[REL] Autodromo Hermanos Rodriguez Classic Version

As mentioned from the two previous posts from Associat0r and TIG_green it makes it impossible to use this great track for league racing. Hopefully that will be addressed in the near future.

I was intending to nominate for a round in one of our league series but not to be unfortunately.

Sorry, been too busy lately. I will try to post an update in upcoming days, mostly to address those bugs.
 
Great track to drive and very good looking too.
Only feedback is AI need some work: They need to be 5-10% stronger, and for some reason they seem to brake on the exit of Peraltada
Thank you for this track.
 
Great track to drive and very good looking too.
Only feedback is AI need some work: They need to be 5-10% stronger, and for some reason they seem to brake on the exit of Peraltada
Thank you for this track.

Yeah I agree with you there, the AI seems to lose a bit of time in Peraltada.
Often it's easy to fly around the AI cars on the outside, they seem very timid there.

But other than that, you guys have done a hell of a job, I must say.
Some great improvements.

The artificial bumps gives the track a lot of character; traveling down the S/F straight at 320 in a stiffly sprung F1 car is definitely intense.. ;)
It also feels good through the esses, quite challenging indeed.

Nice improvements with the new tree textures.
 
The artificial bumps gives the track a lot of character; traveling down the S/F straight at 320 in a stiffly sprung F1 car is definitely intense.. ;)
It also feels good through the esses, quite challenging indeed.

Artificial in what sense? It was a bumpy track.

Track looks nice and gives good performance on my aging system, but I found some issues and things that could be improved.

1) Skipping a formation lap while using the default rolling start type will result in all the cars falling through the track.

2) This track was notorious for its bumpiness, See also here, so some high frequency bumps, even if not 100% accurate would be better than no bumps at all. The rF2 wiki also recommends always adding some high frequency bumps: http://wiki.rfactor.net/index.php?title=TDF

See also the following videos.








Anyway, keep up the good work.
 
Artificial in what sense? It was a bumpy track.

Artificial as in artificial, as per the change log. :)

A request was made to add bumps, now the bumps are added and I complimented the guys on it.

Updates:
-New loading screens
-Replaced most tree textures with new ones
-Removed tree self-shadows
-Made tree faces double-sided to cast shadows in both directions
-Added tire wall to T4
-Added slight artificial bumping
-Fixed shadow caster for walls
-New terrain shader
-Fixed "white road in distance" by tweaking materials
-Added road reflections
-Fixed curb alpha
-Doubled reflection resolution
-Improved wet mask for proper rain reflections
-Added new default weather profile
-Extended realroad over curbs
-Corrected race lap count to 69
-50% realroad profile
-Completely redone AIW
-Fixed AI failing to exit pit box
-Fixed crash on loading with more than 30 cars (NOTE: pit boxes only support 30 cars)
-Removed rolling start from default
-Circumvented cars from flying through ground when formation is skipped (already worked except for rolling start)
-Minor texture adjustments
 
Artificial as they are added by the sim and not what would be at the actual track.
The rF1 conversion was bumpy to the point of being undrivable. This is why we smoothed the mesh.
stonec then added the bumpiness back using the TDF file.
 
The artificial bumping is a compromise between having real geometry-modelled bumps and no bumps at all. As it's a historic track and since then been repaved, we will never have access to any real bump data, so a slight artificial bumping is the best option imo.

Thanks for the bug reports. I'm not 100% happy with the road texture either, most ones I have are too smooth for historic circuits so will keep looking for better ones.
 
Luckily the "issues" with this track are all relatively minor and can be fixed over time without ruining the enjoyment of the track. All banners but one look great. Big deal. Tarmac texture(s)...many out there and some modders on here could help make a more authentic '88 version. Flickering banners...half the tracks have those annoying things and it just takes time to go resolve each one. AI? Not sure, but if it needs work it would again be typical of most modded tracks.

Thanks so much for giving us this awesome track. Trying to master the essess is still a pleasant memory from GPL days. Amazing the difference in track design philosophy for tracks like this and Suzuka versus today's "top level" tracks.
 
hmmm yes , nice track

but u forgot to ask for permission !!!
bcs its my scratch made track from rF1 .
its not ok people. without give credits .

just for information ,i work right now on the complete
F1 1988 season for rF2.
with all tracks and cars updated and reworked.

sooo pls a lil patience.
and next time pls ask before u release work from other, without permission
 
43589-BURN-kelso-ohSg.jpeg
 
hmmm yes , nice track

but u forgot to ask for permission !!!
bcs its my scratch made track from rF1 .
its not ok people. without give credits .

just for information ,i work right now on the complete
F1 1988 season for rF2.
with all tracks and cars updated and reworked.

sooo pls a lil patience.
and next time pls ask before u release work from other, without permission

Well that sounds great :)
I hope you'll be able to get a little bit of help from Borda to create the tires!
 
hmmm yes , nice track

but u forgot to ask for permission !!!
bcs its my scratch made track from rF1 .
its not ok people. without give credits .

just for information ,i work right now on the complete
F1 1988 season for rF2.
with all tracks and cars updated and reworked.

sooo pls a lil patience.
and next time pls ask before u release work from other, without permission

I enjoyed your stuff a lot in rF1 so this is great news!
 
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