[RELEASE] Nordschleife Tourist v1.65 beta

Now we need a driver that has huge experience with the more knowable banks and more impacting bumps.

At least the more noticable banks and major bumps should be found and implemented.
 
Damn telemetry lag!
 
(...)
But after driving evo's, I can safely say that the 2.2a version is more interesting anyway, in the sense of driving pleasure. The elevation changes are more pronounced, and some corners tighter... the evo version felt a bit faster.. it is particularly evident in the first corners after the main stretch... the U corner is quite a bit more opened up.

So what I'm trying to do is combine best of both world. I'm using evo as reference on how hills and scenery should be, and I'll keep the 2.2a layout to keep driving pleasure at a maximum! (...)
To be honest, I had hope you will try to make the layout as close to the real track as possible. Do you really have to go the "fun way" rather than realistic? :(
 
Few constructive words from me if you don't mind:
that x-shaped (or whatever) grass kills the immersion for me, because it looks so unnatural, like it's cut from paper. Mainly because it has its own normals (obviously), whch don't match terrain normals, which makes the grass outstand too much really.
If you have some time and patience, I'd suggest you use "slide normal thief" max script (its free - http://slidelondon.com/_downloads/SlideNormalThief/SlideTools-SlideNormalThief.rar); the grass then will have the same normals directions as they are on the terrain, and the grass won't be outstanding bright/dark anymore.
cheers!
 
Few constructive words from me if you don't mind:
that x-shaped (or whatever) grass kills the immersion for me, because it looks so unnatural, like it's cut from paper. Mainly because it has its own normals (obviously), whch don't match terrain normals, which makes the grass outstand too much really.
If you have some time and patience, I'd suggest you use "slide normal thief" max script (its free - http://slidelondon.com/_downloads/SlideNormalThief/SlideTools-SlideNormalThief.rar); the grass then will have the same normals directions as they are on the terrain, and the grass won't be outstanding bright/dark anymore.
cheers!

Second this. Thanks, I've been wanting to say the same. Thanks Pleclair for all the work!
 
Pleclair have you any idea to improve the fps when using a 1GB GPU ? My friend have a GTX 560 ti 1GB and the NOS is the own track he has problems. FPS goes down to 35-47 at some areas. All other tracks (ISI & 3rd party) he has no problems and constant 60 fps using vsync.

GTX 560 ti 1GB stock
i5 4670 k stock
8GB RAM
W7 64
 
Andreas let him reduce texture detail in settings. its probably the extra-large grass textures Pleclair has implemented. Setting it to High would fix it.

And while we are on the subject of those textures, its doing my head in. Only with this track I have to reduce texture detail and when I forget to do that (about every time) my pc completely locks up and I have to hard boot it.

Just a bit of whining though, not complaining :-)
 
Pleclair have you any idea to improve the fps when using a 1GB GPU ? My friend have a GTX 560 ti 1GB and the NOS is the own track he has problems. FPS goes down to 35-47 at some areas. All other tracks (ISI & 3rd party) he has no problems and constant 60 fps using vsync.

GTX 560 ti 1GB stock
i5 4670 k stock
8GB RAM
W7 64

From reading pleclair's last posts, the next one or two versions should have great FPS improvements. Never fear, Pleclair is here!
 
Can you move the pits to the old pitlane please?

There is more room and it would be closer to reality (e.g. RCN-GLP uses tourist entrance and then the old pit straight for refueling)

So:

- start at the tourst entrance
- pits in the "old" pitlane (the one at stand T13)
 
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