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INI File Editing

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INI File Editing

Editing the INI file (track configuration settings) for a track.


Contents:

I. AI Track Settings
II. AI Pitting Settings
III. Pit Road Settings
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I. AI Track Settings.

First, here is a copy of the different options in this section. A lot of this stuff is fairly easy to understand, and is like riding a bike, in other words, once you learn how to properly edit the ini file, you won't forget.This should be a very quick overview, most of this is easier to learn by yourself by just fooling around with the different settings, and seeing what the effects are.

[ ai_track ]
pace_merge_from_pit_line_dlong =

pace_merge_to_pit_line_dlong =

pace_speed_limit_mph = This one should be easy, the speed at which the pace car drives around the track during the start and during yellows.

ai_accel_modifier = If for example, the AI seem to get a big jump coming out of the corners, or on green flags, you may want to adjust this to fix that. Lower numbers will result in lower start-off speeds for the AI.

ai_decel_modifier = Similar to accel modifier, only for breaking. If the AI slow down too fast, you may want a lower number, so they will slow down a bit more slowly.

ai_fuel_use = This is an easy one too. How fast the AI consumes the fuel. Numbers greater than one will result in the AI using more fuel.

ai_grip_modifier = Similar to track grip, found in the first section in the INI file. This is for additional AI grip. Numbers greater than one will give the AI more grip.

ai_drag_modifier = How much drag the AI have. If they are too fast on the straights for example, then you will want to increase this number. Numbers greater than one will result in the AI having more drag, and slower straight speeds.

ai_line_modifier = 1.00 ;dangerous hack, don't use unless you are a trained professional

ai_qual_modifier = This option is used to make the AI run faster during qualifying than they do in the race and practices. Numbers greater than one will result in the Ai running faster in qualifying.

ai_wall_offset = ;100 = full-time AI collision detection (One of the ones I’m unsure of. I have only seen 100 on tracks).

ai_tire_wear_left = Simple enough, amount of tire wear the left side tires for the AI get. Example: On left hand turning oval, this number would not be as high as the right side tire wear.

ai_tire_wear_right = Amount of tire wear the right side tires for the AI get. On a left-hand turning oval, this number would be higher than that for the left side tires.

ai_arcade_tire_wear = Overall tire wear the AI will have when running in Arcade mod.

ai_arcade_fuel_use = Same as fuel use above, only for Arcade mod.

ai_arcade_grip_modifier = AI grip for Arcade mod

ai_arcade_drag_modifier = AI drag for Arcade mod

strategy_lap_time_wear_loss = How much time the AI will loose per lap due to totally worn tires

strategy_lap_time_fuel_use_gain = Amount of time that the AI will gain due to low fuel

strategy_base_pitting_cost = Amount of time the AI lose due to a stop and go pit stop

ai_pacing_distance = Distance cars run apart during pace laps and yellow flags. Higher numbers equal bigger gaps between cars.

ai_bunching_distance = How close the AI run together when bunching together for a start or a restart. Usually just a bit smaller than the pacing distances

ai_drafting_distance = How close together the AI will run while racing. Be careful, as if the number is too small, the AI will collide and crash all the time. And if the number is too big, the cars at the tail end of the field on starts and restarts will check up, and I’ve even seen them brake on the start. So numbers too high will cause the AI to constantly check up.

ai_panic_decel = G's of extra deceleration inducing panic. If the AI exceed the amount of G’s used for this, they will go into panic mod, thus using the maxpanic.LP and the minpanic.LP files.

ai_dlongpad_scale = scales padding in braking zones (smaller = more scaling)

ai_dlat_pad = Not sure

ai_squeeze_pcnt = Not sure

ai_inverse_slipcurve_k = how much slip angle AI need to corner. smaller = more, more = increased drag
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II. AI Pitting Settings

Below is a copy of the AI pit settings. This section is a bit more tricky, but once again, once you learn how to do it, and where to get the information, it is something that you will not forget how to do.

merge_from_pit_line_dlong = ;dlong at which cars leaving pits will merge to race line. This number will be found in sandbox when making a track. The dlong is the distance from the start finish line. You will find this number at the lower right-hand corner of sandbox. Just hover the mouse over the point where you wish for the pit road merge to end. And the distance along the track will be listed on the screen. The number to the right of it is the distance from the centerline (dlat), the purple line in the center of the track.

merge_to_pit_line_dlong = ;dlong at which cars entering pits will merge from race line. This number, like the previous, will be found in sandbox. Just hover the mouse over the point on the track where you want cars to merge to the pits. This number will appear at the bottom of the screen.

merge_to_pit_line_length = ;length of merge window. Distance from when the cars start to begin to go to their assigned pit stall to when they are in the stall.

pit_lane_end_dlong = ;dlong where pit lane proper ends. The end point of pit road, this number is another that will appear in sandbox. Once again, hover the mouse over the ending point of pit road and the dlong will appear at the bottom of the screen.

pit_lane_start_dlong = ;dlong where pit lane proper begins. The start point of pit road, this number is also found in sandbox. Hover the mouse over the point that you want pit road to begin at and the dlong will appear at the bottom of the screen.

slow_pit_line_dlat_offset = ;track-specific dlat_offset of 2nd slower pit line (0 if N/A)

stall_exit_goal_dlat_offset = ;goal dlat offset (+ left) for the pit stall exit cubic line. Not really sure about this one.

stall_exit_goal_dlong_offset = ;goal dlong offset (ahead) for the pit stall exit cubic line. Not really sure about this one.

begin_stall_entry_offset = ;offset at which the AI start to approach their pitstall.

begin_stall_approach_offset = ;offset at which to begin approaching the pit stall

lane_merge_dlong = ;dlong which you must remain on the apron when exiting the pits. Number can be found in sandbox also, just find the merge exit location on the track and get the number from the bottom of the screen.

; RACE CONTROL
lane_on_right = ;where your pit crew will be located. 0 if on left, 1 if on right

lane_has_wall = ;0 no wall, 1 has wall

speed_limit_MPH = ;pit road speed limit


; PACE CAR
begin_pacestall_entry_offset = ;offset at which to begin entering the pit stall

begin_pacestall_approach_offset = ;offset at which to begin approaching the pit stall

pacestall_exit_goal_dlong_offset = ;goal dlong offset (ahead) for the pit stall exit

pacestall_exit_goal_dlat_offset = ;goal dlat offset for the pit stall exit

stall_pace = ;where the pace car parks. Format: dlong, dlat, angle. These numbers can all be found in sandbox also. Point the mouse to where you want the pace car to park, and you will have the numbers once again at the bottom of the screen. The first number is the dlong, the second is the dlat. For the third number, you will have to determine yourself. If the pace car is on a straight, the number will be 0.0. Otherwise the number rotates the car in place.
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III. Pit Road Settings

This is one of the easiest parts of making the .ini file. It is the same as making the stall for the pace car. Although, I usually first find the length of pit road, by adding up all the segments that make up pit road, and then divide that number by 43, or however many cars you want the track to have. This will give you the separation of the pit stalls. Make the first one like you did for the pace car. Find the location of the first pit stall, and then subtract the distance between the stalls for each of the following. So if your pit road is 500 meters long, and you wanted the track to hold a full field of 43 cars, you would do 500 divided by 43, which equals 11.62. That would be how far apart you would have to make the stalls in order to fit all the cars and have no extra space on pit road.
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