Akina Traffic Paths and Races [community races | street races] 1.1
8.387
59
8.387
59
"Another nicely built race track worthy of setting up community/street races on..."
--------
What's new in 1.1?
--------
Racers have taken their expensive cars to Mt Akina to conquer the mountain. Some even have roll cages and liveries (only in Street Races) and they even wear race suits!
You are Takumi the tofu delivery driver. Can you, in your humble Futo, show these racers who the legendary downhill specialist is? Can you beat them all from last?
Street Races (New in this version, circuit/lap racing )
Bring your own car. Race in super/street/rally classes, 12 opponents
1. Downhill from the top
2. Hillclimb from the bottom
Community Race maps (point-to-point)
1. Super car class (downhill)
2. Drift/Rally-type car class (downhill) - includes Futo, Sultan, Kuruma, Jester3, FuroreGT, Elegy, Banshee, Tampa2 ...
3. Race/Track cars only (downhill)
4. Hillclimb Super car class
Requires:
The traffic paths for the AI drivers are set up with Realistic Driving V (scaled topspeed) and Faster AI Drivers for Realistic Driving V mods loaded. So might be best to load those mods and then load your favourite drift-car mod after that.
YMMV. You may be able to race without any car mod or topspeed mod but you might find the AI racers, on GTAV plain vanilla speeds, easy to beat.
For a bit of competition from the AI racers a topspeed/handling mod such as RDV (+Faster AI Drivers for RDV) is recommended.
Races will go for about 6 minutes on average with traffic off (community races) or 8 minutes per lap (street races).
If ultimate challenge is desired, race at about 10:00pm just like Takumi. :-)
Installation:
1. Install the required stuffs.
2. Using OpenIV copy the Akina traffic paths files from akina_metadata_rpf\* to
mods > update > x64 > dlcpacks > akina > dlc.rpf > x64 > levels > gta5 > akina > akina_metadata.rpf
These are modded traffic paths in order for Community Races AI to work on. They are based on Yoha, Dewalk28, Elope's Akina traffic paths and the paths are tweaked for RDV scaled topspeed 's AI supercars to go fast without crashing out too often.
3. If using Community Races, copy the Races\*.xml files from the races folder into your Grand Theft Auto V\scripts\Races
For Street Races:
1. Copy the StreetRaces\*.xml files into your Grand Theft Auto V\scripts\StreetRaces
2. Copy the StreetRaces\Racers\Racers.xml into the respective Grand Theft Auto V\scripts\StreetRaces\Racers (make back up if you wish). I've added some new cars up to the SSA SS update to this file so we can race with the newest cars in the Super/Street and Rally classes.
Community Racers: The player start position is random, so if you start position is not last, just wait for the whole field to pass you before you launch to give yourself some challenge.
StreetRacers: You start last but not for long?
For best frame rate on my machine, I turn off all opponent AI's in the Adv Options except AI Anti-RearEnd.
Credits/ Thanks to:
Enjoy!
Change log:
1.1 Added support for Street Races full lap downhill/hillclimb
1.09 * Modded uphill traffic path to support hillclimb community race
* Added hillclimb supercar community race
* Added new vehicles from SSA SS SERIES (supercar and drift/rally races)
1.0 Original release
--------
What's new in 1.1?
- Revised traffic paths to support Street Races full lap
- Added support for circuit/lap Street Races mod:
- you can bring your own car
- the AI opponents are randomly tuned/specced up
- make use of the artificial 3km long back straight
- you can bring your own car
--------
Racers have taken their expensive cars to Mt Akina to conquer the mountain. Some even have roll cages and liveries (only in Street Races) and they even wear race suits!
You are Takumi the tofu delivery driver. Can you, in your humble Futo, show these racers who the legendary downhill specialist is? Can you beat them all from last?
Street Races (New in this version, circuit/lap racing )
Bring your own car. Race in super/street/rally classes, 12 opponents
1. Downhill from the top
2. Hillclimb from the bottom
Community Race maps (point-to-point)
1. Super car class (downhill)
2. Drift/Rally-type car class (downhill) - includes Futo, Sultan, Kuruma, Jester3, FuroreGT, Elegy, Banshee, Tampa2 ...
3. Race/Track cars only (downhill)
4. Hillclimb Super car class
Requires:
AkinaV- Community Races 1.3 mod by Guadmaz or Street Races 0.7 mod
- OpenIV installed with mods folder
The traffic paths for the AI drivers are set up with Realistic Driving V (scaled topspeed) and Faster AI Drivers for Realistic Driving V mods loaded. So might be best to load those mods and then load your favourite drift-car mod after that.
