Canadian Tire Motorsport Park

Discussion in 'Locations' started by senormen, Oct 9, 2019.

  1. senormen

    senormen Registered

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    aye . . . couple of verts sticking up from the physics mesh . . . all fixed now . . .

    will be having some serious words with the test team :rolleyes:
     
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  2. mesfigas

    mesfigas Registered

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    please check the grip of the track when using naturally progressing preset for real road and driving porsche GT3 car
     
  3. davehenrie

    davehenrie Registered

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    Most testers are better than average drivers and thus never find the odd stray off-line accidents that we poor drivers often do. :) Long long ago, I used to volunteer to find holes in tracks that cars could fall thru into the blue nothingness that were off the edges. You almost have assign a tester to exclusively drive on the curbs, or drive with all 4 wheels just outside any lines or curbing. Others can do the usual tests to see if the track is raceable but at least one guy should be looking for annomilies.
     
    Last edited: Oct 11, 2019
  4. mantasisg

    mantasisg Registered

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    I am pretty sure none of test drivers were doing this with 1954 Jaguar D-type.

    Actually track modeler can test fall through issue way quicker himself, unless there is some very complicated nuance in it.

    Couple of free vertices floating that got there somehow are very easy to miss. There possibly are tracks which has such issues in such unlikely places to drive through that only 1 out of 1000 will ever notice that.
     
  5. mixer61

    mixer61 Registered

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    Huge pleasure on this circuit with the F3 ex GP3.
     
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  6. dazzer

    dazzer Registered

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    Today i tried again, great race, until the SC came out
    20191011162958_1.jpg
    20191011163020_1.jpg
    when the SC crosses the pit line it disappears automatically proving that the ia slows down to 18 kph
    I do not know if it is my game or the error of my car, in everything else the track is fascinating, very good work
    :D:D
     
  7. davehenrie

    davehenrie Registered

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    off line AI is not working correctly in rF2. This is a larger problem than just this track. Work-around is no flags or just black flag, no full course yellow flags. one hack was to reduce the safety car's speed to lower than 60 kph but that requires editing the mas files in dev mode and creating a 2nd track instance.
     
  8. benborp

    benborp Registered

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    I got a chance to do some running on the circuit this evening using the March 761.

    Unfortunately I ran into problems at Quebec with invisible objects on the racing line. The car didn't appear to be grounding out and all of the AI wrecked within twenty minutes.
    I found at least two points on the track that caused damage: GRAB_020.JPG GRAB_021.JPG
     
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  9. Akela_DE

    Akela_DE Registered

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    please check the track limits.
    this

    is a cut track ?
    sometimes its only a cut if you touch the sand at the end of the curb

    better view


    oh and this inivisible walls at the pit exit ... are invisible :D:confused:
     
    Last edited: Oct 12, 2019
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  10. rd.king

    rd.king Registered

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    Excellent conversion thanks Senormen.
    I've been digging this scratch made track in AC by Johnr777.
    But I have to admit that with RF2 this track really comes to life.
     
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  11. Akela_DE

    Akela_DE Registered

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  12. senormen

    senormen Registered

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    aw . . . you tried to take a shortcut :p . . . afaik its not just a case of exceeding track limits that gets you a cut track warning . . . its if you exceed track limits and gain time you get a warning . . . hence why sometimes you get a warning and sometimes you dont ;)

    could 'relax' the corridors at that point . . . what do you think ?

    invisible walls . . . never saw any invisible walls :D
     
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  13. senormen

    senormen Registered

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    yes . . . been working my fingers to the bone reworking the track mesh . . . almost there i think ;)
     
  14. Akela_DE

    Akela_DE Registered

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    i NEVER take shortcuts! period! :cool:;)

    yes, plz, a little bit relax would be nice. It FEELS like the white line is the border of tracklimits, not the curb ? So thats a bit like PC2 track limits ... this and the next lap ... :mad: but if i am the only one who complains
     
    Last edited: Oct 13, 2019
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  15. senormen

    senormen Registered

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    you are right . . . track limits are the white lines and by default when the track corridors are generated they stop at the inside edge of the rumblestrips . . . can push them to the outer edge of this particular rumblestrip ? ;)
     
  16. Akela_DE

    Akela_DE Registered

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    yes, i would say so. For me the curbs are part of the track ?, so if i have two tires on it, i am fine. White line, which white line ? o_O On this position you are also very often on the edge because of the speed.
    But i am no way a pro, so ask the other guys as well.
     
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  17. senormen

    senormen Registered

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    update on steam . . .

    v1.01 . . .
    reworked track mesh . . .
    added pitlights . . .
     
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  18. Akela_DE

    Akela_DE Registered

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  19. TheMattyOnline

    TheMattyOnline Member

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    Thanks very much Senormen. One of my favourite tracks from AC, and previosly in iRacing.

    A few points i've noticed.

    The formation lap doesn't work, with the cars grinding to a halt after the safety car enters the pits.
    (also after a full course yellow, the AI are unable to get going again)

    Many objects at night are very very bright, like in pit lane, the illuminated buildings.

    Some objects up on the bank to the left of the start/finish straight pop in very abrubtly in cockpit cam
    (ok in other cams)
    2019.10.13-23.27_01.png 2019.10.13-23.28.png

    The real road stops around this area
    2019.10.13-23.25.png
    And starts again as you go round the corner and down the hill.

    Drives wonderfully though, hope you can find the time to address a few issues for this great track.
     
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  20. TheMattyOnline

    TheMattyOnline Member

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    Actually, i just rechecked the AC version and the rubber stops and starts in the same place as the rf2 version, so maybe its not the real road, but simply a road texture?
     

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