Had the best race ever today. The ai (vette ca gt) is a blast on this track......watched the whole replay after the 90 min race. Thank you so much guys. Gesendet von meinem GT-I9301I mit Tapatalk
3 cars fácil? 2014 Bathurst 12 Hour - Finish - Final 12 Minutes https://www.youtube.com/watch?v=OJ2nnEE11UI
If you have an issue I would suggest posting in the technical issue section of the forum. And giving more details.
Thx ISI and Mianiak for a great track. Felt very bumpy at first but after dailling the car in the track began to be very enjoyable and fun to drive.
Also had an error during loading. Updated my gfx drivers and after that it worked. Maybe it was good to update anyway because my drivers were probably 1,5-2 years old already. Thanks for the track. Lots of content released these days, nice.
First pic is a tar patch cut out and refilled. Second pic is lightweight tubular gates. Some of those lead to private houses ( you can see on right sign "accommodation" ) See pic below, one on left is open....
Did a nice hotlap yesterday. The part from The Cutting to Skyline was not my best attempt a bit on the save side and a bit of traffic before Forest Elbow cost me 3 tenth, but still a very nice laptime. I used the saturated realroad preset:
For example, in road mesh just before Griffin's Bend, directions are not unified. There is a lot of such road mesh, is there the correction? View attachment 17919 sorry. my bad english.
Did A lap in the Nissan GT-R GT1 and totally enjoyed myself. I get so much more feedback to my simulator as well as simvibe compared to the other versions. I have no idea how that is achieved but congrats on your work.
Thanks for your work on this mianiak. It's a good start, but on first & second observations may I suggest a few corrections to improve the immersion... 1. Track is a wee bit too thin. Not sure what the track width is supposed to be but seems almost a car width too thin in some places... 2. Elevations seem a little out. Mountain Straight seems a little 'flat'. Conrod between the LDS (?) sign & hump doesn't dip enough & hump therefore seems a little small. It also makes the run to The Chase a little flat too. 3. Track is very bumpy in places, with a BIG bump before Griffin's Bend. 4. The Dipper doesn't 'dip' inside left of turn. The drop isn't there. 6. The Cutting is just not right, corners seem wrong & elevations seem out by a fair whack. Background trees aren't positioned correctly & lessens the immersive factor. 7. Some of the corners through Reid Park to McPhillamy are a little open while the bumpiness in others makes for an 'interesting' ride 8-0 8. Coming off Skyline is a little awkward too, and if go to the left of the grass verge, but not too far left you don't get a cut track warning. The best bits are Pit Straight & the right turn just after The Chase, There's probably more I could suggest, but fixing those issues would certainly improve the track no end. I hope you take these as constructive criticism. Bathurst is my fave track so I hope I can help you improve on what you have with these suggestions. Looking forward to seeing what future updates bring. Keep up the good work.
It's just a (darned good) conversion of PCars track, so those customers get all the same issues. I just drove iRacing laser scanned version (perfect) back to back with the PCars version and although there are these minor differences, they sure don't affect the experience for me. The elevations and hills are plenty tricky to deal with, as they should be, in both versions. Highly doubtful they'll deconstruct the whole model to make these "corrections."