Yes , that's why I asked the question as I see woochoo would like his readme packaged with his track if rehosted ? , and so the need for a zip and making it hard to use get mod . I only suggested desktop as a location so noobs like me don't have to go searching in files to find it and putting it in an obvious location .
yeah, it would be good if the readme could be packaged in the component. I've filled out some stuff in their info window, but a dedicated attachment for a readme which could be displayed in game or something would be nice (and/or auto launched upon installation of the component). For the record, the gamefront link is a zip with the readme. The mega link is just the component. the readme is also in a couple of the mas files, but the only people who'll see that are modders, converters, and rippers.
Ah , I see , and makes perfect sense . Still though for a lot of plugins they need instruction on how to set them up and such wouldn't they need some thing like this ? I will ask this question again in a more relevant plugin thread to see if its possible for them .
Well I banned myself from the RF2 graphics thread, don't mean I can't carry on in here Like someone told me someone said the sky and grass in RF2 lets it down. I put to you with no HDR Longford is the best most natural authentic looking ambiance any track I ever seen any sim. Sky with light and partial clouding looks lovely and the overcast scripted , it actually makes me feel cold in a OW ( Open Wheel ) and the Grass selections are fantastic at Night HDR ON it is simply stunning , better then all night RF2 I tried including Malaysia, Nords, Lemans imho Big differences come from a screenshot and what you see driving. Combined with rF2's fantastic LOD in distance Longford is just incredible. But where it really comes to life is at high speed, the motion immersion is just spectacular , turn the wind up too. The authentic grass and trees just glide past and melt away ........ ahhhhh Oh the rubber profile and appearance at speed is too die for too. Pulled it off, managed to continue why rF2 is best gfx. Now let them come into this thread and debate me, I dare them ( lol ) ..........not a good idea Woo won't be pleased, you got your rF2 graphics suk thread. bahahaha loool p
Wow did D actually knock out someone whining about rF2 gfx..? Good job. On a serious note, thank you woochoo for your stunning work. I can't begin to describe how awesome this track is. THANK YOU!
You did a fantastic job. I was hoping for and got, those tires marking the corners fixed. So they weren't like concrete any more. Now you can drive over them just like they are real tires. Hey, I wanna be your track building apprentice. By the way. There was another, maybe 2 more, similar historic tracks to this. Both from Australia. One had long straights and 90 degree turns just like Langford. The other more windy and hilly. Anyone remember them?
Thanks for the note. What cars were doing this for you? And did you try running an AI calibration session? That might be the only hope in the immediate future, though it's not a sure-fire fix. Also, if you could please quickly check this little section from the Longford test thread to confirm it's the same issue: http://isiforums.net/f/showthread.php/22991-Longford-Private-Preview-Test-reviews?p=328563&viewfull=1#post328563 It's a bit of a pain if it's doing it now but not in 0.92. I'm fairly sure I didn't change the AIW in that area at all. More road polys across the width of the road though... It was a long time ago, but I get the feeling the tyres were changed for 0.91. If they were still broken for you in .92, could you please tell me which cars? I think it's still possible to flip an indy car if the front wing clips them, or the floor, but tyre to tyre contact should be smoother as you mention. No name : no ingame Implication being I've got it mastered? That's not how i feel about it. But I'm not here to discourage track makers. Have you done any track making? If not, it's super-easy, and everything works first time, just like you want it to ... (aaaaah that's not true)
I drive with historic EVE and Spark. AI Brakes too late, in evry Corners...big Smoke and crash festival. In the last corner extrem.
thanks it seems v0.92 has the same issue to, so it shouldn't be related to the poly density of the road. i might try to hack the AIW paths, though most other cars work fine
Lovely job on the track. Looks amazing, really! Would be nice if the AIW could be tightened up. Tried a couple of races with them, and after the 1st lap last corner crash both times ended up behind safety car for 2 laps (long lap behind an SC! LOL). Brilliant though. Thanks.
Absolutely splendid Woo! And a 60's skin pack to go with it! The long (and I do mean real long ... ) wait was worth it. Thank-you