[REL] Dundrod 1955 - Conversion from GPL (v2.0 updated)

View attachment 42054
Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2689976111

DUNDROD, NORTHERN IRELAND

Extract from the original GPL Readme by Jim Pearson:
"7.5 miles of public country roads west of Belfast, closed for race meetings. Narrow, bumpy, blind apexes, sudden dips and drop offs, roadside ditches. Very fast and very dangerous.

A circuit which hosted several rounds of the World Long Distance Sports Car Championship and the British TT in the 1950's, with works entries from Jaguar, Maserati, Mercedes, Porsche and M.G.

Stirling Moss won the 1955 race in a Mercedes 300SLR from Juan Fangio and Wolfgang von Tripps. However tragedy struck during that race with two separate fatal accidents before Cochranstown and at Tournagrough, in which three drivers died. Road racing in sports cars was subsequently abandoned at Dundrod, but the bikes and sidecars continued to race and still do so twice a year in the Ulster Grand Prix and Dundrod 150."



Build History

This full length "Dundrod 1955" was built by Jim Pearson entirely from scratch and released by him for the simulation Grand Prix Legends [ GPL ] in April 2021. It follows a much earlier version which modeled the slightly different 1965 track layout.

Jim's original release files are located here;
http://jrpearson.homestead.com/DundrodDownloads.html

The full release thread & video for GPL is located here;
http://srmz.net/index.php?showtopic=14111


Conversion Credits

Converted to rF2 by S.Victor(Xiang).

I approached Jim in November 2020 and agreed to the same conditions set out in his other track "37¾ Mile Isle Of Man Mountain Course" Readme PDF [http://jrpearson.homestead.com/37MileIOMMCRelease.html]. He then gave me written permission to convert his track to rF2.

Amongst these conditions were assurances that the permission being granted would be limited to rF2 in this case and that no income would be derived or sought for the conversion.

A sincerely thanks to Jim, who has been providing valuable suggestions and extensive assistance on various tasks throughout the development of this conversion.

Jim Pearson's Comments:
"Following Xiang's successful conversion of my Isle Of Man Mountain Course track for rF2, I was pleased to see him tackle this task. He has put a vast amount of work into the conversion; then added considerably more 3D detail into the surrounding countryside, for added immersion. Some of this you may only see in high TV cam views!
His work is of a high standard and deserves the gratitude of the rF2 community."



Enjoy

Jim Pearson & Xiang

December 2021


Track Info

- Length: 12.146 km / 7.547 Miles
- Max vehicle: 40
- Pit spots: 20
- Grid: historical Le Mans style standing start

- 0.8-0.9m Realroad density & 2% Crossfall with varied bumps
- 20km² full surrounding terrain & scenery
- IBL shaders & PBR materials
- 3 rubbered Realroad presets & 1 full wet preset
- 2 tracking & 1 static trackside camera groups
- Birds, Planes, Balloons, Rainbow


Track Notes

Performance:
The track includes several "Circuit Detail" settings to help with performance.
- At Full setting, everything gets rendered.
- At High & Medium setting, additional road side 3D grass is not rendered.
- At Low setting, additional terrain trees, distant buildings, and all 3D grass are not rendered.

Historical start grid:
The track uses old Le Mans style start grid to better simulate the historical real life races. That means every car lines up along the pitlane wall in an angled parking attitude for a standing start.
Several flagmen will wave Green Flag at race start. A five sequenced beeping sound effects will also be played to help drivers determine the moment of Green Flag.

Pitstop:
The track has 40 garage spots, and 20 pit spots that shared per 2 cars. Drivers must "request pit" before making a pit stop, similar to other historical tracks. There is no pit lane speed limit. Be careful and do not approach the Pits too fast.

Track limit:
Collision wall is greatly simplified, and unnecessary harsh obstacles that otherwise would strand vehicles are filtered out. All collision walls are made with one way facing. This means that if your vehicle took the wrong route and ended up on the opposite of a fence or wall, you can still steer the car back on track through them.

