Texas World Speedway - 1.00 Release

Discussion in 'Locations' started by PlickBadger, Apr 21, 2013.

  1. PlickBadger

    PlickBadger Registered

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    I think I can make it. I also think I can turn left a few times :)
     
  2. Max Angelo

    Max Angelo Registered

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    After almost 1 month without dsl, i am back and updating the contents.

    Just a note, the download link to v1.1 in the OP points to Ranch Motorsports instead that to TWS.
     
  3. PlickBadger

    PlickBadger Registered

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    Sorry about that. First post fixed and here
    1.1 download
     
  4. rhamm

    rhamm Registered

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    Great track. Unless I skipped over it in the thread I guess I'm the only one who needs to learn how to drive because I kept getting DQ'd on the 1.9 mile layout when I'd screw up the entry to turn 1 and end up going off track.

    I did a night race and it was funny watching the AI cars turn their lights on and off depending on how close they were to a light source. I wasn't sure if that's something ISI needs to tweak or something track makers need to figure out.
     
  5. Adrianstealth

    Adrianstealth Registered

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    This track seems to be getting updates etc,I'm looking forward to given this a try after the next rf2 build

    Thanks for sharing&updating
     
  6. Kknorpp001

    Kknorpp001 Banned

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    I've seen AI turning lights on and off on other tracks but I thought it was an LOD thing as it seemed to be associated with how close I was to them but that could be coincidence also.
     
  7. PlickBadger

    PlickBadger Registered

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    Thanks for the feedback guys, I'll check into the AI lights and getting DQ'd in turn 1
     
  8. 1959nikos

    1959nikos Registered

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  9. vittorio

    vittorio Registered

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    Great track - I love it!
     
  10. renard

    renard Registered

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    Fantastic track, the 1.9 layout in the Meganes is pure G27th Heaven. Thanks PB. :)
     
  11. GTClub_wajdi

    GTClub_wajdi Registered

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    This one is really a good conversion, but I wish you can improve it more and more, specially the road textures and the grass!
    Ps: we need a good HDR profile fot it also!
     
  12. Coanda

    Coanda Registered

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    Firstly great track's PB you should be bloody proud! I am having a ton of fun kicking around TWS.

    I've only raced on v1.1 and like a few others I could probably go with a touch more grass texture as it does seem a little flat however judging from the sat picks maybe that's just the way it is...

    Can I ask a silly mod question, what makes this track size (100+mb) considering TWS has very little building/grandstand objects etc...?

    Cheers again matey.
     
  13. PlickBadger

    PlickBadger Registered

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    I improved the grass and road textures in version 1.1 as much as I could. I'm only planning some minor tweaks for 1.2.
     
  14. PlickBadger

    PlickBadger Registered

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    Several large meshes and textures contribute to this.
     
  15. Coanda

    Coanda Registered

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    @ PB - Fair enough mate, I want to get into modelling so that I can do my bit but firstly I need more skills & time.

    Something I have noticed when driving your track & I have an open thread regarding this issue here http://isiforums.net/f/showthread.php/12713-Framerate-Dropoff-Stutering-only-for-ISI-tracks-%28build-218%29 is even though this track is a touch heavy on resources its only consuming 60% of my GPU & I still cap my FPS @ 40FPS (1:3 ratio of 120hz) & it still drops a few frames here and there and when it does go down to lets say 38 frames I get a stutter. Not sure why drop frames stutter if my GPU, CPU, Memory & Temps are all well within range?

    Just something i've noticed on yours & ISI tracks but VLM tracks such as Sebring. It still baffles me why it does this & I have tried every graphic config under there sun...
     
  16. Coanda

    Coanda Registered

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    @ PB - Just my opinion/feedback and as I have never driven or walked this track so I maybe well off...

    I find the FFB over the surface undulations on & off road to be somewhat weak. Please don't take me the wrong I don't race like a lot of newbie's do whereby they set there FFB to 100%, FFB Multiuplier to 120% & FFB smoothness set to 0. I use a peddle-map plugin to monitor my FFB strength for my CSR Elite & make sure my FFB is always under 100% as I do not want to any FFB clipping and steering inaccuracy. Generally I am between 0.7-0.85 on the FFB multiplier & 15-25 on the FFB smoothness. Car & Track dependent of course.

    As a test I ran Tommy's Maserati v1.7 @ 0.75 FFB Multi with 24 FFB Smoothness @ Sebring and I can feel the road just nicely & through the heavy turn in undulations (final & first turns) my FFB strength sits between 70%-90% give or take.

    I run a test on TWS 2.9CW at 0.8 FFB Multi with 10 FFB Smoothness and for most parts the track feel super smooth, I can only really feel decent undulations at the RH turn and the end of the back straight and even then my FFB strength tops out at around 20-30% give or take. The curbs feel great and are fairly viscous and when hitting one it pushes my FFB strength to 70%-90%. Especially off road I see the car oscillating however I hardly feel a thing.

    Just my feedback, please dont hate ;)
     
  17. Galaga

    Galaga Banned

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    Sorry just popped in here to re-download and had to say how much this track is a part of every mod I run online. Thanks again, P.B. :)
     
  18. Guimengo

    Guimengo Guest

    I'm posting to say how pleasant of a surprise this track was. I just came across this very, very recently but appreciate the effort.
     
  19. Maug

    Maug Registered

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    I had a go at your track last night and really enjoyed it. Nice work.
     
  20. ops

    ops Registered

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    When I install this mod, the game crashes when entering the race, even when I don't choose this track.

    I have the same problem with a few other mods (about 5 in total), while I have over 100 mods installed that run fine.

    Any ideas?
     

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