SupaTunaGT

Gran Turismo => General Gran Turismo => Topic started by: dlrws6 on October 13, 2015, 11:50:52 AM

Title: The Path of the Tuna
Post by: dlrws6 on October 13, 2015, 11:50:52 AM
I don't know how many of us are using the GT6 Track Path Editor but I thought it might be a goos idea to set up a thread to discuss, share, and/or request user created tracks and not have them get lost in the main GT6 discussion thread.

So post what you got.  Find a track you like let everyone know. Got a track to share post hear.  Don't have the app but would like a track made, let us know, perhaps a fellow Tuna can make it.

I'll start things up with what I've got:

Up for Sharing I've got the following Tracks.

1. 1909 Indy Road course - which is based on a surveyors sketch and artist rendition of the original proposed road course that would also use a large portion of the main oval.  As history shows it was never built.  I had to take a few liberties with this one.  The track width varies and there were three sections of track that were within close proximity to each other. So I used a default of 50ft width to keep the oval portion as close as possible and I put the three segments as close to their correct locations as possible.

https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1231959/

2. 1980s Riverside International Raceway (NASCAR layout) - the esses still need work but the track is pretty close to scale. Its about .05 miles too long. Also the start finish is on the back stretch due to app limitations. I eventually want to try the other track layouts.

3. LimeRock Park (original).  I used Google earth to get a scale map.  The kink in no name straight is either off or elevation change has distorted the feel of it.  Based on the 2008 survey of the Track the length is 1.5 miles, mine is just under that at 1.48 miles.  The lack of the hills might account for some of that distance.  Also I've placed the curbs in line with the real track.

https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1493177/

4. Portland International Raceway (no chicane)  - About the same as the situation with limerock above.  Except I had to alter the last turn before the back stretch.  It was too sharp and oddly shaped so I tried my best to at least maintain the basic driving line of the turn.  Also within a few hundredths of the real track.

https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1361814/

Other than those I've played around and made a few fantasy tracks.

1. Black Forest - which is loosely based on a track from an old Super Nintendo Game.
https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1220331/

2. Duck - which is based on the outline of a duck shaped lake a few miles from my home.
https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1361389/

Finally at the moment I hope to do some more work on improving Riverside and its other configurations and I may start work on my own Sebring and Road Atlanta.


Updated with links
Title: Re: The Path of the Tuna
Post by: ChromeTuna on October 13, 2015, 01:37:07 PM
I got this from someone on GTP, and the flow is awesome. It is P2P, so no laps which can be a little annoying.
https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1403566/ (https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1403566/)

I made this yesterday, and like the way it turned out. Tweaked it a couple times, as some of the bumps were crash inducing. You can hit it pretty hard now.
https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1409126/ (https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1409126/)

I was killing this track in my RB Jr.
https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1224966/ (https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1224966/)

Hopefully those links work.
Title: Re: The Path of the Tuna
Post by: nosoks on October 15, 2015, 04:18:51 PM
I was right about "enjoying others efforts", thanks everyone who's sharing. There's some real talent showing up now people are getting it figured out
Title: Re: The Path of the Tuna
Post by: ChromeTuna on October 16, 2015, 10:05:31 AM
I don't know if any of you guys have run the Asphalt Rally track I made, but it is by far my favorite. I've run 4-5 different cars there, mostly rally, but have the fastest lap, a hairy one, in a race prepped 458 on RH tires.

I usually run SM tires on the rally cars, as anything else seems to be too much grip on pavement.
Title: Re: The Path of the Tuna
Post by: dlrws6 on October 16, 2015, 07:42:20 PM
I'll have to give it a try next time I'm on.  Lately I've been researching images to build a smaller better more accurate Riverside.

I advise for those wanting to make an replica of a real track to not use the black and white line drawings of the tracks found on the various wiki pages.  I've been comparing them to google earth images and some of them don't come close.

So far I've found Google earth to be the best reference for modern race tracks.
Title: Re: The Path of the Tuna
Post by: EX_stream_tuna on October 17, 2015, 06:55:39 PM
when you race homemade tracks online, right now at least, some players get small or big freezes.  I've gotten many micro-freezes of a split second, but still annoying.  MasterGT was getting some 3-4 second freezes, totally changing the race of course.  Hopefully this gets fixed.

Just an FYI for race planning...
Title: Re: The Path of the Tuna
Post by: dlrws6 on October 19, 2015, 11:30:28 AM
I don't know if any of you guys have run the Asphalt Rally track I made, but it is by far my favorite. I've run 4-5 different cars there, mostly rally, but have the fastest lap, a hairy one, in a race prepped 458 on RH tires.

I usually run SM tires on the rally cars, as anything else seems to be too much grip on pavement.

That is a pretty fun Track Chrome.  I like the use of the small jumps.  Have you thought about doing something similar but shorter distance and in a more compact area? I'm thinking more of the scale of a rally cross or trophy truck track.
Title: Re: The Path of the Tuna
Post by: ChromeTuna on October 19, 2015, 11:43:28 AM
Try this one, it was my first attempt at a bumpy track...
https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1229446/ (https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1229446/)

It's called Bumpy, and is laid out like many stadium truck tracks use to be.

