUE TO LIFE:
What you will notice is that the lap times are very close real life (with Cart2 MOD in mind). Below you can see a few track facts. Cristiano da Matta holds the lap record,,, well now you have a chance to beat it
TRACK FACTS:
Fastest Lap: Cristiano da Matta Time: 1:00.339 MPH: 106.260
Length: 1.781 miles
Direction: Clockwise
Turns: 12
EASTER EGGS:
This track has two goodies never seen before in any addon tracks for Heat, hope you notice them I'll give you a hint, one of them will be seen when viewing a replay. Another one is more obvious
SPECIAL THANKS:
I would like to thank "BlueIn2Red" for helping me in getting this track out of "Toca Race Driver" ; you know which and how many problems I had back then, thanks for the help man, it's much appreciated.
I would also like to thank Raybee for his physics tweaks for AI. They will make your offline racing experience much more enjoyable Thanks bud.
And of course, Selwyn Gregory and Ray Rhynes who were my beta testers for the alpha version in 2003. Thanks guys.
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All in all, it's been the most difficult conversion so far, and I sure hope you like it.
More projects to come, stay tuned for the previews and have fun. |
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Date Posted: |
13-08-2004 |
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File Size: |
20 MB |
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Preview: |
picture
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Download Time: |
36.6K : 1.3 hours
56K : 1 hours
Cable/DSL : 2.3 minutes
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Downloaded: |
847 |
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Average Rating: |
5.35 |
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Total Votes: |
82 |
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Developer: |
Oleg Astakhov (a.k.a. TheMask)
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