With a track of this size its easy to forget couple collision markings from them as i did partially port this track myself as a seperate project and i know its around 2000 files atleast so its easy to miss couple sections of the track in the scene file especially with the scale of this track it would take a long time to go through all the edges of the track to make sure collisions are applied correctly. But i have to say you did a really nice conversion job on this as its the level of quality what the track should have. Keep up the good work!
I and some other people of the RF2 community were on the process of converting the Assetto corsa version to RF2 but that work no longer needs to be done as its basically same as the version you have used. if its the same we do have a camera file for the combined nords with nice helicopter shots for the track. so it might be compatible with the track.
I did some laps, looks like a conversion from the AC version. This is sad, because I did the cameras based on videos from that time with helicopter style cams for the other version that Emperor and Philrob were working on, and this version have really bad cameras in my opinion, too much cameras, cuts, looks like a modern short track style broadcast. There's clearly lack of communication on the community.
Great track! One of my friends is having trouble subscribing to it though. He gets this gMotor 2 error: Invalid filename for texture file CONC_BRIDGE.DDSErrror loading texture COCNC_BRIDGE for material CMWL_BRIDGE. Error loading global material CMWL_BRIDGE Mesh : BRIDGE_006 Instance : BRIDGE_006 Any idea what's causing this? Runs great on my system, thanks for the great work!
Does he maybe, besides of this one, have other Versions of that Track installed? That sometimes, when they use same File Names for Example, can lead to such Problems.
What also can be, is, when he still uses Windows 7, where some similar Problems did appear with other Tracks too.
Hi Luis, Loving all your tracks. I have no idea how you make them so quick. Something that I notice with a lot of your tracks is I get a lot of shimming on the textures. It's very noticeable on the advertisement textures when they are far from your car. Here is a video what I mean... I'm using full graphics setting 8xAA and 16xAF so I should not be getting this. I don't know if this looks like this on everyone's PC's or just mine? I had a look at your .dds files and found the problem. For the textures that flicker you have saved the textures with only 4 Mipmaps instead of ALL. I did a test, by re-saving one of the textures with ALL mipmaps with the NVidia plugin and that fixed the flicker on that texture in game. This seems to happen with all your tracks, not just Nords67. I just thought I would let you know the fix. Would it be possible to fence or block this off in Race mode? If someone uses it in race mode they gain a lap on everyone, which is bad. You could block this with a tow truck or put a fence around it or something in race mode to stop drivers using it. VisGroups=(224). Also putting a 2nd set of xpitin and xpitout timing gates 1 metre apart from each other in front of the shortcut should stop drivers getting 10 seconds lap time if they use it on their 2nd lap by mistake in practice or qualify. I have this on my Nords track already. Thanks for the tracks.
Wow, thank you very much. Don't know if something went wrong, but Steam still showing the old version. 2.0 https://steamcommunity.com/sharedfiles/filedetails/changelog/2912590003 I will check it out when it pops up. Thank you again.
We will be running this track in our league on Sunday... https://forum.studio-397.com/index....c-eve-f3-league-6-week-special-sundays.74617/ Some good lap times up already.
Finally someone did this. This is IMO huge for historic Nordschleife basis, having modern Nords scan merged in with historic layout features, specifications, looks and aesthetics is fantastic to have. Bug big thanks to you @Luis Barata. I am also currently working on 1967 endruance cars pack physics update, and testing in this track is such a joy. Especially I love Porsches physics there. It is also way more beautiful than I expected it to be. Having such a great rock solid physical base it would make sense to keep some more visual updating. Perhaps using existing hedges to generate splines and replacing current hedges with something more advanced. Improving shaders, "3D" grass is too light or shading doesn't match terrain, terrain texture map could be significantly improved. These few things would be what I'd aim for, as these would probably have great result/effort+time ratio. Thats all for criticism, otherwise I think this is so amazing, definitely going to do lots of driving there. I'll also have lots of 50s racecars to test in there, lots of exciting driving.
Thanks again. This track is gold to me for testing 1967 cars, and it will be too for many others that I work on too. It is so amzing with all the jumps very good test for suspension and aerodynamics, it is such a shame that all that stuff is not acceptable for modern race "cars". Racecars back then were really a better formula, much closer to real car. I hope it will be continued on development, perhaps a community effort of some sort ? Already an absolute gold, and for track this size I have noticed so few things yet that I'd like to leave some feedback about. 1. Brünnchen jump seems to appear about 30-40meters too early. I have no screenshot of game, but you enter it before you even exit the turn. And real one was like this: 2. The "bump" as seen here at 3:06 . It feels like driving over some wood stick, it doesn't have that natural curvature like seen in video, that bump really is just another slight undulation that should make car jump. I've hand modeled such things in my project "Nemuno Ziedas". I know it is difficult to get right, it could really be 5-10meter of tarmac piece that needs to be edited to achieve similar result. 3. Well possibly a bit much of a task (maybe if we had a track cams wizzard around here to do this). Just like in official S397 Nords, the track cams are really soulless, they are good to spot cars overtaking eachother, but you can't have a good time observing cars individually during replays. The cams are too far too high, placed away from interesting spots.... Please don't read this as being needy. I'll enjoy this track at its current form anyway, it is more than simply satisfying.