As the F1 season starts this weekend at Melbourne I thought I'd share with you guys the track I have so far. As the title states its a beta and there are still a few things I want to fix and add, but I'm hoping to get some feedback/ suggestions from the community so I can improve on it. This track is based from Frank Alexandre's rF1 Melbourne GP4 but I have changed a lot of the trackside objects, and yes he gave me permission to do this. Thanks Frank I also want to give a huge thanks to freew67 for all the help he gave me answering my questions through pms and chatting on TS, it was invaluable and I have learnt heaps and without it I most likely wouldn't be releasing the beta now. As my day job doesnt involve anything to do with modeling this has been a real learning curve for me but fun in the process. Also thanks to Jim Beam for his idea of the digital flag marshals. I have tried to implement them into this track also and they seem to be working properly. Thank mate As the original road mesh was 1 poly wide I have made big changes to it so the realroad would work properly and I now keep finding little places were I need to fix the road joining the terrain, but wont effect your driving. I also want to add reflections and get the water looking better. I hope you guys like it and I welcome and look forward to the feedback and suggestions. basic change log v0.25 road remapped grass remapped gravel remapped astroturf remapped realroad add to curbs and astroturf wet reflections added car reflections added water working DRS Zones added heaps of object fixes heaps of texture changes aiw remade (still not happy with it though) Enjoy NiB
Was getting very low FPS so dropped from high to medium on player and opponent detail running F1ligue mod and now getting a good 40fps which is quite high on my system. How can this track be called 0.1 beta... its awesome already. Real road working fine in early laps. Only done about 10 laps but so far so good, I will report back after I have driven the wheels off this track and mod by the end of the first F1 in real life. I would like to see the pneumatic tool hangers in the pit lane cause damage to cars if driven through.
Well done Nibiru. Here are a few things for the next update to be done: - You can cut the track in turn 4 and turn 12 without getting a penalty. So you can drive 5 sec. faster every lap. This is a must fix. - Some buildings pop-up a bit late. - Crowd? - Start light is not like on the ISI-tracks. No green?
It has a bit more subtlety to it, the other version is very yellow and green in your face, There is more detailing here and there like in the pitlane. I like the big screens in the v0.55 one though but the electrical warning flags in this version work superb. The city scape is a little more detailed. Both are good tracks but I'm not sure the other will ever get updated, This one will
Not much of an F1 guy but had to run it for the heck of it with ISI Formula Masters. Nice track Descent fps (80fps) all maxed and 20 AI I do happen to run in a private F1 league and Melbourne is next track. Id rather use rF2 than rF1 anyday so will practice on this track Nice work Nibiru
I've made a few laps and this track looks very nice. ATM, I've noticed 2 things : Strange road texture in some places : View attachment 6673 View attachment 6674 AIW is a too weak. Thank you for sharing your work.
great work Nib ... what setting is your AI on Mydriaz? i always run mine on 120% and 100% aggression othewise they are moving chicanes on just about any mod
What I don't get here, although I like the effort. Now there are two conversions from (apparently) ancient content, both don't look great, probably have all the same issues. Why don't you guys get together and build one proper version to everyone's benefit?