Pocono textures updated for DX11. Start flagman added in 3d. This one works, unlike Daytona, which always waves a green flag regardless! Lowered grip in T1 to around 0.85, lowered grip in T2 to around 0.92 Speeds are still a little too fast, but closer to real life. Removed the non working pit entry and exit lights. (finally) Links updated above also for those who download the old way. Or server admins!
Michigan next. I know that's one of the bad ones where the lines are fluro. I just wish I could go faster! Anyone wishing to help out? I need someone who can make (or source) high quality track specific objects. Also someone who can make normal and spec maps.
Palm Springs is 3PA, it should be already DX11 ready. I added 2 setups. Dover 120 setup - Same as for v100 of Dover 2 Bump rubbers in FR & RL will tighten the car once the track gets well rubbered in. Pocono setup added. I moved wedge from -1 to +2 for the new track. The car was major wrecking loose with lower grip. This single change seems to have fixed it. Still pretty fast. For setups, see link in first post. LEAGUE OWNERS NOTE: Re-test your fixed setups for Pocono!
Michigan updated - changes to 1.2: Lower grip in the turns 3d Start Worker DX11 supported on all the textures now Yellow lights now work!!! New slightly tighter fixed setup added to setups. (See post 1) The track is now looser, so the setup was tightened. The fixed version should a bit tighter than it was before. (Very slightly)
Added setup notes to post #2 of this thread. I will over time post my setup notes there as I test. Added 2 Michigan setups for the new lower grip track.
Thanks for what your doing! I primarily run stock cars and you have simplified my life in this thread, absolutely grateful that you do tracks for us!!
New Hampshire has been updated to DX11. It is now available on Steam. I will get alternative downloads up in the next few days. There is also a new race setup. It is basically unchanged from before. I have also added a fast qualifying setup. See setup notes in post 2. Textures updated to DX11 Reflections code added to make reflections work correctly Grip levels changed a bit to make sure you can't run fast laps against the wall (without hitting it of course) Startman and a couple of pit guys added _WET added to materials to fit wet reflections which appeared when they should not have Yellow lights now working
Watkins Glen updated to DX11: Textures updated to DX11 3d Startman & 2 extra pairs of 3d flagmen added around track Pit entry cones added (marks start of 50mph) Thumbs fixed for DX11 Mirror distance increased from 150m to 750m Reflection code added Long version with chicane added Pits now open in time for leader when yellow comes out (all versions) Updated on steam and updated links in first post.
Thanks machine. Track is great, i appreciate a lot your work. But Any chance of future mesh update? With historic cars there are a lot of force feedback problem with this low mesh
I wish I had the time to do updates to this track, but I am primarily working on Nascar stuff. Once all the ovals are done I may come back to this, but thats a way off. I would hope we don't have to wait that long for other versions I have seen being worked on. If anyone has the time and skills on Max to smooth the track mesh, please let me know! I can provide the stuff needed. I gather it's primarily the 2 turns on the boot that are extremely bad? The first left and the right hand hairpin? Probably the next right also is not good.
Bristol updated to DX11 Changes: DX11 Textures 3D Starter and 2 track workers Working yellow lights Black track walls New loading screen Added reflections (Thanks Leo) Unfortunately AI issues not fixed. They can't be fixed with current code. Only way is workarounds like making front straight pitting only. (So cars can have a smooth line to pit entry on turn 3. And have a second version supporting 40 cars with walls similar to Martinsville.
Chicagoland now on Steam. I will get alt links up over the next few days. There is a setup in the dropbox link for setups on post 1.
I did some testing on new hampshire and it seems that hugging the wall will make you go faster than if you took the corner properly. I used the dissenter so not sure if that has to do anything with that
Yes, I know about that. It is due to the tyres gaining grip on the banked section. I reduced grip up higher slightly. In my testing top lane was around 0.2 slower than the middle. Oh, and make sure you are using the latest New Hampshire on Steam?
Thanks to whoever moved this thread. I somehow got it in the wrong place. Been going to ask for a while. Thanks.
New version of Kansas on Steam for DX11. New notes: v1.20 updates: Textures updated to DX11. Grip changed back to 1.0 Use Goodyear recommended "minimum safe" tyre pressures for realistic grip. Left front: 25psi, Right front: 54psi, Left rear: 25psi, Right rear: 50psi Abiding by the recommended pressures I managed to run a best lap of around 28.8 2017 fastest qualifying times in the CUP race were 28.3 Leagues are recommended to run fixed setups using the recommended "minimum safe" pressures. Setup changes. I have not spent much time on the setup. I recommend for Leagues, move wedge from -5 to -2.5 Move weight all the way forward. This should give a safe, but fast fixed setup. See my 1.00 base setup in the setups link on the S397 forum link above
An updated Talladega was released a few days ago also. Textures updated to DX11 compatibility. Some other small changes.