Update 09.20.2017: Road America v1.4 update:
Changes:
- switched from 3D-trees to 2D-trees
- added the Bend version of the track
- improved performance with rearview mirror on
- shadow optimisations (higher performance)
- removed the shadows of spectators
- removed the shadows of most of the cars/RVs/trucks/tents - for the farther ones
- terrain geometry optimisations (less polygons)
- texture/material fixes/changes
- adjusted (narrower) red-yellow curbs
- improved/rounder road mesh in every corner
- adjusted terrain background picture
- terrain elevation changes
- adjusted camber in T8
- removed static skidmarks at various places
- rF2 material changes on walls/tirewalls
- removed bumps in carousel
- added bumps in certain spots on the track (before T1, at T2, before/at T12, before T14)
- added curb-road transition textures
- added 3D fence posts
- added small billboards around the track
- added an invisible collider around the track so your car can't fly out into the woods...
- fixed the Jumbotrons in rainy weather
- added animated TV workers
- increased the grip a tiny bit
- fixed cones and signs in night time
- other fixes/changes I can't recall...
- the performance improvement should be between +30-70% in DX11 mode compared to the original version of the track,
depending on the part of the day and the part of the track
- the AI needs improvements, next update
steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=822332297
Here is Road America 2016 v1.0.
Things:
- I consider this a version 1.0 however I know there are things on the track I could improve but I won't have time in the next months. This track modding is like there is always something you can fix/do better on the track
- the track was made with 3D trees so the performance is low, you need a good PC
- despite my efforts the track doesn't look like how I wanted to look like because the game limits the maximum shadowcasting range: https://forum.studio-397.com/index.php?threads/gjed-vs-devmode-vs-rf2.53553/
- I spent much more time with the AI than on Mosport to make sure it's competitive but I couldn't figure out how to make it faster in the kink (turn 11). It's a very high speed corner and some cars just don't want to behave how I want it
if you find that certain car/mod is slow in the kink then increase the AI strength, they will gain time mostly there by gaining grip. Cars which slow down too much in my experience: ISI Nissan GTR/Chevrolet GT2, Stockcar 2015. Obsiously I couldn't test all the mods. The URD and the Enduracers mods are good. 
- this track was a one person project from start to finish. Thanks to hexagramme for the advices (AI) and Steve76 who made the racegroove mapping. Thanks for the testing Emery and Chris Lesperance
- if my time let me to do it I will make an update with the bend version (I couldn't finish this) and with billboard trees or X trees and some optimizations
- right now this is the best I can do
This is it for now, have fun!
http://www.mediafire.com/file/53bb7h1ahqzz70g/RoadAmerica2016_v1.0.rfcmp
https://www.dropbox.com/s/81de6oga740pmjc/RoadAmerica2016_v1.0.rfcmp
Original post: 10.16.2016:
Hi guys!
So right in the middle...
In August I started a new project called "roadmurica" and as you may noticed I didn't say a word about it except for some Hungarian fellas.
Some of you may ask why would I do another Road America, we already have two? Well let's just say I was unhappy with them and because I can and because I wanted
and that's the short story.
Until now I thought I shouldn't release the track because of the reasons I just described, you may think I'm an idiot for doing a third Road America while there are numerous tracks out there waiting for modding but in the recent days I changed my mind. I made it so I'm going to release it.
The project is at around phase 0.99 so almost ready, I'm waiting for a fellow forum member to polish the AIW and the CAM. The track is 95% scratch made by me, the another lets say 5% is ISI textures and ISI trackside objects (US trucks, cars etc) and some other trackside object from other xpacks.
On the sidenote: when I started the project I had an idea about how should this track look like and part of this "vision" was the more authentic looking trees, or maybe not the trees but the whole atmosphere. I don't like the billboard trees... so in the end I made 3D trees or something like that. One note: because of this the track is a GPU killer. Lowering the FSAA level doesn't help much, it's the shadows.
So that's it, here is a video:
If you like this track or Mosport and would like to see more projects from me (I have a few in my mind because I like this "job") please consider donating
, I need to learn 3ds max but with a job it's not easy.
Changes:
- switched from 3D-trees to 2D-trees
- added the Bend version of the track
- improved performance with rearview mirror on
- shadow optimisations (higher performance)
- removed the shadows of spectators
- removed the shadows of most of the cars/RVs/trucks/tents - for the farther ones
- terrain geometry optimisations (less polygons)
- texture/material fixes/changes
- adjusted (narrower) red-yellow curbs
- improved/rounder road mesh in every corner
- adjusted terrain background picture
- terrain elevation changes
- adjusted camber in T8
- removed static skidmarks at various places
- rF2 material changes on walls/tirewalls
- removed bumps in carousel
- added bumps in certain spots on the track (before T1, at T2, before/at T12, before T14)
- added curb-road transition textures
- added 3D fence posts
- added small billboards around the track
- added an invisible collider around the track so your car can't fly out into the woods...
- fixed the Jumbotrons in rainy weather
- added animated TV workers
- increased the grip a tiny bit
- fixed cones and signs in night time
- other fixes/changes I can't recall...
- the performance improvement should be between +30-70% in DX11 mode compared to the original version of the track,
depending on the part of the day and the part of the track
- the AI needs improvements, next update
steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=822332297
Here is Road America 2016 v1.0.
Things:
- I consider this a version 1.0 however I know there are things on the track I could improve but I won't have time in the next months. This track modding is like there is always something you can fix/do better on the track
- the track was made with 3D trees so the performance is low, you need a good PC
- despite my efforts the track doesn't look like how I wanted to look like because the game limits the maximum shadowcasting range: https://forum.studio-397.com/index.php?threads/gjed-vs-devmode-vs-rf2.53553/
- I spent much more time with the AI than on Mosport to make sure it's competitive but I couldn't figure out how to make it faster in the kink (turn 11). It's a very high speed corner and some cars just don't want to behave how I want it
- this track was a one person project from start to finish. Thanks to hexagramme for the advices (AI) and Steve76 who made the racegroove mapping. Thanks for the testing Emery and Chris Lesperance
- if my time let me to do it I will make an update with the bend version (I couldn't finish this) and with billboard trees or X trees and some optimizations
- right now this is the best I can do
This is it for now, have fun!
http://www.mediafire.com/file/53bb7h1ahqzz70g/RoadAmerica2016_v1.0.rfcmp
https://www.dropbox.com/s/81de6oga740pmjc/RoadAmerica2016_v1.0.rfcmp
Original post: 10.16.2016:
Hi guys!
So right in the middle...
In August I started a new project called "roadmurica" and as you may noticed I didn't say a word about it except for some Hungarian fellas.
Until now I thought I shouldn't release the track because of the reasons I just described, you may think I'm an idiot for doing a third Road America while there are numerous tracks out there waiting for modding but in the recent days I changed my mind. I made it so I'm going to release it.
The project is at around phase 0.99 so almost ready, I'm waiting for a fellow forum member to polish the AIW and the CAM. The track is 95% scratch made by me, the another lets say 5% is ISI textures and ISI trackside objects (US trucks, cars etc) and some other trackside object from other xpacks.
On the sidenote: when I started the project I had an idea about how should this track look like and part of this "vision" was the more authentic looking trees, or maybe not the trees but the whole atmosphere. I don't like the billboard trees... so in the end I made 3D trees or something like that. One note: because of this the track is a GPU killer. Lowering the FSAA level doesn't help much, it's the shadows.
So that's it, here is a video:
If you like this track or Mosport and would like to see more projects from me (I have a few in my mind because I like this "job") please consider donating
Last edited: