just saw ISI tweeted this in relation to the palatov hillclimb car, i guess most of the forum-goers know of it but figured id bump
I'm considering giving the Pikes Peak textures another update. But a graphic update wouldn't mean much if the road remains in it's current "too much crest" state. Would anyone be interested in flattening that baby out a bit to make it more driveable? It's actually only made up of 6-10 (?) big chunks. Shouldn't be that huge of a deal. At least that's my uninformed theory
If you can get me a max file with the road meshes, a ready to go devmode folder, might be able to look at it just for fun
All I have are the gmt's, but I believe I can save them for max out of 3dsimed. I'll take a shot at doing that this weekend. It would be great to take this course up a notch!
Well since I believe this is the only Pikes Peak available for rF2, congrats! http://www.racer.com/north-american...ilson-preparing-for-wild-p2-run-at-pikes-peak
Wow, that's pretty cool. Thanks for posting, Chris. I forwarded the link to cafeaulait, who created the original course for rF1. Perhaps this will inspire him to start building courses for rF2?
Oh, look, I finally got off my ass and fixed the Pikes Peak graphics since the rendering engine change two years ago Download page link in original thread post
Woo Whee! I haven't driven any Pikes Peak in years and this was a sensory overload. About halfway I started noticing smoke in the mirror, Up til that point I kept it on the pavement. As the climb progressed I glanced off the armco twice, but then the gas gauge started flashing, and once you clear the trees...OMG....I cannot imagine driving this with VR. I would spend all my time focused on that un-fenced drop-off to the right. The Nurb punishes you for going to fast. PP won't allow you to. My foot on the throttle was totally aware of the nothing-ness above the treeline. Now, one question: How do you use this track? There is a dead end at the top. Do you just escape to the pits?