YMMV. You may be able to race without any car mod or topspeed mod but you might find the AI racers, on GTAV plain vanilla speeds, easy to beat.
For a bit of competition from the AI racers a topspeed/handling mod such as RDV (+Faster AI Drivers for RDV) is recommended.
Races will go for about 6 minutes on average with traffic off (community races) or 8 minutes per lap (street races).
If ultimate challenge is desired, race at about 10:00pm just like Takumi. :-)
Installation:
1. Install the required stuffs.
2. Using OpenIV copy the Akina traffic paths files from akina_metadata_rpf\* to
mods > update > x64 > dlcpacks > akina > dlc.rpf > x64 > levels > gta5 > akina > akina_metadata.rpf
These are modded traffic paths in order for Community Races AI to work on. They are based on Yoha, Dewalk28, Elope's Akina traffic paths and the paths are tweaked for RDV scaled topspeed 's AI supercars to go fast without crashing out too often.
3. If using Community Races, copy the Races\*.xml files from the races folder into your Grand Theft Auto V\scripts\Races
For Street Races:
1. Copy the StreetRaces\*.xml files into your Grand Theft Auto V\scripts\StreetRaces
2. Copy the StreetRaces\Racers\Racers.xml into the respective Grand Theft Auto V\scripts\StreetRaces\Racers (make back up if you wish). I've added some new cars up to the SSA SS update to this file so we can race with the newest cars in the Super/Street and Rally classes.
Community Racers: The player start position is random, so if you start position is not last, just wait for the whole field to pass you before you launch to give yourself some challenge.
StreetRacers: You start last but not for long?
For best frame rate on my machine, I turn off all opponent AI's in the Adv Options except AI Anti-RearEnd.
Credits/ Thanks to:
- Traffic paths created with the awesome CodeWalker by dexyfex
- Yoha, Dewalk28, 陸海涵, Elope for AkinaV
Enjoy!
Change log:
1.1 Added support for Street Races full lap downhill/hillclimb
1.09 * Modded uphill traffic path to support hillclimb community race
* Added hillclimb supercar community race
* Added new vehicles from SSA SS SERIES (supercar and drift/rally races)
1.0 Original release
Subido por primera vez: 26 de noviembre de 2018
Última actualización: 7 de enero de 2019
Descarga más reciente: hace 3 horas
24 Comentarios
More mods by wyvernone:
"Another nicely built race track worthy of setting up community/street races on..."
--------
What's new in 1.1?
--------
Racers have taken their expensive cars to Mt Akina to conquer the mountain. Some even have roll cages and liveries (only in Street Races) and they even wear race suits!
You are Takumi the tofu delivery driver. Can you, in your humble Futo, show these racers who the legendary downhill specialist is? Can you beat them all from last?
Street Races (New in this version, circuit/lap racing )
Bring your own car. Race in super/street/rally classes, 12 opponents
1. Downhill from the top
2. Hillclimb from the bottom
Community Race maps (point-to-point)
1. Super car class (downhill)
2. Drift/Rally-type car class (downhill) - includes Futo, Sultan, Kuruma, Jester3, FuroreGT, Elegy, Banshee, Tampa2 ...
3. Race/Track cars only (downhill)
4. Hillclimb Super car class
Requires:
The traffic paths for the AI drivers are set up with Realistic Driving V (scaled topspeed) and Faster AI Drivers for Realistic Driving V mods loaded. So might be best to load those mods and then load your favourite drift-car mod after that.
YMMV. You may be able to race without any car mod or topspeed mod but you might find the AI racers, on GTAV plain vanilla speeds, easy to beat.
For a bit of competition from the AI racers a topspeed/handling mod such as RDV (+Faster AI Drivers for RDV) is recommended.
Races will go for about 6 minutes on average with traffic off (community races) or 8 minutes per lap (street races).
