It's bloody great. I spent last night having race after race at this track with the URD EGT field. SO much fun with the AI and aggression on 50%
Good improvements on the track. Really like the new material settings. I see one small bug that should be fixed. There is some alpha bleeding on top of the tree wall textures. Should be easy to fix if you paint the lowest lines of the alpha channel completely black.
Yes, I know that, this bug is on my list, and already done, did the same like you wrote, just painted a black line in the bottom of the alpha channel. But thanks anyway Tosch.
Hi Tommy, great track! Good work! More of you please! Small bug report on SHORT 2: - AIW Issue on turn 5: cars get on the grass and spin out. - one garage spot is on the start/finish line Colours are a bit oversaturated... Colours of cars are "milky"/undersaturated (how come?)... Otherwise great!!!! One question/advise (which goes to ALL track modders): Please try to set the "skidhard" texture in .TDF to set at a high value like 50000! I do this generally when I modify rF1/rF2 tracks,- it seems to cause no issues online or offline but raises the immersion-factor a lot when the skidmarks stay for a long time! I wonder why nobody did this yet!!?? What do you think? Greets Pete
I agree, keep getting penalties for speeding in the pit lane when not in the pitlane or if you hit the pit exit wall but with limiter on. Something odd, maybe related to a garage on start finish? Mercedes turn 5? Outside curb is it slightly raised / colloidable, an edge destroyed my car last night. Admittedly third party car, but other curbs are fine, so wonder what is different. Just before mid way and recovering to track so off track coming onto track. Looked like the drainage gutter...
Tommy78: any chance the small fixes to alpha channel and AIW/pitting can be released in an update? Or are you working on a bigger update? Thanks for this awesome track.
The only thing i would like to see done to improve this track is for Tommy to include the full blast in the forest configuration as well! That would be sweeeeet as!
Watching the GP today, I think all the stepped kerbs in your version are twice as high as they are on the real track. Is that something you are willing to adjust? Check out the ISI Silverstone track for reference on height
Did the same today (watching the gp) and I noticed one time more how good tommy has done this track. Thanks again. One of my favorite rF2 tracks. PS: I think the recommendation from wgeuze is worth a further investigation
yeah, but i think Silverstone is not reference for Hockenheim, cause all tracks are different. I think like Guimengo it's a car height issue, cause we had an hour race with URD EGT mod, and we used much the kerbs, but we had no problem at all.
I was not referring to that movie actually Tommy Silverstone is however as much prone to FIA safety regulations as Hockenheim, I seriously doubt the height of the kerbs on track in this case after driving on it and seeing the race on it. They look like they are 7,5 centimeters or more in places, think they should be significantly lower than that. edit: Had another look driving from an exterior cam, some of them are spot on, some of them way high, and some of them you forgot to raise them I think, or the wrong material applied Dig the track though, don't get me wrong! picture for reference:
I am still hoping the tiny remaining issues with this track will see a release now that the Seat Leon mod is released and almost perfect
I checked the OP for an open items list but did not read all 22 pages Is anyone else experiencing AI hitting brakes at start/finish line? Not sure if plagues all layouts as I first noticed in on short layout 1...