There really needs a reverse option needed for all the tracks and layouts. Playing tracks in reverse in rF1 was an amazing joy, it's pretty much just a totally different track that has nothing to do with the non-reverse version. Going through the last sector at Toban in reverse, going up the steep hill at Essington, all the Mills layouts in reverse, etc etc. This would instantly double the tracks. A track in reverse is absolutely it's own unique experience with a completely different set of challenges and "feel" to the non-reverse version. Some tracks in reverse are a freaking legendary driving experience. We really need this.
I concur with Spinelli I like this for fantasy tracks only though _ maybe I am too much of a purist. Rich, can you elaborate on what annoys you about them?
I think it is 100% the point I bolded there mate. It's not "Right" so I don't like them. Guess it's the way I'm wired. I suppose on fantasy tracks it's OK.
Agree with that. Anyway most tracks aren't designed to be run in reverse e.g. pit lane access and placement of kerbing, run-off, gravel traps etc....
Well, they could reverse Indy infield for a start...seeing as that is how the MotoGP run it...oh wait, that's bikes XD
I agree with Spinelli, but guess it's more complex than just an option. And for accuracy I don't care at all, everybody can do what he want currently so each preson can choose what he like or if he want to stay realistic and that's great. Nobody will prevent me to do karting in the Ring or using a SpecMiata on an oval race against IndyCar rF2 is great in that way
It could be technically done as an option by ISI. - Swap xsector1 and xsector2 - Swap xpitin1 and xpitin2. - Reorder grid positions to use last as first and so on. I would leave garage and positions as they are but could be reversed as well. - Reorder AIW paths and invert vectors. However several issues could only be solved by modding: - distance marks and similar (pit in and out letterboxes) - gravel traps locations - some curbs are assymetric and difficul to drive in opposite direction As a summary. ISI will not include this option. Some third party modder might publish a procedure to edit xobjects and a script to redefine AIW which is mich more feasible and realistic. It shhould be clear enough that users wish lists are not a priority for ISI
I love the idea of reverse tracks, especially when already exist IRL or fantasy tracks. Some of my favorite layouts are reverse layouts like rF1 Mills Special Reverse and Toban too. What a waste to have not had those. Wait a minute! Where the heck is Mills Special Reverse in rF2. I'm going to turn off flag rules and try that now...
Hmm a year after Silverstone has been released and the AI still don't exit the pits correctly. This happens on so many tracks. I would not hold my breath.
I agree with Rich exactly. I'd like to see a reverse Mills and the layout and colors to mirror the original rFactor version. That's never gonna happen though.
When I drive Pikes Peak, after driving all the way to the top of the mountain, I sometimes then drive all the way back down again. Don't mind reverse tracks at all.
Fantasy agree , Pikes is okay , you have to drive down eventually Real circuits no that is just bad teaching methods for me.
Really interresting technical information from a track maker, thanks Spaskis That mean the first part can also be done through a small utility (standalone or included in an existing track tool), and the second part is only "cosmetic" work (without any wish to lower its importance)?
Only hiccup in that is the grid would then be passed the start finish line. Not sure if that would work. I would add to that you would need to do LOD adjustments too. If you drive a track like 60s Spa then you see whole houses pop up in front of you or mountains pop-in at Nords.
Cmon, backwards Mid Ohio is trippy as can be, the way the Honda bridge materializes out of seemingly thin air is awesome.