[REL] Toronto 2017

Discussion in 'Locations' started by iDTDoug, Jun 6, 2017.

  1. TwoHardCore

    TwoHardCore Registered

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    With 0 post processing, and I even removed the 2 x AA I use now...also lowered all settings to LOW from MEDIUM. The game does not run well for me in DX11...but I did receive the same news today about the DX9 version on Discord channel from a s397 staff that I/You/We all will still have the ability to run DX9 versions of the game, so making a DX9 version of the track is not a waste of time...(?)

    So thanks iDTDoug for your efforts in this endeavor.
     
  2. iDTDoug

    iDTDoug Registered

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    dx9 version uploaded to steam. My UI went all white when testing it so tell me if yours does the same, track loaded ok though. I removed the dx9 start/pit glows though, the lights still work fine.
    [​IMG]
     
  3. Coutie

    Coutie Moderator

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    At the track now, there's a big line up to drive the sim.
     
  4. iDTDoug

    iDTDoug Registered

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  5. iDTDoug

    iDTDoug Registered

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    looking today at the footage, it looks like they have widened the S curve from pit-in to pit-out for both track and pit lane so 2018 will get a wider area next year.
    Steam dx11 version updated with current sponsor maps.
     
    Last edited: Jul 16, 2017
  6. Postipate

    Postipate Registered

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    Does this happen race (fuel, tires etc.) on in quali?
     
  7. SPASKIS

    SPASKIS Registered

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    If you mean in rF1, I typically used practice session. I am not sure in quali or race since I did most of my tests in practice session and that was quite some time ago. However it is quite simple to test if you are interested. Remove tire wear and fuel consumption and simulate a time accelerated single player long 3h race. Check the laptimes in the standings when the race is over.
     
  8. Postipate

    Postipate Registered

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    Tested now in rF1 with 3 cars from 79 mod around 80 laps at silverstone

    First laps 1-2 laps they were slower, but usually tires need that heating in many rF1 mods. Last 60 laps were actually in 0.0-0.3 from each other so it was very very close and didnt get any better

    Maybe this is mod related?
     
  9. SPASKIS

    SPASKIS Registered

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    It happened with many mods. However I suggest to do tests only with your own AI (pressing I) in practice session with multiple stints and not in a race context where AI limiter can play a role in the way AI behave.

    The improve I am talking about was most of the times in the tracks I created with BTB. I used to test how the AI perfomed and modified the AI path in BTB in the turns I could see that they performed worst.

    In those tests AI would improve by way over a second with respect to initial laptimes.

    When I get home from holidays I will try to better document this.
     
  10. Postipate

    Postipate Registered

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    No need to do that trouble that for me :) dont really care is there or is there not. Just interesting to hear
     
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  11. Schumi

    Schumi Registered

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    For rF2:
    1. You must include training in player.json
    2. Start practice without AI (disabling qualification and race).
    3. Then add 1 AI while on the track.
    4. Accelerate the time and look behind the chat message.
    Снимок.PNG 20170822002017_1.jpg 20170822002054_1.jpg 20170822002105_1.jpg
     
  12. Postipate

    Postipate Registered

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