Tuttle
Technical Art Director - Env Lead
Dunsfold Park for rFactor 2. Top Gear Layout - V0.91 (complete package - uninstall previous one)
Download link v0.91
Update V0.91 - Changelog:
-Side Cams added
-AIW improvements
Installing procedure:
Uninstall and delete old component and update, then put the 0.91 component in your package folder and install.
--------------------------------
Know Issues:
Tire Stacks are ATM single sided so I've to fix the main istance for next updates.
Some small collision objects around the road has been disabled until the soft collision model is fully implemented.
The far side of the track (pitlane) is totally unfinished, so do not worry about the rubbish stuff all around...
Some special thanks and credits;
Thanks Tosch for Cams and the AIW improvements.
Manfred Jahn, for the FSX C47/DC3 license of usage and model optimization for rF2.
Ethone, for the AIW editing
Luc Van Camp and Michael Borda, for the priceless help
Mike Cantwell, for the nice Dunsfold picture package who helped my finding some good details....
Some driving tips:
TURN 1 (Crooner Curve) - 3/4th gear for slow cars, 5th gear for racing/GT/supercars
The first turn is barely a turn at all, although it sometimes demands a dab on the brakes to stop you piling into the next corner too quickly.
TURN 2 (Willson) - 4th gear for slow cars, 3th gear for racing/GT/supercars
The first proper turn on the track, ad the first corner you usually see on TV when Stig's lapping a car. Don't let the bump on the way in unsettle the car, and let it run wide on the way out.
TURN 3 (Chicago) - 3/4th gear for slow cars, 2th gear for racing/GT/supercars
It's hard on the brakes and around the tyre wall. Designed by the big brains at Lotus, this is what they call a "steady state corner", designed to sniff out under-steer or over-steer in badly setup chassis.
TURN 4 (Hammerhead) - 3/4th gear for slow cars, 2th gear for racing/GT/supercars
It's very hard on the brakes for a left and right flick through here. Go in too fast and you'll get horrible understeer. And remember not to jump back on the throttle too soon or you'll make a mess of the exit.
TURN 5 (Follow Through) - 5th gear for slow cars, 4th gear for racing/GT/supercars
You can really open the taps for this sweeping right-hander.
TURN 6 (Bentley) - 4th gear for slow cars, 5th gear for racing/GT/supercars
At the end of Follow Through comes this full throttle jink between the tyres and the grass. GO in tight to the apex and brace yourself as the car thumps hard over the worn-way join at the end of the tarmac.
TURN 7 (Bacharach) - 4th gear for slow cars, 3th gear for racing/GT/supercars
Go hard on the brakes again and try to get your line right as you drive into the second to last corner. It is easy to lose it here.
TURN 8 (Gambon) - 4th gear for slow cars, 2/3th gear for racing/GT/supercars
Get on the brakes again and flick it in for the last corner. It's easy to get a car drifting here (someone almost flipped lol).
PIT LANE;
To get the pit you've to go straight on the main runway, missing the Bacharach turn, until the last red/white plastic barrier at the end of the Runway, and turn to the left in the main pitlane.
TOP GEAR - DUNSFOLD TRACK - WIP 2012 by Entropyxel
[Thanks to Mike Cantwell for a lot of pictures of the track]
------- ORIGINAL POST BEFORE THE RELEASE ---------
Hi all. This is my WIP on Dunsfold track, made from scratch for rFactor 2.
The project will include 7 differents layouts:
- Top Gear Test Track (first release)
- Drag Mile
- West Loop
- East Loop
- East+West Loop
- External Loop (main track around the airport)
- Multicar race circuit (based on a mix of the Top Gear layout and the external track)
WIP %:
Distant terrain modeling (DEM terrain conversion): 100%
Track modeling (surface mesh): 100%
Track details modeling (bumps, patchs, manholes, edges etc..): 60%
Track paintings texture/mapping (lines, paintings, decals etc...): 85%
Buildings modeling: 70%
Buildings texture/mapping: 60%
Track objects (Twalls, Signs, Lamps, Fences...etc): 50%
Cement/Concrete areas modeling/mapping: 50%
Parkings lots, garages lanes etc modeling/mapping: 40%
Grass areas modeling/mappings: 40%
Trees modeling/mappings: 40%
Treelines modeling/mappings: 30%
Out of Track vehicles modeling/mappings: 5%
Aerodrome Planes (747, DC3 etc..): 60%
Cams: 0%
AIWs (thanks to Ethone): 10%
TDF: 80%
All glass reflections are temporary off.
