[REL] PAUL RICARD

Problem with Steam Workshop is that there are three versions to confuse people with

I must assume that this is the latest version? One of my criticisms with most mod track is that it never make full use of the vast paddock space, I wish the "garage space" could be expanded to carry more cars rather than the 36 in the other mods
 
Big thanks for the track, it is really nice, and drives well !

Enjoyed it a lot with 70s open wheelers, March, Brabham, Mclaren. Used the layout with a chicane in the middle of the long straight, it is awesome track here.

Looking forward for proper rain implementation. I'd suggest not too make off track areas very reflective and slippery, as the tarmac should be rough there, and that should make it less slippery in the wet, and less reflective too. Except for thick watter layer though.
 
BTW, you are probably aware, but I just noticed a weird thing today...the geography of the track seems to be quite wrong. The sun rises (at around 5.30 AM) pretty much right at what would be the south IRL, at midday is very high up in the sky (I would even say too high, but it's hard to judge, so maybe not) in the west, and then sets (at around 7.30 PM) at what would be north-east IRL.

Seems like the track might be rotated some 90 degrees counter-clockwise compared to how it should be oriented? :)

Kinda ruins the immersion of this great mod once you notice it ;)
 
Hi, are you planing an update for the new pit-entry ?
and the layout for french races short GP circuit 3.8 km?
 
Last edited:
BTW, you are probably aware, but I just noticed a weird thing today...the geography of the track seems to be quite wrong. The sun rises (at around 5.30 AM) pretty much right at what would be the south IRL, at midday is very high up in the sky (I would even say too high, but it's hard to judge, so maybe not) in the west, and then sets (at around 7.30 PM) at what would be north-east IRL.

Seems like the track might be rotated some 90 degrees counter-clockwise compared to how it should be oriented? :)

Kinda ruins the immersion of this great mod once you notice it ;)

Apparently there was no change to this, or was it?
 
I only tried this track yesterday and found it to be spectacular to drive on rF2 as the sensation of grip allows to correctly interpret the flow of the layout.
I enjoyed it so much that I simply do not understand all the hatred that the track receives... I even got used to the stripes...
I did have problems with the safety car / fast formation so I did not manage to actually race... instead of launching the race immediately, the safety car continued a whole lap, I was asked to follow and at the end of the formation lap, the safety car went into the pits but the indication of formation lap persisted...
 
I want the proto layout like this video.
I've been driving PR since at least GT2 and despite having 2 or 3 layouts per version that I've seen, Nobody has matched the WEC/ELMS layout, you either get the sharp 1st turn with GP chicanes, or the long full run down the straight but a very shallow entry into T1.
 
I've been driving PR since at least GT2 and despite having 2 or 3 layouts per version that I've seen, Nobody has matched the WEC/ELMS layout, you either get the sharp 1st turn with GP chicanes, or the long full run down the straight but a very shallow entry into T1.
upload_2021-6-12_8-25-10.png

You mean with the layout which has T2 marked?
 
I used to know what the exact layout number was, PR has so many options, but the T2 turn is the one usually offered for sim tracks. I think the lane between the T1 and T2 is the one WEC used, combined with the full backstraight, uninterrupted by the chicane.
 
See the first post ..... enjoy :)
Hi, I have a modding friend who would like to pick up on your work and do a PBR upgrade to the track, plus some other bits and bobs. I believe he tried to contact you and got no answer... as it's by far the best Paul Ricard for rF2, it would be a shame for this not to be done.
Obviously, you (guys) would continue to be credited. Pleeeeease?
 
Dont know if it okay, I but think it really needed, a brighter asphalt, and toned down stripes. So messed around with it tonight and created a "upgrade" package with new road shader, and desaturated stripes. But the uvmap of the roads aren't great, think the road needs to be combined to one big mesh. So dont expect this result to be optimal.
try it here https://drive.google.com/file/d/1nKX2BiAcwOuCj_m0LcMkJZupWjKUxRPy/view?usp=sharing
 
Last edited:
Back
Top