Finally survived a lap full pushing with 100% damage setting (15:38.65 with McLaren M23): https://b23.tv/akd8fk
v1.08 - updated road materials - updated all animated-sequence materials to use new IBL shader - corrected albedo tint color value - fixed a few trees
Version 1.10 - Now has the newest road PBR materials from dundrod55, including full puddle map. - Added unique name prefix to all 4000 materials, no more texture conflicts with other car mods. - Bundled cbash & shader cache files, which improves loading time. - Updated old retro reflectors to new material, removed large amount unused retro reflectors objects. - Added Wet realroad preset, with new default weather preset. - Tweaked a few corridor setting in AIW. - Improved flaggers.
Next update will bring a new fully enclosed collision wall to improve driving experience, and proper offline/online league races (no more wall-stuck or off-track problems): (current progress, 40% done)
yep, have seen my friends given up half way many times as well. hopefully with the new wall the track will be enjoyed and used more often, especially for online races. Edit: AIW improvement will be the next thing on todo list, along with trackside cameras.
Progress update: Just finished building the new 120km long collision wall that fully enclosed whole circuit on both sides (collision wall complexity has been reduced by 10 times more, which is good for performance as well). From testing, it shows very good results, even with massive crash, cars won't getting stuck into terrain anymore (low damage setting). Now it's time for creating new AIW for left/right/block path, though I'm not sure how long it will take, as it is a very difficult track to drive a proper lap.
Congratz, I can pay 1000€ for a reboot with new textures, new trees, to match last s397 track standard.
I only just saw this and downloaded. Awesome work, great fun to drive, will take a while to become familiar with all the tricky turns but having a blast so far. Great job.
Have been rebuilding & optimizing new AI line fastest path for the past week, every corner nodes are manually adjusted with extensive tests against 3 different vehicles (BT20, 917K, AUDI R15) to ensure best AI performance & stability. The downside is that it is a very time consuming process (currently about 2/5 way through).
Just a quick note: New RC build unfortunately has broken wet surface effect for both Dundrod & IOM, since both tracks are made with special AO settings to workaround dark shadow issue, and now this workaround has negative/broken effect on wet surface visual in RC. I'll looking into solutions, but I can't say if this will be fixed on track side, since both tracks are extremely complex with thousands of materials & textures (many months of work), and various techniques were used to workaround limitations that original GPL track objects have. My current priority is still to finish AIW & camera first. So, in the meantime, it is not advised to run the track in wet with RC build.
One of the Dangers of Creation. Keep with your current plan. We'll survive the puddles....for a while!
Don't worry my friend, we get older and think of places where peace and good weather reign. Another of the risks of modding is devoting many hours to an unfinished product and little documentation or solutions to adapt all that content to new changes.