If you plan on updating this track in the future, I have a suggestion regarding the AIW. As it is now, the block path is quite aggressive going into T1, the AI moves over to the left a lot, and loses tons of time through the corner. This makes it far too easy to pass the AI, you can just trick them into defending, and then breeze by once they go way too deep into T1. So yeah, my suggestion is to make the block path into T1 a lot less aggressive. The corner doesn't call for aggressive blocking either, so having the AI move just half a car width to the left would be enough I think. This would make the AI more competitive overall I think and improve the overall race pace.
For me, sometimes the AI almost come to a stop on the left side of the track in Thunder Valley, particularly early in a race.
about mid-ohio update discussion https://forum.studio-397.com/index....-update-06-14-2014.33280/page-14#post-1142388 Some nice screens from the upcoming Corti update:
I have tried to maintain the essence of VLM and only made a few small changes. Changelog v2.06: - new mesh for road (adding polygons) - New AIW files by SR4L - New shaders and materials on some objects https://drive.google.com/file/d/1RtSdo15q7M2N7_rG3ZmhqEnosFLHSUtM/view?usp=drivesdk Thx guys for your support. Regards, Corti.
Thanks to everyone involved! My absolute favourite track! I used the VLM version for last 4 years to make my mods and now I can get a fresh new look! Thanks guys! P.S. Some of the screenshots with the old version
WAAAY off topic, but back when were were building the SCC mod for GTR2, we used Mid Ohio to test the initial torque of cars. That uphill climb away from the pitwall was a struggle for cars with not enough torque to overcome the inherent internal drag of an engine plus the weight of the car.