Old Rouen, Mosport, pre-2003 Spa, pre-2002 Hockenheim, Watkins Glen (without chicane), and Suzuka are my dream tracks.
I've redone the AIW and I'm almost done with v0.92 (includes some graphical updates, but not 3D trees yet). The AI seem to grid up more consistently at least. For v0.91, while I was online it only seemed to be position four sliding over the grid into pos 3, and iirc if the person who qualified fourth joined the grid first and then everyone else afterwards, then they all lined up as expected.
Thanks for the progress report. Just a quick question. Have you tried some 3d trees yet? I ask because I can't remember a track where they work properly. The lighting looks always inverted and the self shadowing thing seems to be removed some builds ago.
Nope Now that you mention them, I look forward to wasting lots of time trying to work around those issues
Would it be a good idea to release the update including separate "online grid" layout with normal F1 style grids like we see nowadays? We had similar problem even at ISI track with Howston because they have that tight realistic grid too.
Yeah, that might be a good idea, thanks. edit: implemented: - historic grid alignment: 3-2-3-2-3-2 etc. Can cause AI problems when forming up grid after parade lap. Also can cause turn 1 accidents. - level grid alignment: 2-2-2-2-2 etc. Each row has two cars starting level. Grid boxes are laterally offset between rows. Same as historic but only two cars per row. Same as in currently available builds (v0.9, v0.91). AI should line up correctly after formation lap. Less turn 1 congestion. - staggered grid alignment: one car per row, left-right laterally offset by row. Similar to modern F1 grid, but each grid slot is equidistant to the next. Should help with any turn 1 AI congestion issues. Should be better as a work-around for the online grid slip-and-slide issue noted earlier in this thread. It is possible that the online grid issue has been fixed anyway, because all three AIW files are based on a new scratch AIW, so completely new since v0.9 & v0.91.
fully expecting to do a v0.92 release later this week edit: I've put up some screenshots on the profile/download page (but don't go looking for v0.92 links yet, because it's not out yet ) http://isiforums.net/f/downloads.php?do=download&downloadid=35 change log +@@@@@@@@@@@@@@@@@ V0.92 @@@@@@@@@@@@@@@@+ - Three versions of the track: Historic, Level, & Staggered grids (may ease AIW & online grid/collision issues). - AIW file: New version of Level grid, hopefully to fix online grid issue (otherwise use staggered). - AIW file: Eased pitbox congestion (was 16 boxes, now 14: now 42 grid/garage spaces). - AIW file: Pace Car/Safety Car now works. - Water: Water shader with animated textures. - Road Mapping: Road is now continously mapped, and more linear in mapping. - Road Detail Textures: New spec, multi, & normal map textures & mapping. - Grass: Preliminary implementation of specular effect. - Mill: New model of the mill at Longford Corner (Four-storey brick building seen when approaching the town). - Road Signs: Replaced some of the old direction sign objects (initial implementation). - HDR: Adjustments for b342 - Includes "Bright", "Clear", "Neutral", & "Overcast". - Cameras: Adjusted static orientations. - Sounds: Added a subtle ambient environmental sound (initial implementation).
dum dum dum de dum de dum Who me what am I doing , I not sandbagging for a track how dare you Sir. p Hang on, how did I get here, isn't this SpinTires ? " I woke last night ( the 21ST lool ) to the sound of thunder >>> How far off I sat and wondered <<< lol Started humming a song from 1962 Ain't it funny how the night moves When you just don't seem to have as much to lose Strange how the night moves With autumn closing in............................... " I got to cut down on sugar tj. lopl " Night Moves ... ... " dadada View attachment 10882
RELEASE POST: LONGFORD 1967 v0.92 - 2013-11-22 Here is a link to the Longford profile page (which includes downloads): http://isiforums.net/f/downloads.php?do=download&downloadid=35 *Uninstalling older versions may be necessary to sort circuit correctly in in-game menu* View attachment 10883 View attachment 10884 View attachment 10885 View attachment 10886 View attachment 10887 View attachment 10888 View attachment 10889 View attachment 10890 View attachment 10891 restatement of change log: +@@@@@@@@@@@@@@@@@ V0.92 @@@@@@@@@@@@@@@@+ - Three versions of the track: Historic, Level, & Staggered grids (may ease AIW & online grid/collision issues). - AIW file: New version of Level grid, hopefully to fix online grid issue (otherwise use staggered). - AIW file: Eased pitbox congestion (was 16 boxes, now 14: now 42 grid/garage spaces). - AIW file: Pace Car/Safety Car now works. - Water: Water shader with animated textures. - Road Mapping: Road is now continously mapped, and more linear in mapping. - Road Detail Textures: New spec, multi, & normal map textures & mapping. - Grass: Preliminary implementation of specular effect. - Mill: New model of the mill at Longford Corner (Four-storey brick building seen when approaching the town). - Road Signs: Replaced some of the old direction sign objects (initial implementation). - HDR: Adjustments for b342 - Includes "Bright", "Clear", "Neutral", & "Overcast". - Cameras: Adjusted static orientations. - Sounds: Added a subtle ambient environmental sound (initial implementation).