Updated with kind permission of Feels3. Big thanks to Jorge at OnWheelsTv for the 'presents' for the release here: http://www.onwheelstv.com/sim-racing/rfactor2/croft-v1-01-by-senormen-released-for-rfactor-2/ some of the works carried out for v1.01sm . . . but not restricted to . . . - repositioned garage spots behind garage building and created new path to main pitlane. - repositioned tents and added cones for new pit path. - reworked tree and crowd transparency and shaders. - added ambient sounds in garage area. - reworked track shader. - replaced flags with animated ones reworked from isi. - reworked track markings in pitlane. - created shadow objects for trees. - various gdb, scn and aiw edits. Changes carried out without access to textures therefore not an easy task Have fun . . . Senormen links: Mega - https://mega.nz/#!TVswBIpa!IllCxzVJvqSNfmIUCzl8eZ9c0u2NXhU0IM5pYk5wQ-4 Mediafire - http://www.mediafire.com/file/dn591gr8cgvt3og/Croft_Circuit_v1.01sm.rfcmp Available on Steam Workshop now !
A masterpiece restored One thing I thought might get updated that did not are the grey, flat curbs (e.g., at the exit of the last corner, but several earlier as well). What are these made of in real life? I presume concrete. They act as though they are grass or mud in terms of the feel and grip and dirt pickup. I would suggest they should be a bit more slippery than dry, corrugated concrete curbs you might find on a brand new track, but far less slippery than whatever they set for now. What do those with experience at the real track think? And who can keep up with the AI in the new USF2000?
@senormen , Could you put Mip map bias back to what it was. Road is shimmering, track lines are jaggy. Sorry mate...High texture resolutions isn't always better.
BTW: You can use gJED to do this, so you can see the mip mapping, shimmering and jaggy's occur. Choose the encrypted texture maps.mas as mas file ==> gJED reads the encrypted mas file, But you can't change, choose or extract files from this .mas file.
Thank you very much for this update. Croft was allways one of the best tracks for rF2 so thanks alot for giving it some final polish. I don't want to be the gimme gimme guy, but is it possible to add the Rallye Cross Layout for this track? It's allready visible and seems done, so I don't know how much extra work would be required. Maybe some cones or tire stacks or corner cutting registration aswell as another AIW should be good enough. That would be the icing on the cake
The USF2000 AI is wonderful to drive against, I just did a 15 lapper, AI 100/25/5, drove from 26th to 10th. So much fun, car and track match each other perfectly. My only comment about the AI has to do with the block path. It's IMO much too aggressive and it makes the AI slower than it needs to be. They block in too many corners, for example into the "Jim Clark Esses", which is just not needed at all. It's not a place you typically overtake, so the AI should just stick to the racing line and go as fast as possible through there, instead of moving to the left, making the first left hander too tight and then having to lift/brake, messing up the whole fast section down to "Sunny In". Some places they move too far off the racing line and end up costing themselves way too much time, instead of just moving one or even half a car width off the line, which would be enough to keep the pursuing car behind. I see this on a lot of tracks, and it's often the reason why the AI is slow. They defend too often and move too far off the racing line, hurting their own pace tremendously.
Yep USF2000 are great fun here but i can barely keep up with them (100/25/0) but maybe that tells you more about me then about AI Oops almost forgot to say thank you big time, Senormen and Feels3