Great conversion of a great track, thanks to everyone for the efforts made and for sharing it with us. I only play off-line, so the AI is important to me... I think there are still some major issues with the AI path(s), at least with the Boot NC layout I just ran with some Megane Trophys. I lapped half of the 25 AI field by the end of the 3rd lap, and they were set to 95% which usually gives me a good race at a lot of other tracks. I don't know how to make my own AI file like I can in Assetto Corsa, and I'd like to have a good race on this track...help.
You can never achieve the same AI strength on all tracks. I set AI separately for each track. I also racing only offline.
what I do, is to write down the forces of the ia for each circuit, since they will never be the same in all, for example .. btcc: laguna seca 95% road america 115% etc... I always recommend doing the whole weekend
You don't need to write them down. In both the car and track selection menu there's an "X" below the preview picture. Click on it and you'll be able to save the AI difficulty, aggression and limiter for that specific combo. Keep in mind that this overrides the AI levels on session settings, so whenever you want to make adjustments, they should be done on that selection menu first.
Waouh, I had never seen that, thanks for the tip! I wonder how many other features are hidden in this UI...
Its your dream , do as you please or make one that you don't like and charge for it , lol I'm sure they will use the free one
This is superior to S397 content. There is no reason for their laser-scanned tracks to have such bad performance when this one demonstrates that it's possible to still get frame rates comparable to non-scanned tracks. And it's free! My only complaint is that there is no enforcement of track limits around paved runoff, yet the AI stays on track studiously . Of course some blame lies with the real-world venue -- runoff should never be paved!
Very much agreed! Awesome work, LilSki, Digga, Schumi and team! FANTASTIC rendition of Watkins! Thanks so much for your work. When you guys update the penalty warnings for the paved runoff areas (Turn 1 especially), could you also throw a penalty boundary for the bus stop version for those who just go straight and bypass the bus stop? Some of the jokesters on my league are getting an extra second on the hot laps timing page when they bypass the bus stop and some have been bypassing the boot altogether without a penalty!
Those who complain about paved run-off areas can blame Michael Schumacher. When his brake rotor exploded at Silverstone, he car skimmed over the gravel and never dug in. The resulting broken leg incentivized track owners to pave, pave, pave.
I have a fix for this issue - the cutout areas needed to be modified for the area around the bus stop. I can re-test the area around turn 1. @DA-DIGGA, @LilSki, @Schumi and @Heikki21 how do we pass this update back to the you? If someone can help me out with the process I can forward my .AIW file for boot version of the track that enforces the proper cut out areas.
Hi all, there is a problem with the cut detection at the bus stop chicane. We had a race on firday and a driver spun out and got 5 DTs. You can see it in the following video Time code 5309 I'm not sure if the time link works properly. It's onboard and afterwards visible from outside at 1:28:29 gone Is it possible to fix this?
The protest is rejected. Video clearly shows how he cut half of chicane. It is necessary to disqualify driver in next 2 stages, so that he learns to return correctly to the track during this time. The decision is final and not subject to appeal.
Awesome update by @DA-DIGGA v1.15 - IBL Shader support - new trackside objects (S397) - new terrain textures (S397) - performance improvemnts
i tried the track and its superb now, thansk for the update. i hope CTMP and roda america get he same love and updated to new shaders
Road America released initially with new shaders. https://steamcommunity.com/sharedfiles/filedetails/?id=2244029375