The track does feel green at the beginning. I've been letting a bunch of AI circulate around for about 10 laps before going out and all it good.
The version Darren originally gave me didn't have the Oak tree. I told him I would make an oak tree version (which I still need to fix the tree). I think thats why he then made one.
Paps did the video, I believe all cars are available No I started this about 16 months ago when there was no Oak tree.
The Oak died several years back and fell down during a storm some years later. It no longer exists at the real circuit but the corner name remains. It will always be Oak Tree Corner. For actual racing it was probably more of a nuisance than anything else, the extra shade cooled that portion of the track causing a hot cool hot track surface. The leaves would fall and swirl around the corner, getting ingested by car radiator intakes, eventually causing overheating. But the tree remained due to it's completely unique landmark status at a US race facility. I was glad to see the option of having the track with, or without.... Thanks to everyone involved.
Track is great. The Oak looks like it has lost a lot of the leaves especially the huge branch over the track. The tree adds something to that piece of the track.
OK well I should still have the model of the AC tree if you want it. I fixed the normals on it for the AC version for Darren.
thanks for steam workshop v.0.85 update! p.s. very great track to drive. here a real Virginia onboard:
Many Thanks @Nibiru for the update/conversion, can't believe I've never driven here before let alone had one of your earlier versions, it truly is a fantastic layout (Full/Oak Tree) and you're right the attention to detail in places that Darren Blythe did before is simply great. A few early observations of the AIW which I think @SmellySkidmark (SS?) did for you: The AI are slow through the first S Bend Complex before the Bridge, especially the first section of this area. The AI are slow through the Oak Tree hairpin and then take an unnatural swerve to the centre of the track immediately after the turn and this compromises their acceleration onto the long straight. Speaking of the long straight there doesn't appear to be any blocking (BLOCK Path) going into the left hander at the end, nor the Turn 1 Hairpin. Fast Rolling Starts are broken (tested with 19AI on track + me), you have to do a whole lap before the race commences. I believe this is to do with the Lead Cars starting past the S/F Line. If you could please look into and fix those AIW areas when you can then that would be very much appreciated (everywhere else on the Full/Oak tree layout they're already great!). Many Thanks again
A huge, huge, huge thank you to the original author but especially to @Nibiru. It's not just a graphically successful circuit, but it's above all a GREAT circuit choice from Niburu. The ability of a modder to choose a circuit that is really useful to the community and that allows for a lot of exciting driving situations means a lot about the modder or the person who converted the track. This circuit is exciting. A "no fault". Thank you Niburu.
Thanks for the track. Unfortunately though, there seems to be a nasty collision issue, at the last corner before start finish line. If you go too far deep into the corner and slightly onto the grass, it's as if you collided with a car, or a very deep pothole, and thus brings the car to a stand still. This doesn't happen all the time, but it's happen to me twice. I've included a video. Great work on the AIW though, much better than the rF1 version.
I agree there is an issue there, but just for curiosities' sake, could you try dramatically raising the ride height of your car? Or, for that matter, test with several other cars from different car-sets? thanks.