Gateway International Raceway v1.0c AI Update
Conversion from TRD3 by The Lonely


Whats been done.


Complete rebuild of the Oval and Road AIW with 60 car support.
20 pitstalls on pit road with 60 car garage in the paddock (pitlane extension).
Pitlane grid starts are possible set RollingStartLoc=1 in GDB (this start mode is somewhat buggy).
All start modes available... Standing / Formation / Formation Standing / Rolling Starts / Skip formation lap supported.
Every effort was taken to model the fastline to be suitable to most of the current mods (fast but some openings for passing and no cutting :)
Lap times improved (marginally) for both layouts.
Improved merging by the AI for PIT IN/OUT... the AI should be alot more curtious.

Found a bug in the tdf // Road Cement Patchs [FEEDBACK] Dry=1.50  <<<< this is way to high  should be 1.0 max / suggest RumbleDryGrip & RumbleWetGrip.
Also suggest improvement by changing RoadBumpAmp=0.008 RoadBumpLen=18.0 to give a smoother overall feel.

Made some optimizations to the SCN regarding vertical objects that should not be flagged as HAT.
Remove collision flags from some objects that could never be impacted... ie road markings / light posts.

Tweaks to the GDB to support additional feature with the new AIW's

  RollingStartLoc=0 //  0=main grid 1=pitlane grid
  FormationAndStart=2 //  formation lap with rolling start is default
  Max Vehicles = 60  //  kinda redundant but informative

  GarageDepth = 1.5  // because its such a narrow paddock i parked the cars pointing towards pitx makes it easier for the humans to exit

  FormationSpeedKPH = 90

  SettingsFolder = Gateway Road // changed the names just for cosmetics
  SettingsFolder = Gateway Oval 


There was also a problem with the tracks polly size in the paddock area... they are too big and was causing the cars to fall thru the surface...
so i fixed it in max by cutting up the relevant pollys... but after i built the aiw's the fix was not needed (not sure what was up here).


Hope you like it! 

:)

gringosan

  