DISTANCE VIEW
When we drive through the track, we may notice that there are empty spaces and the track starts to appear while we go ahead, or looking in the mirros, we may notice the track 
disappearing after our passage. When this happens, we need to add some distance view commands. With these commands we tell the game how many parts must be visible and for how 
many units. Working wisely with these commands is important to prevent clogging the screen with too much scenary and affecting the performance of our system. 
For the best result we can use two couple of commands wich work better when used together:
		0x81 view distance ahead      0xbf extend view to infront 
		0x82 view distance behind     0xbe extend view to behind 
The View Distance Ahead/Behind set the distance (in units) in front of us or behind us (seen in the mirrors) that we’ll be able to see. The working values are between 0 and 255.
The offset, as usual will define the starting point compared to where the command has been placed.
		a1= offset into sector
		a2= visible distance in front of us or behind us

The Extend View commands, other than replicate the offset and the amount of units we set with the previous two commands, allow to specify which parts of the track must be 
visible in that distance. In a2 we must insert one location code or the sum of codes which indentify the track parts.
		a1= offset into sector
		a2= location code
		a3= visible distance in front of us or behind us

The location codes are:
0   default (all ribbons)                  
1   right verge        2   left verge
4   right fence        8   left fence
16  Right bank         32  left bank
 
To obtain an efficient effect we can place a couples of these commands before the exit of a turn (for the ahead view) and after the entrance a turn (for the behind view). 
In this way we will not see directly the track appearing or disappearing. Also playing with the scenary objects covering the view we can decide to reduce the amount of
visible area to make the rendering of the track a bit lighter.
 
The same issue with views may happen with the pitlane. Passing near the pit entrance or the pit exit we may not see what’s inside the pits. In this case we need to tell the 
game how to show the pitlane. There are two sets of commands doing this. One of them allows to show the entire pitlane, the other one only part of it which we will
indicate with an offset.
The first set of commands are 0xd4 (view all pitlane from entry) and 0xd6 (view all pitlane from exit). They both have only one argument to indicate their offset into
the sector but their work is similar to a switch. At the entrance, once passed this command we'll start to see the whole pitlane. At the exit, we'll see the pitlane until 
we cross it. 0xd4 should be placed somewhere right before the pitlane start, while 0xd6 should be place somewhere right after the end of the pitlane.
		a1= offset into sector

The second set of commands are 0xd3 (view into pitlane entry) and 0xd5 (view into pitlane exit). Other than the offset they have a second argument in which we need
to set how many sectors we want to see. Their placements and working is the same as before for both pitlane entrance and exit. Of course the value of a2 should be reasonably 
shorter than the pitlane length.
		a1= offset into sector
		a2= visible distance

Another View command is 0xd8 (show pit scenary 2). This one allows to show the pitlane even when we passed the pit entrance, but we’ll see it until we cross the s/f line. 
This command is useful during the track/pitlane editing to see if the pitlane is going parallel the track.
		a1= Effect distance.
This command can be placed in the same sector of the 0x86 (connect pitlane start) and in a1 we need to enter the number of track units left to the s/f line since that sector.
If we exceed this amount, the whole pitlane will disappear. 

The usage of the commands like 0xc5 (Define Far Sight) and 0xc6 (Far Sight Area) and 0x92 (Base horizon texture) requires the setting of a particular value as shown 
below to work properly:



By double clicking the marked entry we’ll open a new window where to insert the required value:



We may find it as a custom one but the entries that seem to be accepted by the game are 7104 if the pitlane is in the right side and 7114 if the pitlane is in the left side. 
So whatever the values we find are, we need to put one of these two otherwise we risk to damage the layout adding a far sight command...


EXTERNAL VIEW
Once finished the track editing and all its objects are at their place we can fix the external view to obtain some nice TV style effects. First thing to do is selecting the 
two icons shown below:



The first icon is the Camera Tool, which allows to move and edit the cameras, the second is the switch that will make the cameras appear/disappear on screen.
Along the track, the camera structure will appear in the following way. 



This is what we'll see along the track. The number is the progressive number of the camera, while the two arms (blue and purple) locate the covered area before and after 
the camera position. The black vertical line is the distance from the centre of the track, while the horizontal black line is the offset of the camera into the track sector. 
Here is an example of cameras:



All the cameras are grouped in the track tree like shown below:



With a double click on one of them we’ll enter the dialog box of that camera where we can change the parameters of the view:



The Camera position (DFS) is the distance from the start line in units. 
The Camera to track (DFC) is the distance from the centre of the track. Negative values for the left side, positive values for the right side. 
The Height (race and practise) are the heights from the ground in those two sessions.
The Zoom in/out and Zoom adjust, are the values related to the zoom. Bigger value provide bigger zoom from long distances and bigger finetuning. 
The Next camera (SM) is the point, like camera position, where will start the area covered by the next camera's arm. 
The Object view ahead/behind are the visible areas ahead and behind the camera position.
The values marked with a ‘*’ can change from camera to camera but their usage is still undefined. Anyway by testing they seem to involve the zoom and its variations.

Cameras are usually marked with a black symbol in the camera tree. When they are red it means that the camera is placed over the finish line, meaning that it’s position 
from start is higher than the track length in units.



To remove an exceeding camera, we need to right click it in the Camera Tree and select from the list ‘Remove camera’:



Once removed the camera, all the following cameras will shift their progressive number and the covered area may need to be fixed.
To insert a new camera instead, by right clicking on any of the cameras, we can select from the menu ‘Insert camera’:



A new camera definition will appear always at the end of the list with zero values in it so we must open its dialog box and adjust it as we want. 



If the camera we want to place is not the last one but in the middle of the track we need to move up the new camera in the list until it’s in the right position and then 
by double click we can edit its properties. We can alternatively select it with the Camera Tool and move it around til the point where it's meant to go:



Some tracks have the problem to crash to desktop after some turns or immediately after the loading screen. This problem usually occurs in the race sessions, while nothing 
seems to happen in the other sessions. By some experiments and testing, this bug seems to be due to the combination of the operating system Windows XP and the usage of the 
far sight couple along the track. A possible way to solve this bug is to remove those commands from the track. It will lose some details as the far sight provide a vision 
of parts of the tracks reasonably far from our position but it should give the chance to race with no problems.
If the track crashes to desktop in the modes described before, at first instance we can check inside the track editor if it contains the couple of commands 0xc5 and 0xc6 and 
see if those are the responsable of the bug. First of all let's make a backup of the dat file. From the toolbar we look look for the following table:



Here, down the list of the track commands we’ll find the two needed ones:



This tracks contains several far sights so we can try to remove them and see if the problem is solved. In the TRACK menu we can click on the following item to choose which 
kind of commands to revove at once:



In the list of commands we can scroll to find 0xc6. We can alternatively type it and see it being located automatically .Selecting it and confirming the removal, all the 
0xc6 commands will be removed from the track.



Now let's do the same with 0xc5, reloading the table ‘Commands to remove’, selecting and removing the 0xc5 commands. 
We only need to save the dat file, insert again the magicdata and try to start a race. This solution worked for several testers so it can be useful to give it a try.