Track does not have a track.ini file.

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cypherpopd

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I downloaded the Dirt Bristol track from WKC for my personal 2021 season. The track did not come with an ini file. I just want to increase the slipcurve so they look like they're racing on dirt and not brown asphalt. Help?

Also, for bonus question: The Indianapolis Road Course I found only allows 29 AI cars. How do I increase that to 40? Or even just 38-39? I do not have Sandbox.
 
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mtblillie

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Not to mention I am pretty sure the track wouldn't load without it (but I have never tested that theory, so I could be wrong).

As for your Indy_GP question, I don't think anyone has been able to make it work with more than 30 cars (29 ai + player). Here is a thread discussing it.
 
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casssp

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In fact I managed to make the conversion, very easy to tell the truth, and it worked very well in my tests. The problem is that I don't know the track owner so I can't ask if I can share the modified track.ini.
 

mtblillie

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In fact I managed to make the conversion, very easy to tell the truth, and it worked very well in my tests. The problem is that I don't know the track owner so I can't ask if I can share the modified track.ini.
It depends on which version you modified. Brian Booth made most of the recent versions which can be found at NascarFunFacts.com in the forums. That seems like it would be the best place to ask.
 

casssp

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No, it's the Indianapolis_F1 that I found here:

That leads here:
http://fsb.homestead.com/Downloads.html, made by Racer42.

The problem is this: even though I am an old user 2005/2006 from the time of RiouxMods, Bill and Rioux and etc, also on SRD, and here on Stunod I think 2017, I don't know Racer42, so it is difficult to me to arrive from nowhere on the guy (that I don't know) and ask to change his work, in this case, track.ini, and publish it. Do you know him?
 

mtblillie

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I do not, though I think there might be some FSB guys floating around the threads. That track is from 2005. There is a decent chance that Racer42 is no longer active.

It kind of becomes a judgement call if you cannot find the original builder, but I think posting a modified ini is not as bad as posting a whole new track, especially if you give him credit.
 

casssp

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I received guidance from the administrator that I need the authorization of the creator. Otherwise, I couldn't share. So I respected and followed the guidance...

But I tell you it’s not difficult, all I needed was a calculator, about 2 or 3 hours of modifications/attempts/tests. :)

I used the guide below. All I had to do was take a standard 43 car track (used Atlanta and Talaldega from Papyrus) and study how it worked, basically watching the lines:

; regular stalls
[starting_grid_0]
[starting_grid_1]

 
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JNorton (WKC)

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I downloaded the Dirt Bristol track from WKC for my personal 2021 season. The track did not come with an ini file. I just want to increase the slipcurve so they look like they're racing on dirt and not brown asphalt. Help?

Also, for bonus question: The Indianapolis Road Course I found only allows 29 AI cars. How do I increase that to 40? Or even just 38-39? I do not have Sandbox.


Yup... I hide my dirt track.ini files from people because most edit them as if they are paved tracks, have zero clue how to build or even setup a dirt track. There is actually nothing in the file that should be edited..

And actually "increasing" the slipcurve will only help to glue them to the track. Lowering it will make it so they will be easier to spinout if you tap an AI car instead of just wrecking your car.
 
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cypherpopd

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Yup... I hide my dirt track.ini files from people because most edit them as if they are paved tracks, have zero clue how to build or even setup a dirt track. There is actually nothing in the file that should be edited..

And actually "increasing" the slipcurve will only help to glue them to the track. Lowering it will make it so they will be easier to spinout if you tap an AI car instead of just wrecking your car.
I understand, and I'm not sharing my edits.

I am aware that the slipcurve value is inverse. I managed to find a good balance where the car can slide out a bit without spinning at the slightest tap of the brakes. I've been working on a setup that allows me to do the same. Still a long way to go, but I managed to mess with my balance and tire pressure enough to let the car slide. The only issue is the amount of grip the car has through the corner (probably just as a result of Bristol's high banking and Papyrus's engine) makes the car slow down a lot when the back end slides out. I figure there is a way to fix that, but I don't know it.
 

JNorton (WKC)

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The slowing down is basically due to the materials used for the track (grass and dirt), banking, and yes papy's physics engine. Grass for the racing surface, and dirt for the upper cushions which can be used to run (and pass) on a high line. All of my dirt tracks utilize a dirt cushion. Also.. The slip curve has nothing to do with your car. It affects the AI only. Nothing under the [ ai_track ] section(s) effect the player car. I can tell you that the more you try to get the player car to slide, the more it is going to slow down. I have said it 100 times and I'm sure I will say it 100 more.. NR2003 was NOT made to have dirt tracks. There are zero physics for it. Trying to get a car here (or the AI) to act like it is on dirt is almost pointless. ;)

On a side note: If you work on a dirt track, any builder worth his/her weight will NEVER set up the track.ini or setups with .cup physics in mind. We build dirt tracks for .gns - .cts - and .pta (Sprint Cars). Cup does not run on these tracks so why bother. In reality the dirt tracks are more of a .cts type of track.
 
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casssp

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True, I have tried many ways and there is definitely no physics for that. You can do something more or less and that's it.

Recognizing this fact, I ended up opting for an unrealistic but fun side: I developed the kit below that I use on the Dirt Tracks, it has an interesting and funny result because the tires of all cars wear out very fast, forcing AI to stop several times and the player to take it easy in the turns. I repeat, I recognize that it is not realistic (I also know that there is no tire wear on the dirt), but if it is to play Dirt without physics, I make it at least funny in some other way. Yes, damage simulation, no flags, no rules, just like a survival race.

[ track_cts ]
track_tire_heat = 3.25 ; > modifies amount of heat going into the tire at a given track
track_tire_wear = 3.25 ; > 1.0 means more wear, i.e. 2.0 is twice normal wear, 0.5 is half normal wear
track_tire_wear_loss = 0.25 ; percentage of grip lost at full tire wear
track_tire_wear_exp = 1.25 ; > 1.0 gives a bigger fall off later in run < 1.0 gives a bigger fall off early in run
track_asphalt_grip = 1.25 ; > 1.0 means more grip. This shouldn't have to change by more than +- 0.05
track_concrete_grip = 1.25 ; > means more grip. Again, keep between about 0.9 and 1.05
track_grass_grip = 2.75
track_dirt_grip = 2.75
track_haybale_grip = 2.75
track_rumble_grip = 1.25
track_paint_grip = 1.25

ai_accel_modifier = 0.35 ; acceleration grip efficiency
ai_decel_modifier = 0.75 ; braking grip efficiency
ai_fuel_use = 1.25 ; > 1.0 = more fuel consumed
ai_grip_modifier = 0.90 ; > 1.0 = more grip
ai_drag_modifier = 2.00 ; > 1.0 = more drag, which is slower

ai_wall_offset = 100 ; 100 = full-time AI collision detection
ai_tire_wear_left = 1.50 ; left tire wear adjuster for ai > 1.0 = more wear
ai_tire_wear_right = 1.50 ; right tire wear adjuster for ai
 
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