Game Database File (GDB)

The Game Database File (GDB) contains general information about the track.

Atmospherics

This is a new section which allows us to configure the atmosphere of the track, scaling how the Haze, Air Pollution and just how bright the night sky gets. You can adjust these values in real time in the Time rollout in ModDev and SceneViewer. However you need to save their values manually.

  • AirPollution (0.0 to 1.0): This configures how "dirty" the air is. It defaults to 0.25. At 0, it is much whiter and cleaner, at 1.0 it is much more red.
  • NightLightPollution (0.01 to 30.0): This is a scalar for how much pollution there is at night. 1.0 is considered a good value for most venues, however if your track is very urban or very rural then you may wish to adjust this up / down. We would recommend that a really busy metropolitan area might have something around 15 - 20 for this.
  • HazeBaseScale (0.01 to 10.0): This is a scalar for how much haze there is applied to terrain and sky on a clear day. Be sure to check to see how it blends with your backgrounds and more.
  • HazeCloudyScale (0.01 to 10.0): This is a scalar for extra haze added on top as the scene becomes more cloudy. Typically this is a small addition and allows us to make the horizon blend in better with the overall conditions.
  • HazeStormScale (0.01 to 10.0): We can configure how much extra haze is added as it starts raining hard. By default the visibility comes in a lot as the rain starts to come down.
  • HazeDawnScale (0.01 to 10.0): Finally we can adjust how much haze we have at Dawn and Dusk. This can make for some quite atmospheric conditions as the sunrises.

Example

LochDrummond_Long
{
  Filter Properties = rFRS TMOD GTWEC Kart RCC Historics RMT TCM
  Attrition = 30
  Max Vehicles=40
  TrackName = Loch Drummond -- Long Layout
  EventName = Loch Drummond -- Long Layout
  VenueName = Loch Drummond
  VenueIcon = LochDrummond\LochDrummondIcon.dds
  Location =  Loch Drummond, Stirling, Scotland
  Length = 3.17 km / 1.92 miles
  TrackType = Road Course
  Track Record = BT20, 91.8
  HeadlightsRequired = true         // whether headlights are required at night
  TerrainDataFile = ..\LochDrummond.tdf  // terrain file override

  PitlaneBoundary = 1
  GarageDepth = 3.5
  TestDaystart = 12:00
  Practice1Start = 9:30
  Practice2Start = 13:00
  Practice3Start = 9:30
  QualifyStart = 13:00
  RaceStart = 14:00
  RaceLaps = 68

  RearFlapZone               // zones for using rear flaps in race sessions
  {
    MinimumCrossings=3       // how many times you must cross the detection under green before it is allowed
    TimeThreshold=1.0        // seconds behind another vehicle for it to be allowed
    DetectionLapDist=1658    // distance around track where time threshold is detected
    ActivationLapDist=1970   // beginning of zone where it can be used (if under time threshold is detected)
    DeactivationLapDist=2210 // end of zone (yes, the zone can be wrapped around s/f, or not)
  }

  NumStartingLights=6

  Latitude = 56.83           // degs from Equator (range: -90 to 90, positive is Northern Hemisphere)
  Longitude = -5.08           // degs from GMT (-180 to 180, positive is East)
  Altitude = 22.0           // meters above sea level
  RaceDate = March 4, 2020   // default date for the race
  TimezoneRelativeGMT = 0.0  // hours compared to Greenwich Mean Time (should be negative to the West)
  DSTRange=(87.8, 301.3, 1987, 2006) // approximation of last Sunday in March to last Sunday in October

///////////////////////////SCORETOWER DATA////////////////////////////////////////////

ScoreboardFont=SCOREFONT.tga // default is scoreboardfont.bmp
ScoreboardBackground=SCORETOWERBKG.tga // default is scoreboardbkg.bmp

ScoreboardMaxEntries=10 // how many car numbers can be displayed on tower (default is 32)
ScoreboardStartX=0.0 // x-position in texture to write first car number (default is 0)
ScoreboardStartY=0.0 // y-position in texture to write first car number (default is 10)
ScoreboardIncX=0.0 // increment in x-position for each new car number (default is 0)
ScoreboardIncY=51.2 // increment in y-position for each new car number (default is 16)
ScoreboardScaleX=4.140 // scale multiplier for x (default is 1.0)
ScoreboardScaleY=1.040 // scale multiplier for y (default is 1.0)


///////////////////////////LOOSE OBJECT DATA///////////////////////////
//<mass>, <inertia x>, <inertia y>, <inertia z>, <spring>, <damper>, <friction>

post_ApexMarker=(15.5, 1.0, 1.0, 1.0, 4500.0, 300.0, 0.8)
post_tiresStack=(350, 240.0, 210.0, 270.0, 1000.0, 400.0, 1.5)
sign_DistMark=(24, 8.5, 8.5, 8.0, 2400.0, 144.0, 0.4)
cone=(3.2, 0.3, 0.3, 0.5, 500.0, 60.0, 0.7)

///////////////////////////////////////////////////////////////////////

  //Atmospherics//
  AirPollution=(0.250)
  NightLightPollution=(1.000)
  HazeBaseScale=(1.000)
  HazeCloudyScale=(1.000)
  HazeStormScale=(1.000)
  HazeDawnScale=(1.000)


  SettingsFolder = LochDrummond_Long
  SettingsCopy = LochDrummond_Long.svm
  SettingsAI = LochDrummond_Long.svm
}


Parameters

Settings Info

Be sure to set a unique Settings folder for each layout.

Loose Object Data

Any object that is collidable and movable needs to have it's instance name setup here in order to have accurate collision effects.

DRS zones

Following data determines Formula 1 - style Drag Reduction System (DRS) areas around the track.

  RearFlapZone               // zones for using rear flaps in race sessions
  {
    MinimumCrossings=2       // how many times you must cross the detection under green before it is allowed
    TimeThreshold=1.0        // seconds behind another vehicle for it to be allowed
    DetectionLapDist=647   // distance around track where time threshold is detected
    ActivationLapDist=1460  // beginning of zone where it can be used (if under time threshold is detected)
    DeactivationLapDist=2040 // end of zone (yes, the zone can be wrapped around s/f, or not)
  }