I'm thinking, road cars maybe modded. Obviously I can chuck in all the GT3 cars, Formula, LMPs etc but I want some more "sensible" cars in there as well.
the funny thing is s397 has released a better version before the last PBR green flashy update, sad, I still use the "old" Nurburgring 1.78 which is for me the most beauty.
I think that recently the Studio has been toning down some of the vibrance, so a small refresh/adjustment might come at some point.
Just a quick note, the new Release Candidate build of rfactor with it's new Track Limits system has broken the short cut to do a timed lap without having to do a full lap of the Nords on the 24 Hour and VLN layouts. Not sure if there is a way around this to get it working again. The way the new cut system works it voids the next lap after the cut which is the lap you want to do the timed lap with. If I find a way I will fix. This also stopped working the 3rd party timing patch for the S397 Lazer scanned version by @redapg, so not just mine is affected. As a work around, please set Flag Rules to None and short cut will work again. My other 4 Nords layouts seem to be unaffected. DJC
Thank you for the Hint. I will wait with a Fix until the RC is the Default Version, to avoid unnecessary Work. Maybe we just have to adjust/adapt the Corridors a little bit.
the vegetation looks way better than the one from Studio397 where is almost no forest. Only the elevation changes are a bit too much in this build, to exaggerated in my opinion
I had it working again (it currently is used in the S397 Nordschleife Hotlap Competition), but after the last RC became the default Buld, it again doesn't work 100 % properly anymore. When the Hotlap Competition is finished, i will try to fix it again and if i'm successful, we can check your Shortcut too, if you want.
Hi redapg, thanks for the offer to help. No need. As mentioned in this LINK, I did get it working with Alex's new GDB settings. I just have not got around to releasing it yet. I tested it again today and still works in dev mode. Also the Anti Cock lap still works too, where a driver can not cheat by doing 2 laps of the short cut and get a very fast time. Feel welcome to copy.
Good morning, I am testing this mod with some cars of Cyril Cherry (tcc), and I have noticed that when the car goes out onto the gravel or grass, at some points, it seems that there is an invisible wall in the middle of the escape area, well before the real wall. Has anyone else detected this? Could it be the fault of the circuit or the car? any way to solve it? Thanks! it's a great mod!!!
Did you try, if it happens with other Cars too? If it does happen with other Cars too, inform @DJCruicky about it (maybe he did read it already), that he can check it, if you tell him the exact Positions where it happens.
I've seen this happen before with a small number of car mods. There is no invisible walls, it's the car bottoming out on the grass and making the cars come to a dead stop. I am aware the coll settings for my grass are too high in my .tdf file. It's been no problem with most car mods. The car mods with the problem are ones where the car maker has used very high settings on a line called UndertrayParams in their .hdv file. For example the S397 SkipBarber car works fine at my track and has numbers that look like this: Code: UndertrayParams=(295000,5000,0.5) // undertray spring rate, damper rate, and coefficient of friction I have already fixed 2 years ago the coll settings at my track for the grass, just I have not got around to releasing to the public yet, along with a number of other fixes and additions (scroll up this page for some). I need to find some motivation and time to bring it all together and try make one last final release. For now try increasing the ride height of the car might help stop the problem.