[REL] Belgium Spa Historic (League Friendly Version) v2.02

Discussion in 'Locations' started by DJCruicky, Aug 12, 2022.

  1. DJCruicky

    DJCruicky Registered

    Joined:
    Jan 25, 2012
    Messages:
    1,392
    Likes Received:
    733
    Credits:
    Original track made by Image Space Incorporated (ISI)
    Updated by DJCruicky
    Additional assets used from S.Victor and Argl

    I welcome you to ........
    Belgium_Spa_Historic_LF.jpg

    This is an unofficial updated version to Image Space Incorporated's (ISI) excellent 1966 Belgium Spa track.

    Believe it or not the ordinal track is now over 10 years old. In this time in our league we have driven this track many times. Despite our drivers best efforts in driving safely, only half of us ever finish. Even if we set damage to 0%.
    Your race could end suddenly by getting stuck in the scenery, or a white post got stuck under your car and flip you, or you find yourself in a field with the cows with no way out. Not forgetting them Haybails that like to block the road when coming around the corner. There are issues with pitting with the original too where drivers get penalties.

    I modified the track to try make it more League friendly, addressing a lot of the problems so your chance of finishing is greater. Please keep using the original ISI track to experience the full danger of this track.

    My first League friendly version I made was all the way back in 2014. We had also had another league member called 'Argl' who did one too in 2017.

    I've built on these and added so much more.
    Please see list of updates below..
    • Removed collision detection from White posts. They no longer get under peoples cars and flip them.
    • In original ISI version you could cheat by lowing track graphic detail level. This gave you less road side objects to crash into. I have fixed this loop hole.
    • Removed Haybails in problem locations where they bounce back onto the road and block it. You should no longer find them sprawled in the middle of the road as you come around a corner. The ones I have left are now un-movable. In real life they would do a good job of saving drivers life's by disintegrating on contact. But in rFactor2 they don't work like that they just fly everywhere into peoples paths.
    • Barbwire Fences and Guardrails. You should no longer get your car stuck in them no more. I have made the collision detection single sided meaning if you find yourself on the other side of a fence you can drive back through it and back onto the road again. Many years ago we did test an early version where I removed the collision fully from Barbwire fences but all it resulted in is you just end up stuck in the next collidable object :D.
      20220725224347_1.jpg
    • Extended LOD-Out values of many objects to reduce popup while driving.
    • Colour saturation reduction, Albedo tuning, and balancing of a large amount of textures to get a more natural look compared to the original.
      20220807235707_1.jpg
    • Small Atmospherics tweaks.
    • Fixed odd shadow problem from objects where their shadows would appear, then disappear and then appear again when you drove towards them. 3D trees were bad with this.
    • New tall start gantry to make it easier to see the Flag man waving start flag.
      20220808004443_1.jpg
    • New Pit-in sign to try encourage drivers to keep to the left of the pit lane when not pitting (see pitting post below for details on pitting).
    • Fixed wet weather road reflections. Old version was broken and only displayed a mat black road when wet. See pics below, Before and After.
      20220801195900_1.jpg 20220801193956_1.jpg
    • Fixed loading errors that nag you about Material, Collision and LOD problems when loading the track into Dev mode. There were 1000s of them to fix.
    • Staggered start grid to space out the cars a little. This should make for a safer start. Big thank you to 'Arle', who made the numbered grid lines for us back in 2017.
    • Pitlane exit is now clearly marked with a line. Original pit exit was unmarked. Again thanks to 'Argl' who added this.
    • Pit boxes increased from 16 to 26. Pit sharing should no longer be a problem.
    • Garage spots increased from 32 to 52. Again credit to 'Argl' for this.
    • I increased the start grid number further from 35 to 104 cars.
    • Added the 26 Pit groups to .gdb file. Without this you get a bug where the game does not use all available pitboxes.
    • I reworked the AIW file:-
    • New Fast AI path with a less aggressive Block path along with many corridor changes in hope to reduce AI crashing. Did I succeed? They crash a lot still but they a little better.
    • I extended the track limits lines well beyond the road and all the way to the fences so you don't get them 'Calculation Track Limits' warning pop up boxes if you drive onto the grass by mistake.
    • Fixed. When pitting, touching the yellow pitlane line no longer makes your Red Pit Arrow disappear.
    • Lessened the chance of getting cut warnings or drive through penalty for going wide at the corner 'La Source' (last corner). Still not fully fixed but a lot better than the original track. Don't go wide at 'La Source', or best just turn off Flag Limit Rules to make sure.
    • Fixed wrongly getting a "Warning Off Track. Lap Will Not Count" penalty each time you leave the pit garages when Flag Limit Rules are set to Strict. I had to cover the whole pit paddock with track limit lines.
    • Fixed some objects that did not light up with headlights at night.
    • Added animated smoke to a few house chimneys. Thank you to S.Victor for letting me use his files.
    • The white Blimp that floats in the sky, now moves again.
    • Some track side camera amendments.
    • .cbash collision file packed in the installer for faster loading 1st time you load track.
    • Real road rubber files. Light, Medium, Heavy, and also one called 'Wet with a drying line'.
      20220803000815_1.jpg
    Installing this track should make no conflicts with the original ISI version, both can be installed at the same time.

    10 years on from ISI first release it's nice to see this track given a bit of love even if we've had to do it ourselves.
    I can not take any credit away from the the amazing work ISI made in making it 10 years ago, it's still great today.

    This mod is free but if you wish to support me, please see link in my signature below. I thank you very much.

    Steam Workshop Link

    Happy playing.

    DJC
     
    Last edited: Aug 15, 2022
  2. DJCruicky

    DJCruicky Registered

    Joined:
    Jan 25, 2012
    Messages:
    1,392
    Likes Received:
    733
    Pitlane Instructions
    20220808000012_1.jpg
    You will need to have assigned a 'Request Pit' button and press it in good time before pitting.
    The Red arrow above your pit box will NOT show if you do not do this.
    It's also too late to press request pit if you have already passed the pit entrance.

    It's important that when entering the pitlane you drive on the right side of the 'PITS' sign, not doing that your pit crew will not serve you.
    Default pitlane speed limit is 100 KPH.


    WHEN RACING
    In our league we advise, on a normal lap when NOT pitting, don't cut the entrance of pit lane just incase you have your Pit request on. Short cutting into the entrance of the pitlane will give you a speeding penalty if you have pit-request on. Keep left of the 'PITS' sign and you will be fine.
    The game lets you cut the yellow line at your own discretion after the pit entrance.

    Warning:
    When you are low on fuel the game can automatically request the pit crew for you making the pitlane live. Be careful this does not happen if you are cutting into the start of pit area, the game could give you speeding ticket. Cancel this request with the pit request button. This should not be a problem anyway if you follow the above advice of not cutting into the entrance of pit lane. There is a line in your Player.json file that can stop automatic pit requests called "Automatic Pit Menu".

    Serving a penalty at this track you have to press the 'Pit Request' button first.
    ----------------------------------------------------------------------------------------------------
    Best Settings:-
    I find the track likes Clear Sky's or Light Clouds weather settings best. I found with mixed clouds the graphics look too dark. Stick with Clear or Light clouds and the track makes for a good screen shot generator :D.


    20220807232605_1.jpg

    20220807232745_1.jpg

    20220812132751_1.jpg

    20220807233106_1.jpg

    20220807233609_1.jpg

    20220811201103_1.jpg

    20220802235934_1.jpg

    20220808013619_1.jpg

    20220808013646_1.jpg
     
    Last edited: Aug 12, 2022
  3. GeraArg

    GeraArg Registered

    Joined:
    Oct 4, 2010
    Messages:
    568
    Likes Received:
    1,019
    Thanks!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
     
    DJCruicky and datasting like this.
  4. Mauro

    Mauro Registered

    Joined:
    Oct 14, 2011
    Messages:
    1,979
    Likes Received:
    3,393
    What a useful addition!
    Thank you guys
     
    DJCruicky likes this.
  5. djvicious

    djvicious Registered

    Joined:
    Jan 17, 2012
    Messages:
    220
    Likes Received:
    214
    The real MVP!
     
    DJCruicky likes this.
  6. Bill Worrel

    Bill Worrel Registered

    Joined:
    May 1, 2019
    Messages:
    329
    Likes Received:
    207
    Why not set the pit lane speed limit to 400 kmph to reflect the lack of a limit during that era.
     
  7. svictor

    svictor Registered

    Joined:
    Jan 20, 2019
    Messages:
    565
    Likes Received:
    3,593
    awesome update, thanks
     
    DJCruicky likes this.
  8. bears

    bears Registered

    Joined:
    Apr 4, 2015
    Messages:
    719
    Likes Received:
    2,793
    Sensational work
     
    DJCruicky likes this.
  9. DJCruicky

    DJCruicky Registered

    Joined:
    Jan 25, 2012
    Messages:
    1,392
    Likes Received:
    733
    Good feedback, thank you.
    In online races, the admin can set what ever speed he likes with the line in the Multiplayer file.
    "Pit Speed Override":111.111,
    "Pit Speed Override#":"pitlane speed limit override in meters per sec (0=disabled)",


    But for single player races with the AI, interested to know what others think on it?
    Positives, it would stop drivers getting speeding tickets.
    Negatives, it's a lot more dangerous. The AI have more trouble pitting as they get hit by the car behind them. See screen shot below:-.
    20220813113509_1.jpg
     
    Bill Worrel likes this.
  10. datasting

    datasting Registered

    Joined:
    Oct 7, 2010
    Messages:
    357
    Likes Received:
    2,269
    AIW need a better fix. Singleplayer race with 40 ai, agresson 50%. Crash in Eau rouche, Malmedie, Mistral and and and. with rainsetting its pure chaos undriveble with ai.
     
  11. DJCruicky

    DJCruicky Registered

    Joined:
    Jan 25, 2012
    Messages:
    1,392
    Likes Received:
    733
    I tried (see change log above) it's the best they going to get at a track like this.
     
    atomed likes this.
  12. Adrianstealth

    Adrianstealth Registered

    Joined:
    May 28, 2012
    Messages:
    4,550
    Likes Received:
    1,055
    Nice one
    I’ll give it a try

    very sad how the fantastic historic content seems to have been neglected by the devs
     
  13. vava74

    vava74 Registered

    Joined:
    Dec 14, 2020
    Messages:
    547
    Likes Received:
    767
    There could be contractual/licensing issues preventing work on these tracks...
     
  14. trollray

    trollray Registered

    Joined:
    Jun 13, 2011
    Messages:
    421
    Likes Received:
    1,446
    Hi @DJCruicky , so many thanks for this update.

    I want to know how you made this possible? Because files from isi tracks are impossible to read and modify.
    I'm ready and can make all the oldies (Spa, montecarlo, etc...) with full pbr, new aiw path and cameras.
    So, if you tell me the trick, i can do this.
    If you don't know my work, you could see here ;)

    https://forum.studio-397.com/index....r-86-88-historical-edition-by-trollray.70961/

    Thanks and congratulations
     
    pkelly, Richard729, vava74 and 2 others like this.
  15. DJCruicky

    DJCruicky Registered

    Joined:
    Jan 25, 2012
    Messages:
    1,392
    Likes Received:
    733
    Thank you.
    Early ISI tracks are not encrypted. The Mas files open no problem for me.
    Some of the early ISI cars are unfortunately now encrypted. They never used to be, but think it's something S397 did when they took over.

    Good luck with your mods.
     
    Last edited: Aug 17, 2022
    pkelly and vava74 like this.
  16. Manfredk2

    Manfredk2 Registered

    Joined:
    Dec 27, 2018
    Messages:
    658
    Likes Received:
    903
    AIW could be edited for all tracks, although every encrypted track
     
    vava74 likes this.
  17. trollray

    trollray Registered

    Joined:
    Jun 13, 2011
    Messages:
    421
    Likes Received:
    1,446
    Ok guys, i thought they where all encrypted. Will check them and do wich one are not encrypted.
    Btw, i ve already asked them to let me do it. I dont think s397 will ever update these old tracks. Imho, with some simple update, they can shine really well.
     
    vava74 and Mauro like this.
  18. Chris Lesperance

    Chris Lesperance Registered

    Joined:
    Nov 29, 2012
    Messages:
    1,205
    Likes Received:
    1,762
    Yes I believe that was the case. Depending on the track, you can go back and look at the change logs. I think for most of the tracks, S397 didn't do anything to the actual track or very very minor things (Adding icons). There might be some of the last ISI updated .rfcmp around to easily get into ModDev.

    In a different thread, also talking about encryption, @Frederick Alonso talks about getting an encrypted track into ModDev. I'm not 100% sure of the process of making AI, but that might help.
    https://forum.studio-397.com/index....files-and-the-tires-of-your-cars.72548/page-2
     
    DJCruicky and vava74 like this.
  19. Manfredk2

    Manfredk2 Registered

    Joined:
    Dec 27, 2018
    Messages:
    658
    Likes Received:
    903
    Last edited: Aug 17, 2022
  20. trollray

    trollray Registered

    Joined:
    Jun 13, 2011
    Messages:
    421
    Likes Received:
    1,446
    Yes Ai is a good thing.
    But i would give those old tracks the love they need.
    That means i would go with all the files to change the tectures and create the pbr materials. then, the json values for each textures.
    I've just tested with Belgium 66 and the first steps gives very nice results. ;)
    Cheers
     
    bears, pkelly, Flatspotter and 6 others like this.

Share This Page