Circuit Zolder is here!

Discussion in 'General Discussion' started by Frederick Alonso, Aug 26, 2025.

  1. Lazza

    Lazza Registered

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    A clip of this sort of thing is usually very helpful.
     
  2. Taranta

    Taranta Registered

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    The graphics are as high-quality as the original 397, loading speed is standard, and the track fidelity is excellent. The only thing missing are the obstacles inside the chicanes; truly great work! :D
     
  3. mesfigas

    mesfigas Registered

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    GT3 AI @ Zolder last corner before pit path.Damage Multiplier 0% AI Aggression 25% AI Dificulty 110%
     
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  4. redapg

    redapg Registered

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    @mesfigas My 3 Cent? AI is OK, you have to take Care in that Situation, if you want to enter the Pitlane (at least as long as rF2 has no "Collision Off Mode" :)).
     
  5. mesfigas

    mesfigas Registered

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    i wasnt this car, i was infront in the porsche
    i just show how AI goes behind me
     
  6. redapg

    redapg Registered

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    Ah, OK. :D
    Then it could be a Problem with the Corridors at that Area.
    I could not buy that Track yet, because i have a Problem with my "send Steam Money" Method, so i can not check it.
    But i'm pretty sure @Frederick Alonso will do it. :)
     
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  7. mesfigas

    mesfigas Registered

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    The track is amazing and we are super lucky !!! i hope the developers fix the issue if any....
     
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  8. pilAUTO

    pilAUTO Registered

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    Since 2016, this is what I believed and hoped for.

    There is not a single rFactor 2 content that I haven't, for this reason, from the first or second day, excluding promotion.

    In the end, what a disappointment.

    The work of the moderator seems fantastic.

    This is the first circuit in the world I have been to (GT2, GT1).

    But with an average of 2-3 hours of simracing per week (99% rFactor 2 and recently 1% LMU), I don't see what I would do with this fantastic track.

    Nurburgring combined and Targa Florio are more than enough.

    For the first time, because I don't believe for a moment that this will encourage S397 to do anything (they have already buried and dug rFactor 2 themselves by choice), I will not buy content, even of very good quality.
     
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  9. redapg

    redapg Registered

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    My Suspicion is, that you are in the Pit-Entry Corridor and the AI in the main Track Corridor and that the 2 Corridors are separated.
    If that is the Case, it is a known Problem that also other Tracks have (e.g. look HERE at Croft and watch the Video) and where the Cars in one Corridor "ignore" the Cars in the other Corridor.
     
  10. mesfigas

    mesfigas Registered

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    @redapg i m far from pit entry just trying to break and turn the car to enter corner.
    this is way too far for pit entry or anything.
     
  11. redapg

    redapg Registered

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    That is why it has to be checked in DevMode.
    You can not see how the Corridors are made in Game.
     
  12. mesfigas

    mesfigas Registered

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    i also have the original replay files incase the author need
    i can send then in discord
     
  13. Woodee

    Woodee Registered

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    Looking forward to trying it when I can afford to buy.

    Ignore those that for some reason always have to look at new content (which was a surprise) as an opportunity to have a whine about rF2 not getting updates. This is a content update, there never was a promise of a game update! Just go play the game, support the track dev.... or perhaps just go play something else and give us all a break.
     
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  14. mantasisg

    mantasisg Registered

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    I think it is a lot more some underlying AI problem, sometimes they are little too eager to continue on their path. Maybe it is better than AI who never overtakes slower car. Just not that great when it just rams you...

    Back to the whole point...

    Didn't know what to expect and wasn't all into buying the track right away. But did it today, and have zero regrets. Absolutely royal simracing track. I have no doubt it has to be best Zolder track available. And one of best simracing tracks.

    I immediately took my Vanwall VW "modern historic" version for a test. And it clicked on instantly, match made in heaven. 250F "modern historic" was just as good. Modern historic means they just have slightly better tires and more power. The way this track drives and how it is packed with nice subtle details is sublime. I was thinking it has too many and too slow chicanes, but while I was driving they played very well into the melody of the track, a bit like Montreal, but better. Very good track ,and very well made model. Performance is also very good. Was surprised by very good and rich selection of trackside cameras, something unusual in rF2, but it enhances appreciation of the track a lot. Trees looks very good and unique, no apparent repetition anywhere, I htink maybe shading could be improved, but I have to see more. Looks very good in all times of the day, although I have mostly tested in mid day lighting so far, and definitely looking forward to explore more.

