[WIP] Le Grand Circuit 1967 (in association with VLM)

Discussion in 'Locations' started by woochoo, Nov 13, 2016.

  1. Chris Lesperance

    Chris Lesperance Registered

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    The slow down is CPU over load and at this point, a known issue. If you do a Ctrl - C, you'll see the graphic. It will be the purple bar. This video gives a quick over view



    It is one of the reasons i've been starting to look at upgrading.
     
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  2. woochoo

    woochoo Registered

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    Last edited: Dec 9, 2022
  3. woochoo

    woochoo Registered

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    UPDATE!
    v0.86 on the Workshop!

    http://steamcommunity.com/sharedfiles/filedetails/?id=1213606756

    - New AIW file (fixes old Tertre Rouge online bunny hop, T1 track cut warnings, and added 104 paddock/grid support)
    - AI don't crash in the paddock anymore (thanks to svictor)
    - Prac/Quali pit speed limit down to 160kph (to reduce prac/quali pit accident chance)
    - Race speed limit 370kph
    - Narrowed some AI corridors to reduced the chances of AI crashing while trying to pass/two-wide/three-wide
    - League-Friendly version added with all hay bales changed to static, and anti-cut hay bales in some corners.
    - Easy pit re-request if the car drifts out of pit road before pitting (long xpitin mesh)

    - Moved ambient reflection probe (brighter, and removed mild green tint).
    - Basic track surface PBR added
    - PBR for many buildings, props (including psuedo-retro-reflective markers)
    - Many general texture tweaks
    - Slight improvements to cameras and added ambient crowd/announcer sounds.
    - Added pit entry horn to reduce chance of a t-bone on pit road while exiting paddock (yes, there is an air horn model on the pit building)
    - Added trackside reflectors for Golf Course kinks.

    Known Issues:
    - AI with some car types (fast with low grip / historics) may struggle to take the fast corners as quickly as a human driver.
    - AI may fail to avoid other cars in the pits (rear-ending a slower cars instead of slowing down) which can cause pitlane pile ups in prac/quali/race.


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    Last edited: Oct 30, 2025
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  4. Nick9320

    Nick9320 Registered

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    :eek::eek::eek:
     
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  5. Highlandwalker

    Highlandwalker Registered

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    Great update thankyou. Love this track with the Porsche 917.
     
  6. philrob

    philrob Registered

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    Nice update of a track that deserved it, thank you.
     
  7. Mauro

    Mauro Registered

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    Many thanks woochoo, much appreciated
     
  8. 8Ball

    8Ball Registered

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    For flighty cars like Howston I always had same work around with large fields.

    Fixed Setup
    Full Tanks
    Fuel x 0
    Tyres 4-5 x
    Stops for tyres only so time matches AI and stagger your stops.
    Lower aggression

    Full tanks makes some ISI cars more predictable and stable.
    Personally I think it's way obvious.
    AI have more grip and slide less all race long.
    In pits when hit they are always heavy and harder to budge ;)

    It's called Dynamics

    The downside is you don't get that extra feeling as fuel comes off but I think the upsides outweigh this.

    Tip: If you think a car tries to take your spot or drive through it just hold the brakes at 100%
    Same thing if you get rear ended at turn, 100% throttle and 100% brakes then easing off the throttle.
    Get rear ended easy to make the deadly mistake and lift off instead. ;)
     
    Last edited: Oct 30, 2025
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  9. bears

    bears Registered

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    Thank you so much mate still one of the classic tracks in rf2 now even better
     
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  10. vava74

    vava74 Registered

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    Tried it and looked really nice in VR, although I was upside down most of the time with a McLaren M1C that seemed intent not to stay straight :-D
     

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