If ultimate challenge is desired, race at about 10:00pm just like Takumi. :-)
Installation:
1. Install the required stuffs.
2. Using OpenIV copy the Akina traffic paths files from akina_metadata_rpf\* to
mods > update > x64 > dlcpacks > akina > dlc.rpf > x64 > levels > gta5 > akina > akina_metadata.rpf
These are modded traffic paths in order for Community Races AI to work on. They are based on Yoha, Dewalk28, Elope's Akina traffic paths and the paths are tweaked for RDV scaled topspeed 's AI supercars to go fast without crashing out too often.
3. If using Community Races, copy the Races\*.xml files from the races folder into your Grand Theft Auto V\scripts\Races
For Street Races:
1. Copy the StreetRaces\*.xml files into your Grand Theft Auto V\scripts\StreetRaces
2. Copy the StreetRaces\Racers\Racers.xml into the respective Grand Theft Auto V\scripts\StreetRaces\Racers (make back up if you wish). I've added some new cars up to the SSA SS update to this file so we can race with the newest cars in the Super/Street and Rally classes.
Community Racers: The player start position is random, so if you start position is not last, just wait for the whole field to pass you before you launch to give yourself some challenge.
StreetRacers: You start last but not for long?
For best frame rate on my machine, I turn off all opponent AI's in the Adv Options except AI Anti-RearEnd.
Credits/ Thanks to:
Enjoy!
Change log:
1.1 Added support for Street Races full lap downhill/hillclimb
1.09 * Modded uphill traffic path to support hillclimb community race
* Added hillclimb supercar community race
* Added new vehicles from SSA SS SERIES (supercar and drift/rally races)
1.0 Original release
--------
What's new in 1.1?
- Revised traffic paths to support Street Races full lap
- Added support for circuit/lap Street Races mod:
- you can bring your own car
- the AI opponents are randomly tuned/specced up
- make use of the artificial 3km long back straight
- you can bring your own car
--------
Racers have taken their expensive cars to Mt Akina to conquer the mountain. Some even have roll cages and liveries (only in Street Races) and they even wear race suits!
You are Takumi the tofu delivery driver. Can you, in your humble Futo, show these racers who the legendary downhill specialist is? Can you beat them all from last?
Street Races (New in this version, circuit/lap racing )
Bring your own car. Race in super/street/rally classes, 12 opponents
1. Downhill from the top
2. Hillclimb from the bottom
Community Race maps (point-to-point)
1. Super car class (downhill)
2. Drift/Rally-type car class (downhill) - includes Futo, Sultan, Kuruma, Jester3, FuroreGT, Elegy, Banshee, Tampa2 ...
3. Race/Track cars only (downhill)
4. Hillclimb Super car class
Requires:
AkinaV- Community Races 1.3 mod by Guadmaz or Street Races 0.7 mod
- OpenIV installed with mods folder
The traffic paths for the AI drivers are set up with Realistic Driving V (scaled topspeed) and Faster AI Drivers for Realistic Driving V mods loaded. So might be best to load those mods and then load your favourite drift-car mod after that.
YMMV. You may be able to race without any car mod or topspeed mod but you might find the AI racers, on GTAV plain vanilla speeds, easy to beat.
For a bit of competition from the AI racers a topspeed/handling mod such as RDV (+Faster AI Drivers for RDV) is recommended.
Races will go for about 6 minutes on average with traffic off (community races) or 8 minutes per lap (street races).
If ultimate challenge is desired, race at about 10:00pm just like Takumi. :-)
Installation:
1. Install the required stuffs.
2. Using OpenIV copy the Akina traffic paths files from akina_metadata_rpf\* to
mods > update > x64 > dlcpacks > akina > dlc.rpf > x64 > levels > gta5 > akina > akina_metadata.rpf
These are modded traffic paths in order for Community Races AI to work on. They are based on Yoha, Dewalk28, Elope's Akina traffic paths and the paths are tweaked for RDV scaled topspeed 's AI supercars to go fast without crashing out too often.
3. If using Community Races, copy the Races\*.xml files from the races folder into your Grand Theft Auto V\scripts\Races
For Street Races:
1. Copy the StreetRaces\*.xml files into your Grand Theft Auto V\scripts\StreetRaces
2. Copy the StreetRaces\Racers\Racers.xml into the respective Grand Theft Auto V\scripts\StreetRaces\Racers (make back up if you wish). I've added some new cars up to the SSA SS update to this file so we can race with the newest cars in the Super/Street and Rally classes.
