AMP version 0.04
0.03 0.02 0.1 for rf2 can be found at
https://drive.google.com/file/d/0B6P2K- ... FVEMnB3MTg(V0.03 without real road can be found at)
https://drive.google.com/file/d/0B6P2K- ... lNrOHNzU0EJust put the AMP_v04.rfcmp file into your packages folder (for me this was
C:\Program Files (x86)\Steam\steamapps\common\rFactor 2\Packages )
In the RFlauncher click on the content icon (open box) and in the list there should be AMP (hit refresh if don't see it at first).
Select AMP in the content list and click on the install button.
In single player mode with the "all tracks/all cars" selected, you should see Atlantic Motorsport Park as an option with a single layout. There should also be an AMP folder in the locations directory (eg: C:\Program Files (x86)\Steam\steamapps\common\rFactor 2\Installed\Locations\AMP_V03)
This is a
straight conversion of the rf1 version, that was posted here in January 2014, so there are a few bugs at the moment:
-
the conversion script uses the Joesville track as a template and there are a few places where the Joesville oval shows up in icons and images- the rf1 loading screen is still used instead of the newer rf2 style loading screen
-
the AI seem to work in Practice but not in Qualifying and Race (will look into this shortly, but for now at least you can turn some laps in practice)-AI now work in all sessions, even do a reasonable formation lap. They still have the odd quirk but can have a reasonable race with them )at least with the couple mods I tried). V0.03 Tweaked AI, added a blocking line
- not sure if it can be used online yet. If I understand it right the AMP.rfcmp has to be bundled with the cars it is to be used with online in a Mod. Don't think this is difficult to do (the tools to combine cars and tracks in a mod are included with rf2). For further info see
http://imagespaceinc.com/downloads/rf2/ ... torial.pdf- there is a feature called "real road" in rf2 that models the changing track surface that
is not used has been implemented in V0.04 (required changes to the road materials used in the track model).
-
no animated marshals
(only the garage guy is animated), starter , and pit exit official. Removed the start light. Left the pit exit lights because the pit official isn't very effective.
-moved the pit exit line back to the starters bridge
-paved most of the paddock.
I've only tried the skip barber and a Spec Miata mod so far. Both cars seemed to be loose, but they also did at LRP. However with a bit a setup tweaking I was down to 1:22 in the SM, the faster AI were doing 1:18s in practice, so seemed about right.
(FWIW 1:05s at LRP vs 1:07 in real life). Shift points were similar at AMP.
Not sure how much time I'll have to work on this after this week so if anyone wants to have a go at sorting it out just let me know so we aren't duplicating efforts. And if anyone tries it and has things to add to the bug list please post them here.