Just did a few laps and I have to say it's one of the best Phillip Island tracks I have ever driven It looks pretty good, feels like it's very close and accurate. Graphically is great too, another good standard track for rFactor 2. Also, and most importantly in my opinion, is the track surface is beautiful, I've driven too many tracks with some many ridiculous bumps and jumps, but this mesh is just perfect. Hope work continues, it's extremely promising right now
I'm obsessed with Phillip Island, can't get enough of that weird and wonderful track. Thank you for bringing it to rF2!
This is the only Phillip Island in my system. Reinstalled the track, but it won´t load, clear weather or not !! Can you give me your settings, then i will try that (i have anything maxed out, 1920 x 1080) Thank you
Is your session for an hour or longer i can have my settings maxed out and on low, as long as the weather is set to clear and atleast an hour long it will load starting work on it now anyway so there will be an update in the near future hopefully the problem resolves
Sorry but I did not read your question... I've just made a test with last build (998) and it works. My settings :
Change your weather from all clear and sunny to include some clouds (in the first "start" section for sure)--then tell us whether it crashes or not.
Yes it crashes I've thought it was ok for a few seconds, I could see the car in garage but it crashed actually. Too bad. At last, the track works fine with sunny weather, it's already cool.
Nibs is it possible to give ripples a bit more ripple thru the steering wheel as it is atm there is no ripple if you know what I mean......... Tracks great though!
Adding a properly-refined and not-glass-smooth surface to a track is a ton of work in rF2. It makes a huge difference in immersion, but it certainly isn't like an on-off switch adding canned effects to the steering. The entire surface of the track has to be meticulously modelled/programmed.
I added a bit more bump in the TDF for the ripples so see how that goes. BUT the ripples at Phillip are smooth not saw tooth so I believe we have a fairly accurate representation of them. New version out v0.46 Fixed the cloud crash Updated some textures moved garage spots to line up with the garage http://www.mediafire.com/download/l1zo6id1a5h4e82/PhillipIsland_2013_v0.46.rfcmp Merry christmas and enjoy Richo & Nib
Sorry I didn't realize "ripples" meant curbs (kerbs). Many are smooth concrete, with just painted stripes...but even when that's the case, the surface should be different from the asphalt track itself. A bit slipperier, especially in the rain. It's debatable whether you could hear any difference from the tires with an engine running (not to mention helmet on), but for sim purposes, it is nice to have some non-visual feedback that you are on curbing. Even the master feels3 track Croft has an error in the non-painted curbs. They sound and "feel" like grass instead of concrete. The painted curbs (made of the same concrete) sound and feel as they should. This is tricky stuff to program.
I wish I could....I spent weeks trying to fix the issue and I couldn't work it out. I had the bare minimum (xsetors, road, ground) and still it crashed. So I went back to the last version that worked and updated that again. Thankfully that worked.