Sounds like someone didn't try all layouts . The only layout change is T1, which used to be a slow double left-hand kink and is now a hairpin with a more pronounced chicane. Shame . Would have expected another track in the list instead of Mills though ...
ISI and rFactor 1 have the best collection of fictional racetracks in any racing game I've ever played in my life. In my opinion, Toban should have been there along with Lienz. If I had to choose the layout, I'd go with long-reverse for Toban but for Lienz, I wouldn't be able to choose as the short layouts are just as brilliant as the medium and long ones (I think there are 6 or so layouts).
+1 Toban was brilliant immersion for me combined with an awesome drive. Mills, Toban and Essington on the podium. I'd love to see Toban in rF2!
Thanks for the update. Just a question, the pace car appears very late (pit lane), especially if there are no other cars on the straight. Is this a track issue or something on my end? The pace car appears allways while crossing the white lane.
That's what I meant...the image of the pace car. If so, why would that not be definable by the programmers of rF2?
I think it's very likely that Luc (who has long worked on tracks, and presumably still works on tracks for ISI) meant that track makers can't define that. Of course it's something to do with rF2 code; your question is a little redundant.
The pace car is handled like a AI car by the gfx engine. When you set max visible vehicles to 20, the gfx engine renders the closest 20 vehicles in relation to your position. There is no difference if the cars are covert by the pit building or in the rear mirror.
"Garage Detail":0.5, "Garage Detail#":"LOD multiplier when vehicle is in garage (0.01-1.00)", Try increase this value in your player.json, however, it can reduce your frame rates in what is usually a pretty resource intensive part of the track.
Now it makes sense. LOD out for the pacecar is 200 meter x 0.5 garage multi = LOD out 100 meter in pits.