[REL] Zolder Circuit

Following a comment on the Norschleife topic about rattling on certain parts of the road, I had an idea yesterday that I want to try out next week.

I need 3 volunteers, preferably 4:

- A g27 owner
- A T500 owner
- A CSW owner
- A servo driven wheel owner

Volunteers should be able to get Devmode going and fill in an excel sheet. PM me for more info.
It's not going to be anything fancy, just something to quickly gauge what I am feeling through
the wheel and what I base my settings on, and see if it works across the board as intended :)

I have a CSW with fanatec pedals if you still need help to test.
 
Thanks Voltaic and Spaskis, nice to hear the track is appreciated :)

Dradecki, that would be cool, if only people with a g25/g27 and T500 would sign up as well.
The goal is to find settings which work as best as possible for everyone. I recently moved from a G27
to a CSW and the track simply feels better simply with a different wheel. Now the problem is that I made
some changes but I do want to make sure I'm not making the track a rattle fest just because I chose
to upgrade.

Anyway, here is an overview of what I have in mind. I was working on something which gave me the idea
of several big strips of certain material definitions. Each of these will be labeled with what type of (road) surface
they should be and the feel should match the definition and make sense through the wheel without rattle
on the settings people use.
2z3weuf.jpg


For example:
TDF definition #1 = Road
TDF definition #2 = Road cracked
TDF definition #3 = Road cobblestones
TDF definition #4 = Rumblestrip paint (highway style)
TDF definition #5 = Drain

I mainly came up with this because I am lazy. Building this little tool allows me to very easily feel how a surface feels
without needing to see if I'm actually driving on the surface of choice with all four wheels or am I actually getting
a bit of grass as well, etc. Here there is no question I'm driving on a surface because I plan on making the 'runways' 15 meters
wide and a texture will inform me what it is I am driving on. Secondly, I get quite a lot of fun out of these little tools/prototypes/thingies :P

edit
I really encourage people to try the track with the URD dtm cars, somehow the suspension on these cars makes the track surface quite believable :)
Using these cars, improvements have been with with regards to road noise as well so it should feel better across the board.
 
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Great stuff, I'll send out a pm later this week when I actually built the devtrack with instructions. Anybody who has a different wheel than that
can be in as well, just reply here. If other track builders are interested in getting the track to try, just let me know, who knows some benefit is gained ^^
 
G25 here too Mr. Geuze if needed... ;)

I`ve had a quick blast on the track but will need to do more laps. It`s coming along really well though. :)
 
Always needed, not everybody is using the same settings, more on this subject next week then :)

Also, are there people who have blooming mirrors on track like in this topic?
 
T500 here but no dev mode? But with some explanation (read help) i would be happy to be of help
 
I'll write down all instructions in a pm next week to everybody who volunteered by then :)

@TJC
Hmm, I might do a driver update, who knows that is causing some problems, worth a try at least.
Let's meet this evening on Skype by the way :)
 
Somewhat of a half-assed version, but this is all geared towards a beta release, I want to have it fully functional asap. Therefore, gravel is butt-ugly, some holes between the grass and the road, the pit spots don't line up with the paint on the road, etc. As some of the things were grosly incorrect in the previous version, such as an ancient xfinish I chose to post the download link here. Don't expect any big differences, merely functional ones (or disfunctional in case of the start- and pitlights).

download

In my hurry the upload it I even forgot to include the readme.txt but here is the changelog:

V0.22 Alpha

- Added Tufstone edge next to kerb in the the first corner after the Terlamen Chicane
- Subtle TFD changes. Rumblestrips should be felt more through the wheel, regular flat type kerbs
have slightly more road noise.
- Xobjects tweaked, Start/Finish moved to match actual S/F line and extended into pitlane
- Guardrails_31 and Wall_25 added (first chicane/uphill)
- Camera's updated by Tosch
- HDR profiles added by Tosch
- GDB and AIW tweaks by Tosch
- decreased width of whitelines in pitlane
- fixed asphalt edges in pitlane where a double white line shows up
- removed a cast shadow flag for pitbuilding_a_decal, not needed for this mesh
- Pitbuilding_B_Windows re-export
- added pit spot decals
- added pitlimit signs and white lines, moved xpitin accordingly
- added gravel, textures are placeholders


As usual, report your findings, don't mind the visuals, etc etc.
Next one is probably going to take a bit longer but on the other hand, that just might be the last alpha release :)
 
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Hey William, I'm a bit puzzled with my latest AIW files. I never paid much attention to this before, but I don't see any yellow flags. I know the corner workers are not included but i'm missing the yellow flag icon on top of the screen. I see black flags, pit icons, fuel icons and so on, but never a yellow flag. Depends the yellow flag on corner workers?
 
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