[WIP] The Danish pack, Silkeborg, Djursland and Roskilde

@Sergio Loro these tracks are great we need more vintage tracks in RF2... I use Djursland and Silkeborg a lot and have noticed on the most recent RF2 update the cars hit a spot on both tracks and fall through the track, on Silkeborg it is going around the 3rd corner after the start, for Djursland its the first corner after the start finish line. I don't think its car related I used the 1954 cobra mod, if you could look at it sometime that would be great
 
Sergio has done several releases and updates for AC. The one I would love to see is his 60s-70s Watkins Glen and his Stardust GP.

When I asked on the AC release thread in FB, he had no plans of doing any more rF2 releases. :(

I asked him on FB about a recent issue that's come up with his Sandevoerde historic track where the AI now crashes in the pits and drive wild, back and forth across the pit straight. He told me he's no longer working on RF2 and that AC "is where all the vintage racing is happening". News to me. Kind of a bummer since this wasn't a free track. I really like his tracks (except the spectators being costume sewing pattern covers). Would love to have a vintage Watkins Glen for RF2 though even if the spectators are hot Red Riding Hoods or Can Can dancers.
 
@Sergio Loro these tracks are great we need more vintage tracks in RF2... I use Djursland and Silkeborg a lot and have noticed on the most recent RF2 update the cars hit a spot on both tracks and fall through the track, ... for Djursland its the first corner after the start finish line. I don't think its car related I used the 1954 cobra mod, if you could look at it sometime that would be great
I could reproduce this but i dont know why it happens and how to solve. I could not remember that this happens in the past so maybe something has changed.

On the first look there seems to be a hole in the track but the roadsurface seems to be ok. Stripped down the scn only to roadsurface and everything is ok.
20220925154426_1.jpg

It seems that the both surrounding terrain objects have an influence to the roadsurface. When i set both to CollTarget=False HATTarget=False the roadsurface is ok (but certainly the cars now will fall through the terrain object). Any ideas?
Screenshot 2022-09-25 161658.jpg
 
I could reproduce this but i dont know why it happens and how to solve. I could not remember that this happens in the past so maybe something has changed.

On the first look there seems to be a hole in the track but the roadsurface seems to be ok. Stripped down the scn only to roadsurface and everything is ok.
View attachment 47737

It seems that the both surrounding terrain objects have an influence to the roadsurface. When i set both to CollTarget=False HATTarget=False the roadsurface is ok (but certainly the cars now will fall through the terrain object). Any ideas?
View attachment 47738
Hey mate thanks for looking at it, at least you confirmed I am not crazy :-) hopefully someone on here can fix it like I said we need as many vintage tracks as we can get in rf2
 
That reminds me to something that happened us some years ago.
We solved it reducing the size of the quads of the mesh of the road (in this part).
We did it by trial and error an never knew exactly the reason of the problem.
 
@Manfredk2 There are some strange Things happening in the last Weeks/Updates.
For Example, i had a Request to find the Reason for sinking Cars into the Road, what didn't happen in the Past on that Track and appeared with one of the last Updates.
In the End, the Reason was an Object, that originally was made with Sketchup, that caused the Problem.
And it was a Wall with a Fence, that normally should have no Influence on the Road, but.....
 
Maybe someone could ask to @Sergio Loro if he give permission for fixing/update Sandevoerde track (and possibly if that could become free to all rf2 players - if he stopped rf2 modding-)
sorry to get late to the party!! but great to know a patch was done!!!.
i would love to find out somebody able to bring my tracks to rf2, following the "F3 Classic Tracks" development for AC!!! if any one is interested PM me :)
 
A question to the "historic experts": was there a pit speed limit in the 60s? After investigating the tracks, i saw that most of them have not set the value for RacePitKPH, only for NormalPitKPH. So practicing and qualifying seem to be unlimited speed in the pitlane and race is limited to afair 100 KPH
 
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