[RELEASE] Nordschleife Tourist v1.65 beta

I'd be alright with custom pits on the left side of the strait. Make it a custom version for endurance racers.

Are you serious? :D You would plan to do race on the tourist version of the Nordschleife? :D Don't you think peclair is working on the VLN or 24h Version?
 
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Hi pleclair

do you think you can move the pit positions as some suggested?

vilEZ81.jpg


Also there are two dents in the road that don't look intentional (and are not/have not been there in real life :D)

km 2:
qDW6Cc2.jpg


km 3:
yVG2mii.jpg
 
Sorry for criticism but the curbstones in the mod which are non existent on the real Nordschleife are a very bad idea in my opinion and everybody who i know thinks the same. I think a good mod has to lean on the real standart as far as possible.

But so far many thx for your work.

100% agree. The curbs are unrealistic and kill the immersion of the track. Please remove them.

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100% agree. The curbs are unrealistic and kill the immersion of the track. Please remove them.

I shared your opinion at first, but came to the conclusion that we have to see pleclair's track more like a Hollywood remake of the Nordschleife rather than the real thing (Karussel is smooth like a superspeedway, year 2k curbs are higher than they have been in real life, wrong pit lane location considering the layout etc) :D

But if you acknowledge that the author's intention is not to bring the real Nordschleife, but rather a "Nordschleife experience", then I think it becomes a lot easier for Ring enthusiasts to look over those inaccuracies and enjoy the track again :)

Of course it would be nice if there was some distance between sidewalk curbs and racing curbs, so you could actually use the latter ones without punching your tires, but the only thing I'm currently waiting for is the pitlane being moved so long races are possible :)
 
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Thanks Pleclair for all your hard work. I really enjoy this track.
I have to admit that I really don't care for all the new track side objects, especially on my mid level machine. Then I noticed in the mft file the following. "Max track detail settings enables extra 24h track side objects. Campers, fires, crowds, cars, ambulance, etc...Setting to high results in the tourist only objects being displayed (as previously on max)." Maybe I missed this in an earlier post or install note; but, this is a nice touch and perfect for me. (I thought someone else might find this useful.)
Thanks again. Really appreciate what your doing.
 
I hated the curbs at first too. Now I just think it's awesome and such a challenge.
The level of immersion and sense of danger is off the charts. Pleclair, you've made this track like a boss. :cool:
 
I love the selective opinions sometimes. If it was ISI's or any other modder's choice to build those curbs they would be flamed till there was no tomorrow, it's a sim, we want realism!!! bring out the pitchforks!!!!

Now peclair did something like that and now it is suddenly the best choice ever, the track is just giving the Nordschleife experience, and it's just a game after all, whatever..

Just struck me as very odd behavior...
 
I hate those stone curbs too... xD

In some places are more than wrong, overall work It's superb, I really like this track... but when you see those stone surbs go from the end of a normal curb to the begining of another normal curb not letting you to taste them with you inner wheels... It's like arhghgrhgrhgrhghrhg!!!!!!! I want to take adventage from evey cm of this track like I were there in real life!

You can not attack some normal curbs because of stone ones, It's weird. For race would be even worse, It's even more hard than real life to try an overtake now, if you just touch one stone curb you and your rival are death.

I hate to say this to peclair, but that was a bad decision :(
 
Hey guys!

Just a quick update, I'm knee deep in work atm! I have started something I thought would go a bit faster, but is taking a bit longer... pushing my skills further! Won't say more than this, but you should be pleased with what is coming up!

On the kerb stone matter, or whatever they are called, like I said, they will stay there. I love how it makes the track look, and how it changes how you can race the track.

Like it was said, I'm not after re-creating the most realistic, and true to life version of Nord, yet. The reason is, with what we currently have, it is *impossible* to reach a level of true to life even close to 90%. The track is just so off from the real thing, that a complete start from scratch would be needed.

I have overlayed com8's nord over google earth data's and it is like 90% wrong... it is similar, but if you try to match the dottinger hohe of both terrain, and even then, they don'T fully match, the rest of the track is completely off.

I have also overlayed simbin's gtr evo nord over google earth's data and it is like 99% right... and the 1% error probably comes from my careful tracing... cause there is a section of the track which is screwed on google earth, so I had to guess what the road would go... so it's probably 100% accurate.