I may try another. The problem though, GT's physics don't really like to get tossed around. I had to tone down Asphalt Rally a good bit, because alot of it was undriveable, even though the bumps weren't that bad. There were just too many in line of each other, and the car would just go crazy.
Title: Re: The Path of the Tuna
Post by: ChromeTuna on October 19, 2015, 07:21:30 PM
My latest creation, Complicated Strand...
https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1503230/ (https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1503230/)
Dedicated to one of my favorite GT tracks, Complex String. I've got hours in the recreation, and pretty happy with the result. Unfortunately, with the major limitations of the TPE, it's not dead on, but it is by far, closer than any other I've seen. Give it a try. 
Title: Re: The Path of the Tuna
Post by: EX_stream_tuna on October 20, 2015, 09:50:35 AM
LOL @ "Complicated Strand", good homage to Complex String.  Will have to try it out and see if I get dizzy
Title: Re: The Path of the Tuna
Post by: dlrws6 on October 20, 2015, 11:41:49 AM
I'll have to try them next time I'm on.  You inspired me to attempt to make a bump track.  But things when horribly wrong.  (http://i.imgur.com/LmjyBgx.gif)  I ended up with one steep down hill run followed by an up hill climb and one massive jump, which was naturally followed by a fatal sharp left turn.  I'll have to go back to the drawing board.

I've also updated two of my shared tracks.

1. Limerock Park - I made a correction to the exit of turn two that matches the real track a little closer.  Although I kinda liked the old turn better.  I've kept both but only the new one is shared.

https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1493177/

2. Riverside - I scrapped the old one in place of this.  It is the original layout of the track used up until the first safety changes were made in 1969.  Its .04 of a mile short of the true distance.  The esses are slightly sharper and smoother, but not perfect.  I think the lack of elevation is messing them up. Think Laguna Seca if it were totally flat.  I've still got to add in the track side details.  I want to watch a few online videos to match up the scenery and curbs as much as possible.

https://www.gran-turismo.com/us/gt6/user/#!/mypage/course/1490678/


I think after finishing Riverside I'm gonna take a break from track reproduction and try and come up with something original.
Title: Re: The Path of the Tuna
Post by: Brindle on October 21, 2015, 06:43:48 AM
If anyone is interested in my findings...

I have made a stadium track with 3 straight sections of jumps.  First straight was single jumps all the way through.  Second straight was a setup of double jump all the way through.  Third straight was back to single jumps.  ALL sections needed to be timed right in order to complete a lap and would have been great for some online racing, EXCEPT, online does NOT act the same as testing the track offline.  So, my stadium track no longer fits with a purpose.

To make jump, you first need to find a section of the map the will contain some good elevation changes.  From there, it's all about the anchors.  First step is to add as many anchors you can in a straight and move them to at least 40 meters apart or less.  Next step is the height and shape of the jump.  Move an anchor either left or right in front of another anchor.  The direction left makes a more subtle jump/hill than moving right in reference to the previous anchor.  The height is mostly determined by the amount of left/right you moved that anchor.

That's about all I got right now.  The new one I'm working on will take a very long time due to needing to test online after creating each couple set of jumps.  :(
Title: Re: The Path of the Tuna
Post by: EX_stream_tuna on October 21, 2015, 09:38:20 AM
that sounds like good info, there Brindle.  What was different between online/offline, exactly?
Title: Re: The Path of the Tuna
Post by: Brindle on October 21, 2015, 10:50:33 AM
that sounds like good info, there Brindle.  What was different between online/offline, exactly?
Don't know why, but the car seems to drop back down to the ground much more quickly than when running offline.  Basically, my doubles became single, because the car would drop too abruptly and couldn't make the same distances.
Title: Re: The Path of the Tuna
Post by: DudeTuna on October 21, 2015, 10:52:48 AM
that sounds like good info, there Brindle.  What was different between online/offline, exactly?
Don't know why, but the car seems to drop back down to the ground much more quickly than when running offline.  Basically, my doubles became single, because the car would drop too abruptly and couldn't make the same distances.

Interesting and as we know. Cars will roll over offline and not online.
Title: Re: The Path of the Tuna
Post by: dlrws6 on October 21, 2015, 11:30:34 AM
that sounds like good info, there Brindle.  What was different between online/offline, exactly?
Don't know why, but the car seems to drop back down to the ground much more quickly than when running offline.  Basically, my doubles became single, because the car would drop too abruptly and couldn't make the same distances.

Interesting and as we know. Cars will roll over offline and not online.
:stoopid:

Who knows the anti flip thing might even account for the difference in feel and lap times between online and off.

I'll try and put your findings to work Brindle, I apparently did not quite understand how to make bumps/jumps.
Title: Re: The Path of the Tuna
Post by: EX_stream_tuna on October 22, 2015, 12:36:19 PM
online jumps worked just fine in GT5... I think the assumption with GT5 was that the lap times on/offline differences were down to small differences in grip.  not sure though... it was only ever anyone's speculation.
Title: Re: The Path of the Tuna
Post by: Brindle on October 22, 2015, 12:58:59 PM
I have a question no one seems to have asked or mentioned.

