I don't know if it can help, finding the reason for this problem, but who knows. Because i noticed it from another track, i made a test with a part of the Loch Drummond Racesurface. In 3DSMax, with the UVW Unwrap modifier, i edited the mapping in that way, that i mirrored the mapping of a ~50 m long part of a Racesurface mesh, horizontally. Which was in driving direction at this trackpart. This is the difference between the original file: and the modified file:
The darkness and headlights are OK on my PC while driving. But on my laptop it's very very dark... So i think the vision/headlights at night depends a lot on your monitors. http://www.stegmann.dk/mikkel/photo/calibration/calibration_b.jpg - On my laptop: The last 3-4 blocks of black are the same. - On my PC: I can see differences of black all the way to the last block. Watching this video on my PC is OK. But on my laptop it's very dark.
Print Screens and / or video captures usually don't show the proper in-game visuals. A thread like this one should be assisted by the Devs IMHO.
Is it really so hard to understand what the problem is? It seems so. I stop posting in my own opened thread now, because it is senseless anyway.
It seems as if the light cone wouldn't take into account car/track angle wrt horizontal and hence it would intersect at different distances depending on the track slope. Enviado desde mi SM-T530 mediante Tapatalk
Thank you ISI, for solving this problem with the Build "Max" 998! Unfortunately there is a little Bug left, reported HERE.