I cannot use simbin's stuff however.

So in the meantime, I'm gaining skills, and trying to give the best possible experience with what we have.

But let face it... com8 did a great job with the track... after driving gtr evo's nord, I can safely say that com8 version is more enjoyable to drive. More steep elevation changes, some corners are just better done or more enjoyable in com8's... for example, the slight s corner after the karussel... the track camber goes crazy... I like that.. it's not like that in gtr's evo.

One thing tho I do like about gtr evo's is how narrow the track really is. I have measure some 1.5-2 meters difference between com8 and gtr evo at some places.. it's huge....

so if you are complaining about the kerbstone, imagine if the track what really accurate, it would be much narrower :)


Also.. I have driven the 24h layout in gtr evo, and the kerb stone I have done in our version also appear in the gp circuit in some places, but shorter... so there must have been a time in nord history where the track had those kerbstone out of the ground...

So, I'm sorry if this changes doesn't pleases you, but it does pleases me, and it is pleasing some people too, so it is bound to stay like this.

I know this stuff wouldn't be normally seen at a normal race track, but nord isn't a normal race track, it wasn't made to nurture you and hold your hand, it was made to kill you!

I have been kind to make sure the angle of the kerb stones after a curb didnt flipped your car, cause on my first try, this is what happened, I had only lowered one edge of the kerb stone and the angle was too steep, so if you hit those after a curb, it would flip your car, now it just make you remember to be careful with those with a large bump on the wheel!

But if you ever hit a sidewalk with your car, you should know that the bump felt in your wheel isn't accurrate at all, and much weaker than the real thing :)



EDIT: Hmm, I have finished the guardrails a couple of days ago already (well, the first part, which was to recreate new guardrails objects, with new mappings to the one guardrail texture I now have. I have also played with vertex coloring to color some guardrails near the track start, to see if I could use that instead of creating a new texture with orange and red guardrails.. and it works beautifully, so I won't have to photoshop new guardrails! Good news!

Performance have gone up quite a bit! But I have also enabled full reflections (except for the objects in the gp area, it's not needed now) so fps took a bit of a hit, but without any real measuring, I feel it is still higher with reflections on than with them off, with the previous guardrails... but you will tell me when the update comes thru.

I have also redone all tatoos using part of the new road mesh, so they perfectly float 0.001 above ground and don't flicker no more. I have also hunted down all flickers... very few remains now. I think a couple of trees, but since I need to redo the trees, I didn't hunt them down.

All the paddock is now flicker free, including the bushes in front on the dottinger hohe. The flags, like I previously said, have been fixed as well, and changed texture for a much better one from gametextures.

I have also redone all the fences as well, remapped them to the right size and merge them and made them smooth like the new guardrails... including those I wasn'T able to smooth on my first fence smoothing a way back... (the ones like in the U corner in tiergarten, the large one with posts and wires going thru them)

So no fences are stretching now. And I have discovered the spacing tool, and redid the post right on the fences that have posts. So they are spaced right, and matches the flow of the fences, instead of just being random and making no sense.. like a post being 1-2m after the fences bend...

But this isn't what I'm hiding off :) You'll have to wait a few days to know more about it!
 
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But it really changes the dynamic of the track, and bring new feelings to the simulation, never felt in any other track before....


If you manage to run a side of wheels past the kerb stone and the other is still on the track, you will need to fight to bring back the car on track, just like you would in real life, and the feeling what really interesting and felt true to life when it happened to me while pushing a bit too hard after aremburg!
 
Cool. In that case, I guess those of us who would prefer a realistic version of the Nord should avoid this and wait for a more accurate/true to life one to come along. :)

Good luck with your work pleclair!
 
It can be a bit hairy comparing com8's track with current google earth material though, sometimes when they update skewing is occurring or stitching weirdness is going on. When he made the track it could very well fit perfectly with the google earth material at the time. As for home use it's fine, but not 100% accurate to start with as there is quite some perspective and skewing going on mostly which will affect layout. Something to keep in mind ;)
 
Cool. In that case, I guess those of us who would prefer a realistic version of the Nord should avoid this and wait for a more accurate/true to life one to come along. :)

Good luck with your work pleclair!

Agreed. I appreciate what pleclair has done/is doing, but I think realism should be the goal wherever possible.

Anyway, thanks and good luck but this nords is not for me.
 
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