What do the numbers mean when making a corner?  For example, my track is square, with 2 sides being 600m and 2 being 400m long, with 100m turn lengths (thats what i assume is the "m" number displayed.  With a 100m length turn @ "63R" (im assuming turn radius?) seems to make an almost perfect 90 degree curve, but not exactly ("64R" is not perfect either). 

My question is, how does one interpret a turn radius at different lengths to make a specific angle?  "63R" @ 200m is not at all the same curve as a "63R" @ 100m.   
Title: Re: The Path of the Tuna
Post by: DudeTuna on October 22, 2015, 01:39:57 PM
http://www.mathinary.com/degrees_radians.jsp

I don't do maths, but I see pie is involved so maybe tasty.

(http://cbsnews2.cbsistatic.com/hub/i/r/2013/03/14/0f9acb35-a738-11e2-a3f0-029118418759/thumbnail/620x350/80b0cdcaba9788a9b51ffb63013a064f/pi-symbol-public-domain.jpg)
Title: Re: The Path of the Tuna
Post by: EX_stream_tuna on October 22, 2015, 01:49:12 PM
"I don't got grillz, but I do wear braces.  I know Pi to a thousand places." - Weird Al "White and nerdy"

Title: Re: The Path of the Tuna
Post by: dlrws6 on October 22, 2015, 07:31:15 PM
I believe it is radius.  Keep in mind radius is the measurement from the center of a circle to the outer edge.  A 90 degree turn can have any number of measurements for the radius depending on how large (or sharp)the curve is.  Or think of it this way.  A 90 degree turn with a radius of 20 feet would be a much sharper turn than a 90 degree turn with a radius of 100 feet.

Its an overly simplistic way of showing curve information but it does give some form of a guide if your trying to make equal sized turns like on a oval track.  I'd like to see more info but I think it would confuse most people.  Imagine if you saw this: Curve concave to the left, radius 200', delta 50°49'20", Chord 78°35'24" Ch bearing 150', arc distance 170'. I admit the numbers I used are made up but this is a common way to accurately describe a curve.


Getting away from the math it is interesting if you want a constant radius for your curve you need to use 1 anchor point and set it and then don't mess with it.  As soon as you start moving a pre-existing anchor point it will split the radius. You'll have an entry radius and a separate exit radius.  It's an easy way to make an increasing or decreasing radius turn without multiple anchor points. 
Title: Re: The Path of the Tuna
Post by: Brindle on October 22, 2015, 08:40:55 PM
I agree it's still useful as far as creating the same curve as you said for ovals and any other track.  The problem lies in not knowing at all what angle to the previous curve/straight the new curve is.

Here's my issue...  Front stretch is 600m long. Turn left 90 degrees (63r @ 100m).  Straight 400m.  Turn left 90 degrees (63r @ 100m). Straight 600m.  Now at this point, you can visually see that two 600m straights are not parallel (toed in, if you will). Ok, so change it to 64r for less angle.  Delete, delete, delete, start from the front straight at 64r's and now I have a toe out.

As you can see, the two equal valued corners are not creating parallel straights as I'd assume.  To make it work out, I had to mix 64 and 63r to make things parallel.  The only way to hope for a 90 degree corner is to just draw it and try to line it up with the edge of the previous straight, but that leads to the above issue.
Title: Re: The Path of the Tuna
Post by: dlrws6 on October 23, 2015, 07:01:07 AM
My best guess is you are not producing a true 90 degree turn.  probably due to the inaccuracy of a touch screen most likely your producing an 88 or 92 degree turn, causing the straights to not be parallel.

While recreating the Indy oval for my 1909 road course I ran into the same problem.  The only solution I found was to try and rely upon the path projection (orange section) produced by the anchor you set for the turn. if it is not parallel to your straight then the next line you produce will not be parallel.  I made it work for Indy but I had to delete and redo each turn anchor at least a dozen times.
Title: Re: The Path of the Tuna
Post by: Brindle on October 23, 2015, 09:31:53 AM
So then...  Keep on guessin at them turns.  Got it.   ;D
Title: Re: The Path of the Tuna
Post by: dlrws6 on October 23, 2015, 11:22:49 AM
Pretty much.  (http://i.imgur.com/LmjyBgx.gif)

The only thing else I can think of from when I was working on Indy, was at some point in the drawing the curves I recall the program was also showing me the distance of the curve.  I believe it was while I was trying to set the anchor point.  I think you have to be zoomed in real close to see it. (say 200ft per inch) Next time I'm using my tablet, I'll see if I can find what I'm remembering or if I can give any better advice.

Which also reminds me.  When placing curbs, at first I found it difficult to get the spaced correctly but I discovered that if you zoom in close enough to the track you can see exactly how much space they take up and its much easier to make long stretches of curbing without breaks.

I guess the moral of the story is, when working on a track, zoom in and get up close and personal to work on the details.