    Some criticism. TBH very first impression wasn't great. Sitting on grid waiting for start, track looked nice and clean, but perhaps too clean, lacking something. Maybe rubber on grid or something, I don't know. But as soon as driving starts, track is visually almost perfect in my mind. Maybe there can be some nitpicking made on shading. Maybe somewhere alpha chroma is a little too apparent. There is only one thing that doesn't look professional in the track. It is the tire marks. While I think it is great that they are there, and they should be there, they have multiple issues: at least at one place hovering way too high above road, at many places they don't follow logic where they would logically be, they start at full width and not enough variation in starting point, looks like chroma blending little too much, IDK if they are specular enough yet too test but common lack in sim tracks smooth rubber is shiny. But it is good detail to have.

    I know I will never be able to do, but if I would be able to continue work on my Goodwood track properly, this track I would hold as one of the examples.

    Please forgive me for the shameless plug, I hope to release Vanwall today or tomorrow. Its historic version is beautiful for Zolder.

    [​IMG]
    [​IMG] [​IMG]

    Can see tire marks hovering too high there, for otherwise flawless look:
    [​IMG]

    Some of Masa too:
    [​IMG]

    All these taken through replay cams with minor position adjustment via free cam
    [​IMG]

    There is nasty dip there, I though it is awesome detail, although IRL they could easily fill it, but in my personal opinion it is awesome it is there. And you can't really break a wheel or suspension in this sim like this, at very least it would probably result in puncture hitting this. So shouldn't cut there.
    [​IMG]

    I definitely agree - the track is masterpiece. Didn't expect that.
     
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  15. philrob

    philrob Registered

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    I have to agree with most of the comments from Manta. The modelling is great, the textures are well drawn and lit/reflect well.I have only driven 10 laps or so, bit too soon for further comments but is up their with the best tracks i have driven.Congratulations to Frederick on his great addition to Rf2s track catalogue.
     
  16. Frederick Alonso

    Frederick Alonso Registered

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    Interesting find. We've tested this across many random cars, and typically, the AIW (AI Waypoint) for pit-in always slows the car down around 100 meters before the final gantry banner. But in your case, it seems like the AI is completely ignoring that slowdown.

    Can I ask what AI settings you're using? Is the aggression level set to extreme?

    In about 95% of situations, the AI will move to the far right when pitting, while the following AI cars pass cleanly on the inside. In your video, though, it almost looks like the car is being manually driven rather than following the pit-in AIW path. It’s definitely odd—I haven’t been able to recreate that behavior myself so far. Not saying it cannot happen to be clear.

    When I pit manually or observe real-world behavior, cars stay fully to the right, allowing others to overtake cleanly. The AI in this particular case is designed to slow down gently before pitting, signaling clearly to both AI backmarkers and human players that a pit stop is happening. Imagine that AI would normally drive at 100% full throttle just before the 100M sign, goes directly into braking. For the pitting AI car, the AIW is made so at around 150M the AI car will be at 80% around the 100M sign, at the incident point the AI car should be at full right side of track, not even trying an overtake. Feels like it did pit after aggressively hitting you first.

    The same applies to the AI SF (safety) car after a full-course yellow - it’ll typically head into the pits in a similar, expected manner.

    Usually, if I'm driving in front of AI cars, they will brake or adjust regardless of where I am on track, so this case seems like an exception. Months of testing has been gone in this topic as Zolder has a very tight pit lane and complex joints for the AI.

    I'll try testing it again tonight to see if I can reproduce it, but so far I haven’t had any luck.

    Thanks again for reporting this. It looks like a DLC car so that is not the issue I guess. If more users start reporting similar issues, I might have to force the AI to slow down more aggressively in those scenarios but will look less realistic then normally.

    In the rF2 discord I activated a poll for 2 weeks that might join a future update:

    POLL

    If people agree I can arrange tire stacks in the forthcoming hotfix round.
     
    Last edited: Aug 27, 2025
  17. Frederick Alonso

    Frederick Alonso Registered

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    I love these shots, also noticed a rubber thingy I will fix somewhere by using free cam.
    Thx for the shots

    For those that wonder, the pines are 3D renders that are done in Blender to 12K png, optimized afterward to 4K dds. I was bored with the pixels you can buy online, just a small detail many might catch when going for the podium.
     
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  18. Emery

    Emery Registered

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    After watching the @mesfigas video, I suspect the AI wasn't going to pit, but then after the collision it saw the opportunity to fix damage from the collision and took it. In other words, the AI rear-ended mesifigas in the normal braking zone, then dived for the pits to repair damage because the pit entrance was right there, thus no early slow-down for pit entry.
     
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  19. mesfigas

    mesfigas Registered

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    @Frederick Alonso my settings are the video description at youtube and also at forum where i post the video.
    it was 25 aggression and difficulty 110%
    damage at 0% no damage.
     
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  20. mesfigas

    mesfigas Registered

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    @Emery what damage the ai to fix?
    i say on my post damage is zero percent!!!!!
     

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