Stay tuned....
Some shots (chopped):
Download link v0.91
Update V0.91 - Changelog:
-Side Cams added
-AIW improvements
Installing procedure:
Uninstall and delete old component and update, then put the 0.91 component in your package folder and install.
--------------------------------
Know Issues:
Tire Stacks are ATM single sided so I've to fix the main istance for next updates.
Some small collision objects around the road has been disabled until the soft collision model is fully implemented.
The far side of the track (pitlane) is totally unfinished, so do not worry about the rubbish stuff all around...
Some special thanks and credits;
Thanks Tosch for Cams and the AIW improvements.
Manfred Jahn, for the FSX C47/DC3 license of usage and model optimization for rF2.
Ethone, for the AIW editing
Luc Van Camp and Michael Borda, for the priceless help
Mike Cantwell, for the nice Dunsfold picture package who helped my finding some good details....
Some driving tips:
TURN 1 (Crooner Curve) - 3/4th gear for slow cars, 5th gear for racing/GT/supercars
The first turn is barely a turn at all, although it sometimes demands a dab on the brakes to stop you piling into the next corner too quickly.
TURN 2 (Willson) - 4th gear for slow cars, 3th gear for racing/GT/supercars
The first proper turn on the track, ad the first corner you usually see on TV when Stig's lapping a car. Don't let the bump on the way in unsettle the car, and let it run wide on the way out.
TURN 3 (Chicago) - 3/4th gear for slow cars, 2th gear for racing/GT/supercars
It's hard on the brakes and around the tyre wall. Designed by the big brains at Lotus, this is what they call a "steady state corner", designed to sniff out under-steer or over-steer in badly setup chassis.
TURN 4 (Hammerhead) - 3/4th gear for slow cars, 2th gear for racing/GT/supercars
It's very hard on the brakes for a left and right flick through here. Go in too fast and you'll get horrible understeer. And remember not to jump back on the throttle too soon or you'll make a mess of the exit.
TURN 5 (Follow Through) - 5th gear for slow cars, 4th gear for racing/GT/supercars
You can really open the taps for this sweeping right-hander.
TURN 6 (Bentley) - 4th gear for slow cars, 5th gear for racing/GT/supercars
At the end of Follow Through comes this full throttle jink between the tyres and the grass. GO in tight to the apex and brace yourself as the car thumps hard over the worn-way join at the end of the tarmac.
TURN 7 (Bacharach) - 4th gear for slow cars, 3th gear for racing/GT/supercars
Go hard on the brakes again and try to get your line right as you drive into the second to last corner. It is easy to lose it here.
TURN 8 (Gambon) - 4th gear for slow cars, 2/3th gear for racing/GT/supercars
Get on the brakes again and flick it in for the last corner. It's easy to get a car drifting here (someone almost flipped lol).
PIT LANE;
To get the pit you've to go straight on the main runway, missing the Bacharach turn, until the last red/white plastic barrier at the end of the Runway, and turn to the left in the main pitlane.
TOP GEAR - DUNSFOLD TRACK - WIP 2012 by Entropyxel
[Thanks to Mike Cantwell for a lot of pictures of the track]
------- ORIGINAL POST BEFORE THE RELEASE ---------
Hi all. This is my WIP on Dunsfold track, made from scratch for rFactor 2.
The project will include 7 differents layouts:
- Top Gear Test Track (first release)
- Drag Mile
- West Loop
- East Loop
- East+West Loop
- External Loop (main track around the airport)
- Multicar race circuit (based on a mix of the Top Gear layout and the external track)
WIP %:
Distant terrain modeling (DEM terrain conversion): 100%
Track modeling (surface mesh): 100%
Track details modeling (bumps, patchs, manholes, edges etc..): 60%
Track paintings texture/mapping (lines, paintings, decals etc...): 85%
Buildings modeling: 70%
Buildings texture/mapping: 60%
Track objects (Twalls, Signs, Lamps, Fences...etc): 50%
Cement/Concrete areas modeling/mapping: 50%
Parkings lots, garages lanes etc modeling/mapping: 40%
Grass areas modeling/mappings: 40%
Trees modeling/mappings: 40%
Treelines modeling/mappings: 30%
Out of Track vehicles modeling/mappings: 5%
Aerodrome Planes (747, DC3 etc..): 60%
Cams: 0%
AIWs (thanks to Ethone): 10%
TDF: 80%
All glass reflections are temporary off.
Stay tuned....
Some shots (chopped):
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