[REL] Highlands Motorsport Park V1.0

Drathuu

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Highlands Motorsport Park v1.0 - (C) David Neighbour 2014 (Drathuu) - Updated from 0.98b
All 5 Track Variations - including Motokhana curcuit

Steam Workshop Version - (Clicky link download and auto updates)

http://steamcommunity.com/sharedfiles/filedetails/?id=591500875

Non Steam DOWNLOAD LINKS
Megaupload - https://mega.nz/#!OgIlFJiA!3HM_ntxYe4WxpstTMAWw-tbg8mH1cSfS2oCXwGwfPcA
Mediafire - http://www.mediafire.com/download/hrcoyrclpbvg3sd/HighlandsMSP_1.00.rfcmp

Minor Updates Since 98b -
Added object Reflections so replays look better and wet road reflects (The reflection plans arent correct though), so more for car reflections
Updated the pine trees to better textures
Updated the AIW to avoid some of the pit exit slowdowns (And hence rear enders) with AI.
Updated the AIW with some faster lines on some track variants.

Still to do

Create Grass bits tuft.. To put along walls randomly as if growing up at points hard to mow.
Add variation of GT curcuit with DRS Zones as per request - Should be sooner rather than later.

Create Tree objects (Vary tones slightly on textures)
Add RR to ripple strips
Create pit lane objects (Fill it up). – Looks empty. Fuel Tanks, Fire extinguishers – low LOD.
Create crowd
Review all LOD's..
Fix reflections on bridge (plane for reflections)
Re-Optimise Terrain Mesh.. (added more polys than needed)

Known issues
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Cube map windows not working perfectly
CAMERAS - are default placeholders and are the same for all tracks (BAD).. these need to be done completely.
Cromwell town has default placeholder buildings.

Thanks
------
Highlands Motorsport park team - Mike Sentch, Kynan Yu
Luc van Camp, help with roadshader being applied to non racesurface_ objects
Spaskis (for original conversion tutorial) learnt a lot from this - More than alot
Radar - 3ds help and some guidance - & Server hosting
Pudlea - for initial testing and feedback - & Server Admin
Cooked Unit - 3ds help
Racefactor members (www.racefactor.com.au) - For cutting laps and pointing out all the issues Your so kind
Andy - For hosting a 3rd download link in initial thread... 2 working above now.
Inside Sim Racing - For the kudos and including the track in your reviews.
Tosch - For the HDR Profile looks fantastic.. Its included in this release. (you should be able to select it).

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Thanks a lot Drathuu. Just one correction: The correct nickname is Spaskis not Spakkis. Cheers!

Enviado desde mi GT-I9505 mediante Tapatalk
 
This track really provides some great racing.
Great job. :)

One comment about the AIW:
It seems to me as if the AI loses a bit too much time when on the block path, especially in the chicanes.
I could fake a passing attempt to make the AI in front of me switch to the block path right before a chicane, and then fly past, AI car almost stationary.
I think maybe some parts of the block path are too extreme. Just a hunch though.

Also I think there is a 180 degree corner (the cambered one about halfway around the long layout) where the AI moves to defend in the braking zone.
This isn't ideal either.

Otherwise, like I said, great job! :)
 
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Does I have to copy the hdr file into the track folder in the settings folder? Or is switchable hdr still available? Damn....I really should spend more time to rf2. Thanks for the fantastic track.

Gesendet von meinem GT-I9301I mit Tapatalk
 
Just an update. I have fielded 2 requests over the past 24 hours from people asking for permission to convert this to AC. I have given the Nod to Terra21. To convert the track for AC. But want to thank him and Pascal Martin for their sincere notes of appreciation and offers to convert it.

Maybe they can work together on the AC conversion.. I will be interested to see my track in some other sims ;)

Dave
 
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