To start with a HUGE thanks to Darren Blythe for giving permission to convert his track. Also a BIG thanks to SS for doing the AIW and CAMs Virginia International Raceway (commonly known as "VIR") is a road course located in Alton, Virginia. VIR hosts amateur and professional automobile and motorcycle events, driving schools, club days, and private test rentals. It is most famous for hosting the IMSA Weathertech Sportscar Championship which takes place every August. The track itself has been painstakingly modeled from scratch using several sources of technical data, countless photographs, hours of video footage and real world feedback from drivers and racers. It contains seven layouts: Full, Full (with Oak tree), Grand West, North, South, Patriot & Patriot Reverse. All are fully functioning with AI. Each layout has it's own look and feel in accordance with real life. The 'Full' layout is 2016 race spec as you will see it in the Sportscar Championship/Oak Tree GP. I started the conversion well over a year ago but got side tracked with the AL cars. I have added all the rF2 features including the latest rain shaders to the road and kerbs. The tracks get more eye candy as you move closer to race. Also take the time to go exploring around the complex, the attention to detail is fantastic. I'm sure there are a few things I've missed so please report any bugs and issues you might find. enjoy NiB v0.85 available in STEAM Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1382427943 v0.82 Fixed start lights tracks (Full, Full Oak, Grand and North) http://www.mediafire.com/file/t3icmzw1o60tvcz/VIR_v0.82.rfcmp v0.81 change log Fixed AIW not re-fueling Fixed crashing if to many AI Fixed Tyres and guardrail collide issue T2 Added green to the start lights Added 3 more start lights along the grid. (only visible in race)
Will this go to the workshop? Looking at the pics if I can say something.. the 3d grass color is too bright compared to the rest of the grass. In the original version he uses a grass texture that has a small part of sand between the asphalt and the grass, that makes things look a lot better (even tho this track makes Assetto look like a gmotor game anyway). And RaceRoom did something to Zuhai that maybe someone should try in rF2, they paint the botton of track objects with grass, it makes a much better transition from the grass to the object so it doesn't look like they are floating Agree for driving, but for racing there is one of the loops that takes a right turn earlier, that makes a great passing point, amazing for online races
All I can say is I was lazy and used some old screenshots. Take a look and see what you think in game. This is the first public release after I hear what you guys have to say ir will eventually get to steam.
-startlight is very strange. race start with red lights -is it possible to have startlight little bigger? very difficult to see, it could be a problem for online league races P.S. Virginia International Raceway conversation (Darren Blythe's AC)
Thank you very much Nibiru for converting this beauty, and to Darren Blythe for allowing you to convert it. I've only had one race so far at the Full course, but I think you've done a great job with this conversion.
Hey Nib, thanks fot the conversion. Ran some laps with the DLC GT3 mod. Some observations, Merc ai crash out at turn 2 on the curbs. But this could be an gt3 mod issue because the Merc ai do that on more tracks on the curbs. More disturbing : the ai don´t seem to get fuel after they pit. Ran some free pratice laps with the ai, they run for 4 or 5 laps, then they pit. When they go for their second run they all stop during the first lap because they are out of fuel. Will test some more.
Just tried it out, thanks a bunch Nib. I had to reduce the car field from 29 T70 Lolas to get it fully loaded. I don't have time right now to go back and see how many it can handle, The dang Blimp Shadow is so huge I thought I found a graphic error.... lol. After I went to the settings and removed all the AI, with just my car it loaded correctly. Then in the pits I added about 15 AI with no ontrack issues. If I suddenly came into a boatload of money, I'd buy a Condo there and a Viper and spend the rest of my days scaring myself silly running track days.
Just checked it out. I never drove around on the map before; I just used the track normally. I was really surprised by the amount of detail. You even had the lion statues in front of the tavern! It'd be great if the kart track were made into a fully-functional standalone. I noticed some inaccuracies in elevation but those could be corrected simply by using YouTube videos. Also, the track's website incorrectly lists the length as five-eighths of a mile, but the lap time printouts they give you say it's four-tenths.
@ davehenrie I can tell you that the layouts have allocated a different amount of Garages, mainly due to Pit restraints. PATRIOT 10 PATRIOT reverse 10 South 18 Full 32 North 32 Grand 32 SS