Searspoint Track + vmod + update packaging Test Release

Discussion in 'Locations' started by mianiak, Feb 17, 2012.

  1. feels3

    feels3 Member Staff Member

    Joined:
    Sep 4, 2011
    Messages:
    1,201
    Likes Received:
    142
  2. mianiak

    mianiak Registered

    Joined:
    Oct 5, 2010
    Messages:
    691
    Likes Received:
    46
    Thanks, but I did build all the textures myself (With a lot of help and advice from Luc), apart from 3 or 4. 1 tree texture from Ryan Callan. Crowd, raceline, road alpha layer and the startlights from ISI. The rest I made from cgtextures and photo's I took myself.
     
  3. simnewsdaily

    simnewsdaily Registered

    Joined:
    Nov 12, 2011
    Messages:
    8
    Likes Received:
    0
    Hi Maniak Dropped me a pm so i can send you my email to keep us updated on whats going on with the ttrack.

    Regards
    Alisdair from www.simnewsdaily.com
     
  4. Jul

    Jul Registered

    Joined:
    Jan 11, 2012
    Messages:
    46
    Likes Received:
    0
    Hi Maniak,

    Thank you for this really good track !
    And now with 1.3 patch I can climb curbs with no fear of spining instantly :)

    Regards.
    Jul'
     
  5. GauchoRS

    GauchoRS Registered

    Joined:
    Nov 23, 2011
    Messages:
    471
    Likes Received:
    9
    really a great track - makes fun to drive at the 'russian mountains'.

    two things I have noticed:
    - AI do not drive the formation lap
    - for night races the mountain area is too dark (as long as the lights of the Megane are so weak)
     
  6. Andreas Binz

    Andreas Binz Registered

    Joined:
    Jan 14, 2012
    Messages:
    344
    Likes Received:
    4
    Thanks for that nice Track, yeah.

    I think the track had a bit to much grip (without rubber).
     
  7. Foxtrot

    Foxtrot Registered

    Joined:
    Nov 2, 2011
    Messages:
    224
    Likes Received:
    33
    Now that I've done some laps with the 60's cars I'm really enjoying this track :D
    I know the series all wrong but I just can't get into the hatchbacks. Or the renault F3's for that matter :p
    Either way great stuff Thanks again.
     
  8. GauchoRS

    GauchoRS Registered

    Joined:
    Nov 23, 2011
    Messages:
    471
    Likes Received:
    9
    ok, dedi is running and shows in the matchmaker list - fine work, thanks!
     
  9. rci808

    rci808 Registered

    Joined:
    Nov 5, 2011
    Messages:
    47
    Likes Received:
    1
    please mianiak, remove the wall at turn 1 run-off, and remove the wall at turn 7 run-off..

    those walls are not there in real life.

    other than that, the track looks great ! :)

    cheers from sonoma county california,

    thank you.
     
  10. zemaniac

    zemaniac Registered

    Joined:
    Dec 23, 2011
    Messages:
    308
    Likes Received:
    2
  11. D.Painter

    D.Painter Registered

    Joined:
    Oct 5, 2010
    Messages:
    1,039
    Likes Received:
    2,341
    Agreed! Not that I've seen or been to the real track but a FIA licensed track wouldn't have such unsafe corner entries especially at a high speed section.

    Apart from this the track is fantastic!
     
  12. corsa

    corsa Registered

    Joined:
    Oct 4, 2010
    Messages:
    93
    Likes Received:
    5
    Thank you mianiak for your hard work! I have v1.3 up and running, and I've noticed a weird fps issue with it.

    When driving offline, I get about 80 fps the first time I drive it, but when I go back to my garage, then go back out on track, my fps drops to ~30 fps and stays around there. Even if I exit out of the track and load it back up, I still have low fps. The only way to "fix" it is to quit rF2.

    When driving online, the fps is ~30 even when I first load up the track... but at least it doesn't drop down any lower if I go back to the garage.

    I've double-checked the ISI tracks and they don't seem to have this same behavior, either online or offline, it seems unique to this track.

    Is anybody else having this same issue?

    Thanks again mianiak!
     
  13. RCRacing

    RCRacing Registered

    Joined:
    Nov 4, 2011
    Messages:
    508
    Likes Received:
    2
    Then why say anything? :mad:
     
  14. RCRacing

    RCRacing Registered

    Joined:
    Nov 4, 2011
    Messages:
    508
    Likes Received:
    2
    mianiak
    Tx very much for your hard work. I like this track. Cant wait till finished but in meantime more content :)
     
  15. Leonardo1962

    Leonardo1962 Registered

    Joined:
    Feb 12, 2012
    Messages:
    247
    Likes Received:
    69
    Hi
    in mod manager Megane_at_SearspointRW_v10.rfmod seems to be a *** Problems mod ***
    the gmotor2 mas file utility is unable to open MAS file (the Megane_at_SearspointRW_v10.rfmod)

    what is wrong?
    :)
    Leonardo
     
  16. Slothman

    Slothman Registered

    Joined:
    Sep 24, 2011
    Messages:
    462
    Likes Received:
    9
    2 Guesses...

    1 - Faulty download, try it again.

    2 - The Megane ISI mod is not installed as that is a virtual component of the Sears Point mod.

    They are my first 2 thoughts....
     
  17. alister667

    alister667 Registered

    Joined:
    Jan 17, 2012
    Messages:
    16
    Likes Received:
    1
    Install and upgrades all went well for me, enjoying the track, keep up the fine work!
     
  18. jimcarrel

    jimcarrel Registered

    Joined:
    Jan 15, 2012
    Messages:
    1,720
    Likes Received:
    24
    Track gets better with each update. Really enjoying it. Thanks!
     
  19. Joshua Healy

    Joshua Healy Registered

    Joined:
    Jan 19, 2012
    Messages:
    50
    Likes Received:
    0
    Installed everything as directed, worked perfectly. Amazing track so far :) Really enjoying it.

    I even managed to get the car on 2 wheels quite a few times which I enjoyed quite a bit :p haha.
     
  20. mianiak

    mianiak Registered

    Joined:
    Oct 5, 2010
    Messages:
    691
    Likes Received:
    46
    I see what's going on with the grip, I have used asph and oasp material names (new asphalt and old asphalt). By default, asph has a dry grip value of 1.04 and oasp has a dry grip value of 1.
    That makes sense in a way, because AFAIK proper racing asphalt is designed in such a way.

    The light coloured track is oasp and the dark track is asph. Is the grip on the light coloured track too grippy? or just the dark track? or both?
     
    1 person likes this.

Share This Page