Thanks guys for saving Pleclair's hard work! And then thanks again for improving it! This is amazing. Power of community/collaboration can move mountains.
I found how to make moving cam, so there's one on the long straight and it's moving at about 180kph (112mph).
Just tried it, looks good boblevieux . The new tracking cam is a lot better. I've just finished working on the AI pit paths, trying to get the AI to pit without crashing everywhere . They were not bad. But found a few problems that I have improved. The pit entrance path was just not long enough. The first few AI cars would manage to brake in time for the pit entrance, but as the AI start queing up that distance to enter pit lane just get shorter and shorter until they start crashing into the back of the cars infront. 2nd problem was cars not pitting would sometimes crash into the que of cars waiting to enter pit lane. Was a big job to get them to behave, but it's a lot better now, 95% good. Still get the odd misbehaving AI, but think it's as best as it can be. I redid the paths from the parking area too, AI seem to get out of there better, even with 40 of them. Made more improvements to the performance. Think you should now get an extra 2% FPS average over the length of a lap, it's not much but better than 0% I've been adjusting the LOD's of many objects. It means having the computer not render stuff you don't see. No pop ups still, don't worry. DJC
Are you planning to fix the T500 problem (too much rumble on some areas)? Somebody suggested to lower ffb multi enough but it's not a good fix, you lose other ffb forces too. Will be waiting for this before I try it again. Thanks.
Which track has the best force feedback for the T500 in your opinion? How does it work at old spa (road bumps)? Are there any other tracks with this strange behaviour? The problem is I can't test it myself and it seems when I create an update file the new tdf is not used (and I don't want to upload a test version of the complete track every day). This track has around 50 different road materials, all mixed wildly together.
Thanks to Pleclair, DJCruicky and Tosch for this amazing track. It is beautiful and addictive. Using Simvibe and my G27 I do find the road areas with the cracked asphalt texture are very bumpy, but I thought this was intentional as the road surface appears rough. View attachment 13758 Is this the issue people have with the T500?
It seems so. Some values in the tdf look strange. BumpWavelen=0.10 is very low (normal value would be 2.5) and maybe the T500 is more prone to these settings while other devices filter out these low wave lengths. The karussell should be very bumpy if I look at the tdf settings (BumpAmp=0.035 BumpWavelen=2.5, normal road has RoadBumpAmp=0.0013).
I don't have this behaviour on any other track (at least on any that I have drove recently and there's many, all ISI tracks and other quality work is fine). I remember experiencing something similar on some bad conversions long time ago but this track isn't a bad conversion I feel non-stop strong rattle for many seconds in some parts on this track. Doesn't feel like bumps, more like high profile kerbs. Hope you find the problem because the track is beautiful.
What car are you using Tig, then i will try the same combo tonight and report back how my t500 is behaving. Till now i haven't noticed it in v1.70
i don't think it's just the t500 that is being affected. running simvibe with a fanatec csw, off the start all the way till you get up the hill it feels like your running on the rims. from the top of the hill it becomes so smooth it almost feels like simvibe isn't working untill you enter the carrousel.
Does anyone know the reason why there are many gravestones around the track? Think they were there in the rFactor1 version too. (click) Seems like a bit of an odd easter egg :O. DJC
I'm not sure, maybe because a lot of people died at those spots ? There's been 78 death of racers & officials there and maybe even more amateurs. http://en.wikipedia.org/wiki/List_of_Nürburgring_fatal_accidents