Tornagrough Hairpin:
Be aware that certain low steering lock cars may not be able to handle the tightest Hairpin at Tornagrough Road. Exercise extra caution and practice the wide approach, full steering lock turning which is required to pass through there safely. The AI Waypoint is optimized for the majority of cars at the Hairpin, but may not stop some low steering lock cars from jamming the corner.

Warning for players with visual sensitivities:
This track has a large number of tree shadows driven through at high speed. While this is realistic, it does cause a "strobing" effect in some sections, that may not be suitable for players with visual sensitivities. If that is a concern for you, try disabling shadows from options, or avoid playing the track.

Hi, are your photos taken on Build 1122?
 
Amazing job. The most challenging circuit I've been at for a long time. Frustrates the hell out of me but I find myself back at the wheel having another crack at it. Surprised there's only a couple of servers up. Superb quality and serious credits to Xiang. Thankyou
 
next update will add hundreds more new PBR materials

365960_20220103014143_1.jpg
365960_20220102124949_1.jpg
 

Attachments

  • 365960_20220102124509_1.jpg
    365960_20220102124509_1.jpg
    676.8 KB · Views: 290
  • 365960_20220102125340_1.jpg
    365960_20220102125340_1.jpg
    611.5 KB · Views: 292
  • 365960_20220103014431_1.jpg
    365960_20220103014431_1.jpg
    732.3 KB · Views: 285
  • 365960_20220103015113_1.jpg
    365960_20220103015113_1.jpg
    834.3 KB · Views: 324
  • 365960_20220103015625_1.jpg
    365960_20220103015625_1.jpg
    677.5 KB · Views: 289
Thanks for posting, Mauro. Might not have found this or the Targa vid either. Excellent reviews and both a joy to drive.
 
Holy crap I just found out about this!!!! WOW SVictor you did it bro!!!!!!!!!!!!!!!!!!!!! :)Congratulations on the release my good friend!!! I watched the video from GPLaps and oh my goodness this rendition of Dundrod looks AMAZING!!

I need to get my vision corrected so I can back to racing but man I can't wait to race this track!

To those that have driven the track....have any of you tried it in VR? If so how's the performance? Can you get good framerates?

SVictor this is amazing brother. Just out of curiosity, any plans to work on Jim's 1967 version of Dundrod?
 
Thanks, happy to see more players are enjoying the track, and also a huge thanks to Jim, who also had spent more than half year and with incredible amount work to rebuild the new high quality version of GPL dundrod, which benefited this conversion greatly.

There will be no dundrod 67 conversion, as it was decided that we would only choose and do one of the version before the project started. And 55 version was picked, which Jim had spent an extra half of year to rebuild it with huge amount new details and historic accuracy, which also has significance to the real historic event.
 
Thanks, happy to see more players are enjoying the track, and also a huge thanks to Jim, who also had spent more than half year and with incredible amount work to rebuild the new high quality version of GPL dundrod, which benefited this conversion greatly.

There will be no dundrod 67 conversion, as it was decided that we would only choose and do one of the version before the project started. And 55 version was picked, which Jim had spent an extra half of year to rebuild it with huge amount new details and historic accuracy, which also has significance to the real historic event.

Thanks for the clarification mate. No worries. The 55 version great so it,s all good :)
 
Version 1.02 (major update)
- Added more than 200 new PBR materials, further improvements to road materials.
- Added new chimney smoke animation.
- Renamed all texture & material names with unique affix, eliminated material conflict.
- Replaced large amount 2D type tree walls with new billboarding tree clusters, improved various distant tree walls.
- Improved many textures & objects.

20220111215545_1.jpg
20220111220323_1.jpg
20220111224147_1.jpg
 

Attachments

  • 20220111215942_1.jpg
    20220111215942_1.jpg
    365.3 KB · Views: 238
  • 20220111220619_1.jpg
    20220111220619_1.jpg
    230.3 KB · Views: 270
  • 20220111223931_1.jpg
    20220111223931_1.jpg
    223.1 KB · Views: 255
Back
Top