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How to mark PITS as Pit Lane with Pit Speed Limit for AC?
I'm making a track from scratch and noticed I'm not the only one who doesn't know how to do this. I've watched most of the videos on YT and messed around with a lot of things with my track but haven't figured it out.

How to designate Pit Lane as Pit Lane?

I put the pit car string that RTB provides in the right place and have 1 car lined up beside each garage. The pit guy shows up at the right spot when I run the track in AC. However, there's no pit stop, even if I request fuel and come into the pits, nothing happens.

How to designate the Pit Speed Limit with start and end points for where it is in effect?

I assume once I figure out the 1st question if will also set the start and end points, but how does AC know what the Pit Speed Limit is?
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thcdrd 2018年12月10日 7時09分 
You must name the section of the road as 1PIT_xxxx. When driving over the 1PIT sections, your speed is limited to 80kph. If you are not using another 3d application, then you need to re-name this in the KS Editor.
Thanks for answering. For some reason it appears that RTB names the pit lane as 1ROAD_019 even after I deleted the pit lane, recreated it, and re-placed the Pit line of cars on it. I tried to rename it in KsEditor (there are 2 places where the name is for each track/object) but it doesn't change what's displayed in the Editor interface (only changes in the properties display).

I may have to load the .fbx into Blender, find the object, then rename it which would have to be done every time the track is exported from RTB. Surely, there should be a better way to fix it in RTB, let's hope.
thcdrd 2018年12月10日 18時51分 
Well, I've never had a problem naming a road section 1PIT_xx (must be all caps) and it not working. And how is RTB supposed to know which road segment is your Pit? It names every road segment 1ROAD_xxx. We'd need the ability to name objects in RTB, which several of us have asked for (myself included, several times) in order to save that bit of extra work in the editor. I have to re-name stuff after every export too, if I want stuff to have the properties I expect.

In AC, you need to create a fast_lane.ai & pit_lane.ai file before the race weekend will work. Also, it may just work by default, but you might need to put in a section in your surfaces.ini file to make the pitlane speed-limit work for that surface (?).

Here's my Mont Tremblant pitlane...only the pink highlighted section that I've re-named in the editor has the speed limit of 80 kph. It works as a pitlane every single time I name it 1PIT_24, as shown in the image:
https://i.imgur.com/wLIMSGR.jpg
I do have a section in my surfaces.ini file for PIT, but I'm not sure if it's necessary (?).

Maybe you could find an AC modding forum for further help if this proves inadequate.
最近の変更はthcdrdが行いました; 2018年12月10日 18時53分
Excellent, thank you thcdrd. I'll try that out and see.

I had the misunderstanding that RTB would know that whatever track section you drop the pit symbols on would then get marked as PITS by RTB in the background. I didn't know we had to do this manually.

But like I said, I tried renaming in AC SDK and so far didn't get it to work. I also loaded the .fbx into Blender and did try to rename the track section in there. It seemed to work, but then when I exported it back out to a .fbx and loaded that into AC SDK, the SDK gave an error on the base map mesh having more than 65,000 faces (probably I did too much subdividing of triangles trying to work some issues out - this is not my first attempt with RTB but my first where I've got so far, everything is together but the pits). I do have working AI, bad camera setup I need to re-do, but the pits is my last issue that isn't working at all.

So I'll try what you mentioned and hopefully that works. Then I can start doing some real tracks and also hopefully create some xPacks. Thanks very much again.
Well, unfortunately that didn't work. :steamsad: Had already tried it anyway. I'll try a new simple track and just build the track and pits and see if it works. Maybe it's a problem with the track files.
SOLVED!

This problem is solved. It was caused by something in the config files.

I created a simple 1 km track and still had the same problem. So I deleted all the files in the "data" folder, and copied the files from the track "jops".

That's it - now working perfectly, pit animation and everything!
NOTE: Don't copy the maps.ini file.
The problem most likely was in surfaces.ini but I'm not sure what setting was causing the pits not to work.

I had also tried the data files from the track "Bridgehampton" and that didn't work. But on the 2nd try I used the files from "jops" and now good. Woo-hoo! :steamhappy:
thcdrd 2018年12月14日 18時24分 
I suggest for the next time you make a track, that you use the track folder found here:

\Race Track Builder\Support\Assetto Corsa\

called Empty Track Template, and just re-name it to your track name. This issue would almost assuredly not have occurred if you did.
Thanks, yes, I did see that and start with it, but probably overlaid the files at some point in an effort to get everything working. It was my first track, so I've played a lot with everything. I'll move on to a new track soon with all I've learned, but at the same time I want to switch targets to rFactor 2 since that is still a sim with some support. Definitely some real-life tracks I want to build which haven't been done yet, though, and I much appreciate your help on this site.
Where to find these "jops"?
Jops is a track you can download on RaceDepartment.

I can confirm the RTB files in the template folder as mentioned above do not work on my installation and it seems Larre has the same problem.
This worked for me all these years later. I just kept copying surface.In files to my data folder until I got one that worked. Cars finally started leaving the pits during track day and now when I enter the pits I can’t speed through them, it auto limits my speed.
I did rename the road surface that was the pit lane in KSEditor from 1ROADxx to 1PITxx but I’m not sure that did anything. I think the surfaces file with the Pitlane=1 is what triggered it to work.
in KS EDITOR name your road created for pits as 1PITS instead of 1ROADxx make sure to do it in SCENE tab and OBJECT tab. Then in your surfaces have PITS as a surface. Then in the surfaces config where it says IS PITLANE have a 1 instead of a 0 then you will have pit speed limiter.
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