The update is still practically finished. I'll check one thing about the AI (on rolling starts they seem to want to switch rows, maybe the teleport coordinates are the wrong way around) and then I'll release it. A few more days.
Any news on the update? Our league will race here this Sunday so it would be good to know what is happening? Current version should be good too for racing (22 drivers)
Is there anything in particular that you guys would like to see fixed with the update? Unless there is I'd say stick with the version you know. At the very least there have been changes that affect performance non-linearly, and if I ran a league I wouldn't want to switch a track under member's noses on such short notice, even if the layout is the same. I'm waiting on word for two issues I reported. There probably isn't a release before sunday.
Playing of max settings I notice a layer of shading that expands a few meters ahead of the cars, causing a change in the lighting/shading of the textures (like walls and rails) and some flickering of the tree alphas (I suppose).
There's nothing you can do from the track's side to do about the shadow build-up you noticed. At the moment it looks like the trees won't be using any alpha blending anymore, so any potential flickering caused by it should be gone as well.
I built my new PC this week so I haven't had a chance to explore, a SR4L (I think) server running Le Mans being one of my very, very few options to go online and try it out.
It is on every track indeed and I couldn't single out any line in the .plr file with regards to something that could address it.
just for confirmation purposes, this track wont be able to run say 30+ cars would it? thinkin about doing an event during summer.
This track has been able to run ~46 cars in multiplayer since first release. Single player against the AI is hard-limited to 30 cars no matter what the track could actually handle. I posted earlier in this thread about a change to the order/assignment of pit spots into groups, if you'd like to know the changes for the next version.
There's plenty of pit spots for more than 30 cars, if you can edit the rfm to go over the 30 cars limit and it places the cars like you show I strongly suspect that's a rF2 issue, not a track one.
The only hard limit in rf2 is for 104 cars (yup, over one hundred). The rest is about assigning garages on tracks and setting pitgroups in rfm and veh files. I didn't check last build though but I don't see any reasons for ISI to change that.
Huh, I don't think I've used anything but All Cars All Tracks in years and that indeed has the maximum # of opponents set to 29. That's rather unfortunate from ISI...