Managed to escape for a few laps. This version is incredible, I don't know if it is due to the optimization done to the track, the current build 906, or Spinelli's graphic card settings, but the cars are much easier to drive on it than on previous versions (I assume, my computer was introducing some lag and made driving very difficult). Be sure to use Tosch's legacy profiles to see the track in all it's splendor. What an achievement due to the collaboration of so many talented people, this tracks shows all what RF2 can offer when all the conditions are met. Thanks again to all the people involved. P.S. Caroussel perfect with G27.
Merry xmas DJC, Tosch, Mianiak and rest of the team! Impeccable and truly mindblowing job! I have a HD6870 1GB and it runs well against 8-10 AI, but only with low track details and lowering textures a bit, at 1080p. (running trilinear). Thank you!
I get sweet performance with this track, running most settings at full, with 25 AI. Only a 10 fps drop at the GP start finish line. Love it!
Thank's guys, amazing job again! A possibility to donate something to you four (DJC, Tosh, mianiak, pleclair) would be appreciated! Merry Christmas.
Quick run with BTCC, very nice track. The only problem i`ve discovered, is a strong flickering on the side mirror. It`s just me? //Edit: BTCC, HDR ON, 29 AI, everything maxed out, but Anisotropic x8 Practice: Pitlane 100 -110 FPS on GP Track 130 - 180 FPS on the GP Straight 115-130 FPS Nord 120 - 150 FPS mostly around 135-140 FPS Race: Grid 85 FPS Start 87 FPS - 90 FPS GP 85 FPS - 110 FPS Nord 100 FPS - 120 FPS mostly around 100 FPS ----------------------------------------- BTCC, HDR OFF, 29 AI, everything maxed out, but Anisotropic x8 Practice: Pitlane 120 -150 FPS on GP Track 160 - 210 FPS on the GP Straight 160-170 FPS Nord 130 FPS - 180 FPS mostly around 150 FPS Race: Grid 89 FPS Start 90 FPS - 100 FPS GP 90 FPS - 140 FPS Nord 110 FPS - 140 FPS mostly around 130 FPS
First of all: Great track and many thanks for your really good work. But i found something, maybe you can tell wether its a bug or its wanted by you guys. Driver can "cut" the track by turning right at the end of the GP course and then cross the finish line. The lap will count full.
In a practice maybe, but not in race condition at least it was said in the release notes, that the lap wouldnt count in a race and would be invalidated.
Ok thanks for reply, i´ll have a look edit: works perfect, in practice and qualy those laps count, in race the laps are invalidated. Perfect work
I've put up a server. 103 slots, 64-bit, Pitlanes.com VLN. The circuit will download from the server but the cars will not. I've no idea why. Here is the link to them. They are the ISI Vette, GTR & Camaro GT Cars in BOP. http://www.racedepartment.com/threa...nissan-gtr-gt1-corvette-gt2-camaro-gt3.98100/ I will also set up live timing, but as you'll appreciate, it's Christmas day..... So I'll sort it when I get time
The cars BOP cars arent setup for getmod, but I cant fix it until next year. Really appreciate, that you gave these cars a go
Would that affect me hosting them on Dropbox (because I have) and set them up to download the same way as the circuit.
Not sure if this is a bug or meant to be but I dont remember it in Mianiaks Gp version. The grasscrete just where its nice to run a little wide has some severe bumps. View attachment 15315
If you can do that would be perfect. I have no idea how to setup it up currently to be honest, so if you have a solution it would be great, so everyone can join automatically
I am 99% sure there is an issue with getmod because you have a space in the names of all the cars mate
This is so good, thanks very much. BTW, I've got an Athlon x 2 250 3.0 (overclocked to 3.4) and a GTX460 1gb. With med/high settings, in game AA at lvl 5, only env ref off with 19 URD AI, I get 40 fps at race start. 40-70 fps in heavy traffic. Occasional dips down to upper 30s fps but I do realise I'm pushing my pc a great deal. I think you've done a fantastic job. Edit-Sorry, meant 14 AI And wow, the trees look great