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Old 06-07-2008, 12:57   #201
guitarmaen
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New Version 3.50

- new function: delete waypoint (ALT-CTRL-d). I only got it running when saving the modificated file and loading it again just afterwards.

- new function: insert waypoint after highlighted (ALT-CTRL-i). The waypoint will be inserted exactly in the middle of the actual and the next waypoint. The actual waypoint has to be a tack or pitlane waypoint

- for all non waypoint sections (GRID, GARAGE, PIT, ALTGRID, TELEPORT and AUX): You can now move these points with keyboard keys (CTRL-Arrow keys). The same with the heading angle (CTRL-KP+/-)

- for x,y,z position entrys of GRID, PIT, GARAGE, TELEPORT and ALTGRID section there is a new syntax available (like the _ and * function you already know). This syntax looks like 12.34*1.23 (again the * but with other meaning). This means that the highlighted point gets a value of 12.34 and all following points up to the end of this section are getting the start value plus multiples of the value after the *.

In this example it would look like:
1. 12.34
2. 13.57
3. 14.80
4. 16.03
5. 17.26
and so on up to the last point of the actual section.

With this syntax you can easily create even spaced garages, even though they are not along the x or z axis.

ATTENTION: Please be careful with the new insert and delete functions. Treat them as beta versions. My advice is to test the track intensively before you go on with your edit work. At least create a backup of the AIW file just before you use them.
If you have any trouble with them, please tell me the trackname and the waypoint number.

And now have fun with the new version.
Attached Files
File Type: 7z RF_AIW_CAM_EDIT_3.50.7z (868.1 KB, 211 views)
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Old 06-07-2008, 15:42   #202
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Great work on this latest version. The delete function is just what I wanted, thank you guitarmaen, your a star

Quote:
Originally Posted by guitarmaen View Post
- for x,y,z position entrys of GRID, PIT, GARAGE, TELEPORT and ALTGRID section there is a new syntax available (like the _ and * function you already know). This syntax looks like 12.34*1.23 (again the * but with other meaning). This means that the highlighted point gets a value of 12.34 and all following points up to the end of this section are getting the start value plus multiples of the value after the *.

In this example it would look like:
1. 12.34
2. 13.57
3. 14.80
4. 16.03
5. 17.26
and so on up to the last point of the actual section.

With this syntax you can easily create even spaced garages, even though they are not along the x or z axis.
When using this syntax in the X coordinate of a garage spot, does the program keep the Y coordinates value, or adjust it so that you don't get a garage spot below the track and a car falling into nothing?
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Old 06-07-2008, 16:37   #203
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No, if you do this function to the x coordinate the y is not touched. That's because my editor has no clue about the height in any point. The height has to be derived from the trackxx.gmt files out of the mas files from this track, but this far too complicated for me now and would also go far beyond the scope of my editor.

So, you have to guess the height (y-value) by yourself, maybe by copying this value from a very near waypoint or by getting the y-value from the 3DSIMED (if you own this tool).

You got the same problem with the waypoint insert function, but this time y-value is derived as an average from the waypoints before and after. In most cases this value should be acurate enough, but if you will be more precise you have to get the exact value from elsewhere.
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Old 06-07-2008, 18:31   #204
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Thanks for the reply, it is a great way of spacing out the garage spots in a paddock area.
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Old 06-07-2008, 20:55   #205
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He thanks a lot for the Goodwood update, I will test this with Historx-mod.

Thanks
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Old 07-07-2008, 21:08   #206
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Goodwood AI

Hello "guitarmaen". I'm afraid the AI still takes the first corners/bends at Goodwood too fast and too wide.
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Click image for larger version Name: GRAB_005.JPG Views: 93 Size: 204.7 KB ID: 458995  
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Old 09-07-2008, 23:16   #207
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OK, next try. This time I also changed the grid positions to match the markings on the road.

EDIT: Sorry, I took the wrong AIW file. Try this one, I tested it also with Historic GT Mod and it seems to be Ok.
Attached Files
File Type: 7z Goodwood.7z (57.5 KB, 86 views)

Last edited by guitarmaen; 10-07-2008 at 07:51. Reason: Wrong AIW file upload
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Old 10-07-2008, 19:08   #208
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Quote:
Originally Posted by guitarmaen View Post
OK, next try. This time I also changed the grid positions to match the markings on the road.

EDIT: Sorry, I took the wrong AIW file. Try this one, I tested it also with Historic GT Mod and it seems to be Ok.
Thanks for your work ! I will try this one
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Old 12-07-2008, 14:21   #209
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A quick update to Version 3.51

The new delete and insert functions need a lot of improvements to work properly, so I decided to give you a quick update.
There's only one new function this time:
You can now move the waypoints with CTRL-ALT-KP Arrows by 1 cm per keystroke. I choose this small amount, because you should only make small corrections to them. On the other hand if you change them considerably you have also to change y-value (height) and maybe also the wp_perp values because I cannot compute them automaticly.

This time I only upload the EXE file, beause it's the only file which changed. For full functionality you will need to download V3.50 first.
Attached Files
File Type: 7z RF_AIW_CAM_EDIT_3.51.7z (57.6 KB, 184 views)
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Old 12-07-2008, 20:30   #210
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Thank you very much for the continued work on the delete function
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Old 14-07-2008, 11:03   #211
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Thanks for the updated Goodwood AIW Guitarmaen.

Works great with HistorX.
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Old 11-09-2008, 10:54   #212
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Hi can anyone tell me how to alter the braking point and strength of the aiw please?
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Old 29-11-2008, 02:54   #213
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Well no matter what I do or try I cannot seem to use this software at all.
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Old 29-11-2008, 03:25   #214
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Hi can anyone tell me how to alter the braking point and strength of the aiw please?
braking points on the pavement are controlled by the aiw creation, but the strength and use of the brakes are controlled not by track files but by the tire and chassis files.
tbc and hdv.

dh
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