[REL] Nordschleife3 v3.00

Shotgun! I called it first: I volunteer for first test build :)

I was stalking... I mean "following" you on YouTube while you were testing the GP track and hoped you were looking into adding it to Tourist. Glad you're working on it.

JR
 
...if you need someone to test the track with 104 cars (pit paths, garage spots, stability, performance etc.), I'm running a 103 AI car non-redundant mod that runs well on full in the current track layout since I got me some new RAM.
 
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 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.

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 :D
 
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 :D
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 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.

Agreed, I had the same toughts when I came to Monza last sunday.
I drove a session on a Lotus Exige 240R after dozens of laps in AC with same car.

Everything was just...perfect.:o
 
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....
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.
In the end it doesn't matter that much since we're all racing the same track but once you felt the goodness of it all it's sometimes a bit difficult to take step back.
Regardless of that I very much appreciate all the work people put into all the great tracks we get since it just isn't feasible for anyone to start creating tracks with laserscan standards.
 
One simple question...
how much garages spots are avaliable to drivers in practice/qualify?

In first post only states grid spots (104). Its the same number?

Thanks in advance.
 
You guys are insane. Period. :)
24h layout... THE racetrack is coming alive again in rFactor 2.

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)! :)

Seriously guys, I freakin' love this!
 
Nordschleife Tourist v1.81 + [WIP] 24 Hour

I just gotta say thanks to all responsible for this incredible track after having such a great time today at this track on Valter's great server. Staying at this track all day and changing vehicles only was a real treat. Thanks again :)
 
lol, 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 :D
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.
 
lol, 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 :D
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 :)
 
But above you wrote that he managed 60 garagespots, two cars in each garage. If you really consider putting 4 cars in one garage parking infront of each other, then i have to tell you that it is a really bad idea. It won't work online as offline. Offline the AIs will just crash each other in the garage an online won't work because the cars behind can't leave the garage without getting damage due to ramming their way out of the garage. I also think that if you rethink your decision and use the area behind the garages you should add more pitspots. And as the pitlane is wide enough you could position two pitspots next to each other.
 
No just 60. Not 120. Have you considered using the area behind the garages for more garage spots?

I have, but the biggest problem (as always) is not the garage locations but the pit spots (especially with AI). There is plenty of room behind the pit building and it should be easy to create 50 garage locations there, but all cars have to do the pit stops in the pitlane and most leagues want to have individual pit spots for each car. There is some space left and with some tweaking it should be possible to squeeze maybe 50 pit spots in the pitlane. More than that and the AI creates mayhem. :D
If you start a session with more cars than garage locations, rfactor creates new temporary locations in front of the existing ones. I've tried that (with 103 AI) and it works good, only problem is that the cars in the second row are blocked until the cars in front leave the pit.
 
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