This rating works the same way as the overall driver rating. To see the difference between drivers in specific areas there is also specific driver rating. The better rating a driver has, the less points he gets for good result or the more points he loses for a bad result. The amount of rating points gained in the race is dependent on the difference between average rating of race participants. The better half of the race participants get positive points and the others get negative points. It is calculated after every race and it can be increased or decreased depending on the result. Single Races Rating is a minor component of the driver rating. This makes every track unique, although there can be some similarities found. The system calculates all sections separately, so you can be faster in one section than other drivers, but slower in another section. Then there are sections 6 and 8, fast curves, where handling and downforce is also very important. Then there is section 1, another hairpin where good braking and acceleration is needed, and then there is section 2, a short straight, where acceleration is most important and of course some maximum speed. Then there is section 11, a long straight where good maximum speed and some acceleration at the beginning is important. Let's start in section 10, a tight hairpin where good braking is important when entering and good acceleration on exit. The base characteristics of every section can be described as of importance to basic car attributes like maximum speed, acceleration, braking and handling. For example section 11 is the main straight and section 1 is the first corner of the track. I have released a new version (0.81) that fixes the bugs that I can fix, which are judged to be fatal among those that have been reported.The track is divided into 11 sections with different characteristics.I cannot guarantee that this version will work as I have not been able to reproduce the problem in my environment, but I would appreciate it if you could try it.It is not possible to save the adjusted values in this version.In response to reports from some users that nothing is displayed when they open the app, we have added a new version (0.8 fix1) in which we have removed the assumed cause of the error we received.I have no restrictions on modification or redistribution as long as you credit me as the author of the base mod.At this time I have no plans to make any future updates to this mod If you have any glitches or complaints, please fix them yourself!.The system will not function at all on online servers to prevent malfunctions.If the course distance is less than 1500m, the system may not function properly. During a rolling start, there are some restrictions on the player’s vehicle, but the player is basically free to drive his/her own vehicle, including lining up in formation.0 is the AI line, 1 is the edge of the course : 0.2~0.8 AI Spline Offset: The value of how much the driving line is displaced from the AI line when forming a formation.Formation Gap: Distance between the car in front of you and the car in front of you in formation.Limit Speed: Speed of the formation (km/h) The second car will increase or decrease the speed based on this speed to form a formation : 60~100km/h.Open “Rowling start” from the list of and check the rolling start checkbox to enable rolling start.Back up surfaces.ini in the data folder of the course and layout where you want to perform a rolling start, and add the following at the end:.The installation can be done in the Content Manager.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |