I like how in that image grass field has those spots of different colour, so much better than cloned identical grassfield which we often see, those small details make track alive, imo.
Ok... found a slight graphical bug but not sure if it`s a Croft bug feels3 or a rf2 bug (as it`s still beta) but don`t think I`ve noticed this on ISI tracks. Not a complaint, just something I noticed and thought I`d mention it. The dirty bit of the track seems to be covering the bottom of the wheels...
@ feels3 really nice track, great work! I doubt the track in this version would match current safety standards (in reality) and the facilities don't seem to be in a very good shape - that both creates a great atmosphere and make the character of that track. well done!
Thank you very much for this wonderful Track and the many Work and Time what you spend in it, feels3. But i wonder a bit about the street-lantern/power-masts at the runoff of barcroft. I watch some vids and pics but can't find them in real. What decade or year matches to your version of Croft?
You're right, real track have only few street lantern in pitlane area. Like I said in releases notes - night lighting is temporary I'm waiting for improvements in lighting and then I will decide what to do. Maybe I will create two layouts - one with no night lighting as in the real Croft, and the second one with my vision of night lighting
I often end up to sand trap at one right turn which I can't remember which it is, but that is only sand trap that is easy to drive if you brake too late. It could perhaps trap car bit better? Haven't found much else to suggest or even bugs really. I like a lot from track's bumps, it adds a lot to experience.
I find the AI hit the tyres at the chicane on the 1st lap and it creates a spinner - maybe move them out a bit Also the AI in position 19 and 17 at the start swerve left and hit the wall These two gripes do not take away from a fantastic track and I know you mention the AI needs work
Yeah... And I found a lot of people entering T2 (chicane) too wide, getting gain on this turn exit. I saw it on online servers.
Yeah I've seen that online too Maxym. Its deliberate. It bothers me! (when will I grow up!) It appears to be cheating but I'm not an expert in racing etiquette. Regardless, thanks again Feels. Brilliant track recreation.
Not only is this a great track, but you also did an awesome job in modeling it for rF2! I've been driving it with the Clio. Must say they make a great combination! I'm now trying to drive my way to the top of the http://rf2.gplrank.info/ rankings. Not many entries for this track yet, but it IS included!
Hey there, first of all, great modding job, really fun to drive! There might be a bug though. In a race earlier i just went through the pits (as drive through), but had no penalties assigned whatsoever. I did not stop at the pitstall either. When i left the pits it didn't count my lap and obviously ranked me one lap down to the people who i was just fighting with.
Hi Why create a circuit that we can use it online with all the cars? impossible to create a mod that works on the server.
Hi feels3 i made other normal and specular maps for red bricks. I think is better. Link for maps https://dl.dropbox.com/u/258406/rf2/bricks.zip And again great , great job
Great work feel3, it is indeed a masterpiece of modelling. I would like to see one of those yellow speed bumps on the left of the first chicane (corner 2), I've seen a lot of deliberate corner cutting on there (you know who you are). It's understandable if it's not in keeping with the real world track. Thanks again for the track, can't wait to see your future projects!
Another bug: When you go wide out of T2 (tyre chicane) to avoid an accident, over the grass on the right, you also lose a lap. This seems to happen when you miss a split for example.