Circuit Zolder is here!

another one that happens with DLC and mod car aswell at pit exit cars roll and ignore blue flag at outlap aswell.Damage 0% dificulty 120% aggression 50%
the rolling starts at the inside curb !!!!
@Frederick Alonso

:D
That some AI cars from mods behave odd is not the tracks fault.
The flag things are the game core, nothing I can do about that I am afraid.
If you go out of pits you normally stay full right like real life, directly going to the fast line is playing with fire.

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It feels as if old issues of the title are rediscovered here and blamed on me.
Cannot agree on that as I have a lot at stake.

What I don't get is that last night I had done a 2H BMW m2 session against AI. All did a refuel, including me, 3 cars had tiny bumping and all was smooth in all honesty.
I hoped to see the same thing happening at pit entry, not one.
So maybe it is indeed practice only related, will do practice testing in that case.

As AI is calculated by CPU can I ask if you have a high CPU use eventually?

The DLC at pit entry is a valid tiny issue I will get sorted out coming week.
Will test again with Formula Pro as that is probably the fastest car in the sim as DLC.
Also I might give the out of pit a bit less room at that curb and solve many mods that way, it is off topic actually but I take it into the update.
 
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You are Right.
it happens to mods mostly.
i tested many official and no problem at curb rolling like mods.
so all good with official cars !!!!!i tested Tatus-GT3's-LMP3-Indycar and many more and NO rolling.

Cayman will get update FYI as I have worked with a real life race team. There is a suspension issue on my mod so was laughing out loud here. This is how that team gave me back something for a 1 to 1 RS version.


Please test with DLC only or it has no point here really to bring things up about being bad or wrong. First 2 videos are good examples of good feedback but that issue is very easy to fix and should not bring down the atmosphere here. I mean I can make any car have X grip or weight and then complain for example about the track. Good that you help find the issues for sure.
Just keep it on topic like my first post, thanks bud. :)
 
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Wait till the update rolls out, that has been the whole idea for setting up this topic.

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To sum it up for the update so far:

Small tweak AIW pit in at speed limit values
Small tweak pit out to help mods (off topic but why not)
Small tweak on texture mapping of rubber path.


* Looking to add tire stacks at all chicanes in second track version to offer the default as is now + version that has tire stacks.
-> This is an added surplus I do for nothing in return, I want the best for this project.
However, I need to edit the AIW for this 'Endurance' version as well so AI does not hit the stacks and so on. It is not just some 5 min work. More a full week to make sure all is well done again.

Might first roll out a proper fix for the 3 tiny things after proper testing.

Later add in the tire stack 'Endurance version' above the current DLC on Steam. Need to talk with S397 and MSG first if I can do that. No promise I can do it, based on agreements and if I can directly add it into the DLC which would be best. Would be great for sure.
 
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I was driving in the rain, a bit busy and in a rush so couldn't immerse as it happens sometimes, but it was still very exciting and fun.

Noticed that I didn't have puddles. Is that by design ? I know that physically changes nothing, and perhaps IRL track doesn't have puddles too. So I don't care really. It is fun to drive and looks good and real still.

I haven't yet noticed any specific AI problems with my cars.

I don't know if to add this, as this is perhaps a bit silly. But I have always been picky for trees, of course no one ever ever going to accurately place all trees and shrubs plus they change every year a lot. But sometimes there are some particular vegetation that catches eye, and you just can't not think about it. I could probably point something for every track ever made. In Zolder to me this group of Pines is incredibly beautiful IRL. Tall thin long trunks all similar to one another:
aAiP3H9.png


And on last turn is whole wall of trees like that
Vk9qc9I.png


I think it literally could be a wall object of trees
 
It has all been properly tested. To confirm it is a track issue, you should see the issue in the same spot each lap. That might confirm something is eating a lot away at that area. I have, for example, 4 screens on my 4090 and run rF2 now on a 3440 by 1440 and stable FPS between 95-120 and with a full grid of 36 cars on Zolder. 3 screens are the older 1920 by 1200 I use for 3D work. I run all on an SSD only dedicated to rF2 and AMS2, which is half full, same for my C drive. If drives are full, it also causes issues sometimes, just dropping it as info.

If you are talking about stutters at Gilles Villeneuve, I can also tell you that there is not much 3D there vs the Paddock area, which is even more weird to me unless the shadows are overloading you. I have done a lot of work on trees to give the closest to the track ones' shadow and avoid shadow on the ones you barely see. Was it at sunset to begin with? On VR? Do you see FPS stats also dropping fast or stable with stutter? What hour of the day? Rain?
Thanks for the reply, yes its in VR but at all the same setting i use at all tracks, like Sebring with full grids even in rain.
The frames do drop at the same place each lap, i took a screenshot of a video showing the location as im away from my pc atm.
Screenshot (74).png
 
Good to know, will check that area.
VR will arrive soon, and I can check myself.
I'm editing my post and apologising, it was user error! Sorry for not fully checking how the game was running now and only going off previous playtime, i tested Long Beach on my usual setting and it was stutter fest.
A little trouble shooting later and it was my open XR settings, somehow Turbo mode was off, once i enabled this again all was good as was your great track, smooth as silk.
So happy and once again sorry for being a dufus.
 