Community Racers: The player start position is random, so if you start position is not last, just wait for the whole field to pass you before you launch to give yourself some challenge.
StreetRacers: You start last but not for long?
For best frame rate on my machine, I turn off all opponent AI's in the Adv Options except AI Anti-RearEnd.
Credits/ Thanks to:
- Traffic paths created with the awesome CodeWalker by dexyfex
- Yoha, Dewalk28, 陸海涵, Elope for AkinaV
Enjoy!
Change log:
1.1 Added support for Street Races full lap downhill/hillclimb
1.09 * Modded uphill traffic path to support hillclimb community race
* Added hillclimb supercar community race
* Added new vehicles from SSA SS SERIES (supercar and drift/rally races)
1.0 Original release
Subido por primera vez: 26 de noviembre de 2018
Última actualización: 7 de enero de 2019
Descarga más reciente: hace 3 horas
Omfg please tell me what map texture you are using!!! <3
do civilian cars and cops (both responding and patrolling) spawn on these paths?
civilian cars spawn nicely and I've seen cops fire and ambo responding. I haven't seen cops patrolling though.
@hassonya thanks for the vote. I could but it's pretty short. I'd do a path for nurburgring nordschleife but the map I've seen lies out of bound of both gtav and codewalker.
@drewadkisson sorry I don't have the fivem mod installed so I don't know if it works or not.
Five stars! very nice work! and thank you!
@Yoha Thank you!
@wyvernone Works great with Street Races even with supercars using Realistic Top Speed handling.
Finally some competition from AI
@rastakilla Cool to hear that. Hope they give you a run particularly on the back straight LOL :-)
@wyvernone I got dusted on that straight !!!
Thank you for updating this, its been great fun racing on Akina!
THanks for the vote @LevelDockSix_ . Fun for me too driving as chasecam watching the RDV modded AI drivers try to go fast.
thanks for this! are you going to do more in a future like nurburgring gp , spa francorchamps ?
@wyvernone Really great to see somebody working on new races. I missed them so much in my game, because awesome mods like Drag races 2.2 or Street Races not updated for so long. Why? So you made races like Akina, awesome man. I downloaded a couple of minutes before the xml race files from your google drive. What do you recommend for best racing experience at the moment with update 1604.1 or the previous version? Can I install Drag Races 2.2 or street races without issues or crashes or massive framedrops or is it better to install community races 1.3. online races by unknown modder, yes your races too of course? Many questions I know, but I want good racing in my game. Without it´s nothing worse. btw is it possible for you to make a race on this new converted "Tokyo stage" I guess it´s a convertion from GRan Turismo, I don´t have link, sorry. Anyway your mods Five stars! keep the good work up.
@xcaps Thanks for the rating. Whatever version works for you and your mods. Both Street Races and Community Races have their own quirks. Try both! Online races by unknown modder are okay but you'll need to modify most of the xml files if you want any competition from the AI and some will never work with AI drivers. Have fun!
@wyvernone Sadly I can report for me the Street Races doesn´t work on my version. :-(
The Community races works fine, but when I want start a Street Race the helicopter above my head appears, but no opponents are around me to race with me. The markers/blips all over the map appears, I can select everything from the starting menu, my car, the class, the laps, but race doesn´t sart. Anyway to fix that? On what version du you play that Street Races work?? I am playing on the previous version 160.146, not the newest version and you? I think about just for interest to downgrade my game version to previous version 1290.1 from last year, because i have all the necessary files for it saved. :-)
Hey @xcaps I am runnning 1365 and only update if absolutely necessary. Here are some of my mods that I am running which work for me and may help your situations: livelyworld, street/community races, imprompturaces, nativeui 1.7 (not latest), mapeditor, menyoo for 1365, Spawn MP Vehicles in SP 1.2, RDV2.5 and fasterai for RDV.
@wyvernone Thanks for the Info. Yeah I have 3 different game folder/versions of the game, because in this way I can switch to whatever version I want to play. ;-) I am running 1604.146.1 here I play LSPDFR, with previous version I play mainly. And I have a old version 1290.1 for playing with older mods. So, I update to 1365 like you and I can play with Street races. :-) Last night I drive the Akina race with Community race enabled, was a lot of fun. Well done, Mate!
what program you use for make this paths?
@wyvernone Why did you need to make AkinaV a requirement? I would like to use this but don't want that in my game.