Personally,I think its a work of art,I only wish I had 1/100th of the talent and dedication that went in to the creation of of this track.I will be eternally grateful that not only Jim created it,but also gave his permission for other talented and dedicated modders to convert it to my favourite sim.its not been out long and already I have had hours of enjoyment,and look forward to hours more....
Awesome track, complete opposite of Targa, few slow turns and a lot of flat out speeding, and that is awesome to have tracks for all kinds of racing. It is impressive how well this track captures the atmosphere, awesome texturing and colors. I like the non spinning trees for this track, they gives an important impression of going through under the branches, without that it would be just wrong. The prebaked shadows looks cool, I pretend that they are damp patches, and it makes perfect sense. I only didn't like one thing, at several places textures seems to be overly repeated, although it becomes non-issue when going at proper racing speed, just simply not noticeable anymore then. One more mod track that is sure keeper, thanks original modeler and thanks for nicely converting it to rF2.
Random question, what is the car shown in the Workshop page? Looks like a CAN AM car but not sure... https://steamuserimages-a.akamaihd....licy=Letterbox&imcolor=#000000&letterbox=true
This looks absolutely stellar. I can't imagine how much work went into this. Thanks very much to all who worked on this and made it available, especially the original author. Wow.
Ho Hum .. just like about every other track, I got stuck on the first lap when I backed up into the hedges.(after spinning of course) Hi-centered the rear wheels off the ground. LOL! Absolutely a great track. Astounding effort for the original and the import. Thanks everyone.
there is no stupid question, only stupid answers. And shhhhut, a conversion is a secret project, I can't say who is working on.
My god. After now having driven a few laps, all I can say is.... wow. Truly an incredible work. So much trackside detail, it is astonishing. And reading Jim's pdf about the creation process makes you realize what a staggering effort he put in. Just incredible. Being a biker and bike racing fan, it is so amazing to have this track to drive. I have the TT bike game (can't remember the name) but this is way, way better. Again, thank you.
New update. A few noticeable visual issues now fixed, as well as fixed some surface gap. v1.03 - Fixed many graphical artifacts, textures, models - Further adjusted LOD for some area, as in GPL - Removed some unused materials
So much fun, thank you for this great track. I rendered from my replay a lap in the Porsche cup (endurance tuning). I did use low graphic settings, anyway
Such a great circuit, truly excellent! I have a couple of videos on my channel featuring it and this one perhaps might be of interest to some
No that was new to me, the real jump at The Raven at 10:08 was epic and I have to say the representation of the circuit is pretty good. I'd never seen the real thing so watching the real after being familiar with only the virtual was interesting
Spectacular track. "Tunnel" tracks like this may allow a narrower FOV to see the distance better. Mountain Mist is sweeet. Ran it with a 917 and 60 minutes Practice. As for Lap times, I'll just say I finished a lap before the Practice Clock reached zero. Thanks to all who produced this.
Yeah, I was able to finish. After a few tries. On the successful lap I went over the fence a couple times. Previous attempts I went over the fence and started over. Then it dawned on me that there were cross throughs at strategic points; so I just drove back to a cross through. No way I can keep up with AI's. I try to pace them about 500 feet back, but that doesn't last long. I was able to turn a 28 minute lap with no contact. Its a fabulous track, its too bad there isn't a suitable award to crown it with. Big thanks to the creators.
v1.04 - Updated 3994 json files with latest IBL shader parameters - Further adjustment to various texture due to IBL shader change - Added new Haze values to GDB files - Fixed a visual hole on sidewalk somewhere