Grass on your screenshot looks very dark and has strongly visible specular reflections. It can't be 1p.m. Check this : link 1. your screenshot 2. my
Ok, that was because of overcast althrough sun was shining. And something strange happened with lighting when race was off (only practice) like HDR not adapted to time of day when i switching between 09:00 and 14:00. Also, track loading really slow for me, shaders rebuilding every time...
Ok, that explains everything. ISI's shaders are a bit of a mess. Normally you would expect that cloud cover blocks Sun. Unfortunately in rF2 it only stops Sun from litting objects, but it doesn't stop Sun from being reflected in objects.
My only small criticism is that the AI difficulty is set higher than the other tracks, which makes it difficult to set up in an offline season. Other than this it is a truly superb piece of work, thanks. EDIT I must apologise, it seems the AI speeds are set the same in the ISI tracks, so it must be just that you have created a faster line in your track. I am sorry, I will obviously have to find out where I am losing the time
Brilliant work. Love it. The only problem I have it that the Clio's are rolling left right and centre and makes an offline event full of safety cars. I know it would be silly to alter the AIW to keep them off the kerbs as it seems that the problem lies with ISI and the Clio's and not your AIW? I know it's easy to get them on two wheels in real life, but I guess the AI are not programmed to counter steer when this happens. Otherwise, fantastic works. Keep it up.
Regarding to the movable or unmovable tyre packs, I've been struggling with it in some rF1 ancient tracks and I realized the settings below really works. I created a barrier which should move when hit, and it worked in very acceptable way. I used SAFER name material for a POST_* object name material: In TDF file: Code: [FEEDBACK] Legal=false Spring=90000.0 Damper=45000.0 CollFrict=0.80 Sparks=0 Scraping=1 Wallskids=1 Sound=tirewall Materials=safer In SCN file: Code: Instance=post_07 { Moveable=True MeshFile=post_07.gmt CollTarget=True HATTarget=False ShadowCaster=(Static, Solid, 256, 256) } When I hit the barrier highlighted in the picture below, the car might damage or not according to the speed crash, but the barrier moves, diluting the crash intensity. Maybe rF2 works similarly? View attachment 7317
There is a serious problem with this track (and Poznan). They are so good that I can't race anywhere else.
hey that grass bump and black spec maps look like mine m8 would have been nice if you asked for permission before using my bump and black spec lol some of those other textures look like mine to the one from the free site lol you --------little -----------