Bjørn
Registered
Get a move onAh, so in the original screenshot there's a wall where there isn't for the 24hs... thanks
So, no chance to run this in 32bit then I guess.
@Tosch, looks great!
Get a move onAh, so in the original screenshot there's a wall where there isn't for the 24hs... thanks
So, no chance to run this in 32bit then I guess.
I'm not super duper impressed/obsessed with laser scanning. Yes it is more accurate and for the big slopes and such it is nice but I think 95% accurate is accurate enough. 3° steeper or shallower or 10cm narrower than real life isn't an enjoyment killer. Track surface accuracy is also a joke. They are going to re-pave the track regularly. No point in capturing it in ¼ cm accuracy every divot and scrape if that version will be worn down and repaved by the time the virtual track releases.
I'd love to hear more about this...I'm guessing the real-life version has many, many, many more bumps and overall track iregularities than the version most used (ATM) in rFactor 2 - which is the VLN version....I do have to say that it does make you a bit spoiled tho, I for instance can't stand the rF2 Sebring version because it just feels so completely wrong compared to the real thing![]()
I don't think you realize just how wrong some tracks are compared to their real life counterparts, and for people who like to use racesims as training tool it really is quite important.
I remember the first sessions I drove on the real Zolder track after having done 100's of laps on the iRacing version and I didn't even have to think about the track. The curbs, the bumps, the cambers, the brakemarkers, the elevation ... It all instantly clicked and was all spot on.
And that's when you suddenly realise how much it really does add to the overall simulation.
Ye I maybe shouldve rephrased that, with the real thing I ment the iRacing version (since it pretty much is a exact replica) and things like the bumps under the bridge on the inside of the last corner are a huge deal at Sebring, same with the huge bumps in T1, or the very cambered righthander before the 2nd sector split which is pretty much flat here.I'd love to hear more about this...I'm guessing the real-life version has many, many, many more bumps and overall track iregularities than the version most used (ATM) in rFactor 2 - which is the VLN version....
..and only a couple of kerbstones left and waiting for their removal at the Fuchsröhre (note to self: sssssh Rob, don't complain you retard, you'll be able to drive the full circuit in the near future)!..

Nice 120 Garage spots is plentylol, Thanks all.
Sorry for the lack of posts. Happy to say I'm still working on it, making slow, but good progress.
A lot of the time has been used up trying to fix the Z-flicking problems. I never found a solution other than having to move objects away from each other or they flicker in and out of each other from a distance. It's now much improved but some objects it's not possible to fix.
I reshaped turn 2 to match that of the 24 hour layout on the GP track.
I've added a few of Pleclairs trees to the GP track replacing some of the ones there.
Have not got round to touching the last remaining kerb stones on nords.
Tosch has made more progress with 24 hour layout AIW file.
New fastest path, new block path, new left/right paths.
I'm so happy he doing it and not me
60 garage spots, he managed to fit 2 cars in each of the 30 garages; 1 left, 1 right. but double that again if you don't mind the cars parked infront of each other. There will be 30 Pit spots total.
The tourist layout is just the same as before 40 garages, 20 pit spots.
Nice 120 Garage spots is plenty![]()
No just 60. Not 120. Have you considered using the area behind the garages for more garage spots?