[REL] Pays de La Loire (FRA) - The Bugatti Circuit - v1.00

Hi,

do you have any news about the 24h Layout? Are you working on that or do you concentrate on optimizing the current Bugatti track?
 
Are you using the correct pit road exit? You should keep at right road uphill and join to main track at T1. If you direclty enter to S/F straight you'll be penalized and yellow flagged. I think you track detail = middle is capping the cones that inform you shouldn't use the first pit exit. Thanks for this info, I'll change the cones visgroup to make them visible in all track detail settings.

Aside the Motul board (fixed to v1.00) the other flickering is being caused by onboard clipping cameras, usually open-wheelers. Do you have flickering using EGT cars (ignore Motul board in your version because it's really defective)?
I guess, i was using the correct pit out. The yellow flag appears, too, while driving the s/f straight. And i have used the rMegane.
 
Hi,

do you have any news about the 24h Layout? Are you working on that or do you concentrate on optimizing the current Bugatti track?

Both. No point to go for 24H without kill all short versions bugs.

http://i.cubeupload.com/OpvCs8.png

Now, the full 24H layout things will be different. I'm doing with loft tech in 3ds Max. It will be smoother and quicker.

Just for information, I get a driver crash with this track (randomly) using a 780 (dual setup).

780 is a more rare hardware, but still. Soon I'm uploading v1.00 and please let me know if you get rid of it.

I guess, i was using the correct pit out. The yellow flag appears, too, while driving the s/f straight. And i have used the rMegane.

I don't get YF when leave pits, but I'll looking into anyway.

I use a GTX 970, I can help test if needed just let me know :)

Yes, please. Preferable night race, please let me know if you can finish at least 1 hour racing (you might leave AI racing)
 
Pays de La Loire (FRA) - The Bugatti Circuit Update v0.98

Ecar kudos from my side for all aspects of your work. Very impressing how you rule out the issues and still find some time to improve other areas and not to forget work on the 24hour layout [emoji41][emoji106][emoji4].
The rF2 community can be proud to have artists like you.
Thank you !
 
Ecar kudos from my side for all aspects of your work. Very impressing how you rule out the issues and still find some time to improve other areas and not to forget work on the 24hour layout [emoji41][emoji106][emoji4].
The rF2 community can be proud to have artists like you.
Thank you !
+1
 
Hi Guys, thank you for the incentive.

But I thought you had pretty much pin pointed the issue to being night omnis ?

It's being almost nailed on it. More few tests though and 1.00 will be out.

Ecar kudos from my side for all aspects of your work. Very impressing how you rule out the issues and still find some time to improve other areas and not to forget work on the 24hour layout [emoji41][emoji106][emoji4].
The rF2 community can be proud to have artists like you.
Thank you !

You're welcome :-D

Awesome screenshot there.
Are you planning to join forces with ethone about the full LeMans track?

I'm not seeing him around for long time ago. I don't know if the 3ds Max files are suitable, you know in computational sometimes it's easier start something from scratch (which I did) than to adapt stuff. But let's see. I'm using a different technique to 24H layout which is lofting, much faster and easier to map, don't generate a lot of bad vertices and ****.
 
Thanks for your work on this so far ECAR. It's also good to hear you're starting with the 24h circuit! - thanks :)

...Or are some of the Kurbs not the right shape? I mean that on most of the kurbs I've encountered in SIM racing, and about half of the kurbs in this track, you will drive up a ramp and then step down. In some (most maybe?) of the kurbs in this track, you hit a step and then drive down the ramp. The FFB feels quite different depending on which kurb you drive on.

I assume if it was run both ways (clockwise and counter-clockwise) you'd need both types of kurbs, but if they only run 1 way then I wonder if the reversed kurbs can be changed around...?

I noticed this too.
About half of the saw tooth kerbs do face the wrong directions.
Almost every corner has some that incorrectly face towards the driver with the 'cliff face', instead of the ramp.
I think it's pretty important that they are fixed. Sorry if you've already mentioned it.
Cheers :)
 
Guys who are using Steam version, I'm not quite sure if the 0.98v will be removed after the automatic Workshop update, if so, just remove the 0.98v using the rFactor 2 launcher > Packages and you save some Mb from your hard disk by leaving v1.00 version only.
 
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