[REL] [Virtua_LM] Le Mans 1991-1996 (v1.00 released)

Discussion in 'Locations' started by ethone, Nov 1, 2013.

  1. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    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.
     
  2. Mr.Thor

    Mr.Thor Registered

    Joined:
    May 25, 2013
    Messages:
    244
    Likes Received:
    48
    Great! Thanks for info!
    Now watching WEC Silverstone :)
     
  3. Bjørn

    Bjørn Registered

    Joined:
    Oct 4, 2010
    Messages:
    1,821
    Likes Received:
    919
    Me too :) Great race!
     
  4. TIG_green

    TIG_green Registered

    Joined:
    Jul 21, 2012
    Messages:
    3,038
    Likes Received:
    44
    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)
     
  5. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    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.
     
  6. Mr.Thor

    Mr.Thor Registered

    Joined:
    May 25, 2013
    Messages:
    244
    Likes Received:
    48
    did you fix the pitting problem of the AI ?
     
  7. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    It's been fixed for ages actually.
     
  8. Mr.Thor

    Mr.Thor Registered

    Joined:
    May 25, 2013
    Messages:
    244
    Likes Received:
    48
    Than it is ready for release :D

    Gesendet von meinem Nexus 4 mit Tapatalk
     
  9. Guimengo

    Guimengo Guest

    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).
     
  10. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    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.
     
  11. Marc Collins

    Marc Collins Registered

    Joined:
    Jan 11, 2012
    Messages:
    3,159
    Likes Received:
    162
    I get that on every track!! Are you saying you only see that on this track?
     
  12. Guimengo

    Guimengo Guest

    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.
     
  13. kro388th

    kro388th Registered

    Joined:
    Jan 10, 2012
    Messages:
    708
    Likes Received:
    50
    Same for me ^
     
  14. Guimengo

    Guimengo Guest

    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.

    [​IMG]
     
  15. B. Gant

    B. Gant Registered

    Joined:
    Dec 9, 2011
    Messages:
    140
    Likes Received:
    20
    just for confirmation purposes, this track wont be able to run say 30+ cars would it? thinkin about doing an event during summer.
     
  16. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    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.
     
  17. MJP

    MJP Registered

    Joined:
    Oct 5, 2010
    Messages:
    988
    Likes Received:
    21
    Edit the RFM, pits get stacked but loads of cars...................

    100 AI at LeMans.jpg
     
  18. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    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.
     
  19. Marek Lesniak

    Marek Lesniak Car Team Staff Member

    Joined:
    Oct 6, 2010
    Messages:
    1,585
    Likes Received:
    101
    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.
     
  20. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    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...
     

Share This Page