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I'm editing my post and apologising, it was user error! i tested Long Beach on my usual setting and it was stutter fest.
A little trouble shooting later and it was my open XR settings, somehow Turbo mode was off, once i enabled this again all was good as was your great track, smooth as silk.
So happy and once again sorry for being a dufus.

Oof, could not believe at first it was on my side.
On the other hand, you did some form of stress test that made me investigate that area, and I think I can arrange something to reduce
performance hunger in that area.

Glad the track was not underperforming vs previous DLCs ;)

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.
 
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@Frederick Alonso as a fortunate owner of a motion rig, let me thank you for adding to the quality content available for rF2. I drove one of the Swifts on this track for a good few hours last weekend, really a pleasure to have the details in there.

And I’m generally not a fan of chicanes, but this still has a good flow to it!
 
@Frederick Alonso as a fortunate owner of a motion rig, let me thank you for adding to the quality content available for rF2. I drove one of the Swifts on this track for a good few hours last weekend, really a pleasure to have the details in there.

And I’m generally not a fan of chicanes, but this still has a good flow to it!

the fast first one is really fun. The other two I like less
 
The chicanes indeed just works in this track, it means they aren't necessarily a bad thing, I guess they get bad name because they are often just are designed badly, such as Monza T1 or double chicanery at LeMans at the end, and then also first chicane in Lemans which actually used to be not bad in early 90s...

I also like first and second more than last one. I think that is because they are very quick left and right, right and left. The second chicane is best, as then there is few little curves more that spice up accelerating away in a nice way. The last one is perhaps just a couple degrees to steep for its depth.

I hope studio will prepare at least a little update for rF2 to go with this track. I have noticed that often people don't even require anything ground breaking, the gesture is more important. It is like getting flowers for a girl perhaps LOL Besides that, even though LMU has been clearly branching out further and further away, there probably should be slight details anyway that could be transferred over. I don't know what, but perhaps some little thing could just simply work.
 
On the subject of chicanes. The track limits let you get away with murder cutting them with all 4 tyres beyond the white lines. Especially the first 2 chicanes.
 
On the subject of chicanes. The track limits let you get away with murder cutting them with all 4 tyres beyond the white lines. Especially the first 2 chicanes.

Thats by design I think, Frederick posted before that race direction told him they just do it like that there.
 
@Frederick Alonso as a fortunate owner of a motion rig, let me thank you for adding to the quality content available for rF2. I drove one of the Swifts on this track for a good few hours last weekend, really a pleasure to have the details in there.

And I’m generally not a fan of chicanes, but this still has a good flow to it!

Thanks Lazza, it is indeed a serious experience. I was able to test it at Circuit Zolder their simulator, and the motion with it gave me serious nice details as well. The CEO really loved this part as well.

When you get a shoulder tap and a big handshake with a smile going ear to ear, getting a big thank you from someone who is the CEO of a cool Belgian track. Ex-driver of many 24H races. This made me even more excited about all the work I did put into it.
 
On the subject of chicanes. The track limits let you get away with murder cutting them with all 4 tyres beyond the white lines. Especially the first 2 chicanes.

This is approved in real life. I wanted it to behave more strictly but the CEO said, Why would you not follow the way real people learn to drive here that way? That being said, the upcoming tire stack layout if allowed by the studio, will be more strict. Still enough room for a mistake, but more excitement like the real thing on the 24H. Going for a shortcut will trigger the penalty system.

This shot is real real-life allowed cut at Gilles Villeneuve. Reason is also for safety as the past resulted in more issues with the lefthander going to wide in the wall..
xrJoBdP.jpeg


I found it hard to gain time by cutting the first chicane. The yellow curbs will slow you down; the second cut is the one they take in real life on two wheels. I usually have the feeling that I jump more on the first one, but that is my wrong driving style I guess :D
 
The chicanes indeed just works in this track, it means they aren't necessarily a bad thing, I guess they get bad name because they are often just are designed badly, such as Monza T1 or double chicanery at LeMans at the end, and then also first chicane in Lemans which actually used to be not bad in early 90s...

I also like first and second more than last one. I think that is because they are very quick left and right, right and left. The second chicane is best, as then there is few little curves more that spice up accelerating away in a nice way. The last one is perhaps just a couple degrees to steep for its depth.

I hope studio will prepare at least a little update for rF2 to go with this track. I have noticed that often people don't even require anything ground breaking, the gesture is more important. It is like getting flowers for a girl perhaps LOL Besides that, even though LMU has been clearly branching out further and further away, there probably should be slight details anyway that could be transferred over. I don't know what, but perhaps some little thing could just simply work.

Totally, coming off the hill in that gentle left-hander braking zone gave me a what the hell is this feeling on the first attempt in a slippery car. I see many lockups there in real life.
 
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