TDF Roughness added to bring track to lifeĬones added to remind drivers to stay in or out of pit lane when entering To avoid lap up/lap down penalties common in online races when yellows come out while drivers are in pit lane.įixed some realroad textures missing alpha reflections layerĬut track FIX (Could get cut track on grass)Ĭoncrete walls use correct material. Pacecar release endpoint moved as close to finish line as possible. Pacecar release endpoint moved back to correct place.ĭisable cut track (as per Mountain Pk Speedway)Īs fields were approaching 30, online racers were starting to get cut track penalties in error. Designed to give drivers more space like in real life. Race starts too early if a car crosses finish line after pace car starts to exit track to pits. (AI already dive in) Pit entry cannot be earlier, as we already get start errors. Pit entry cannot be later because then you can't get in pits. Effectively, the pit entry AIW line join is too close after the start finish line. (not fully supported yet)Īfter testing we discovered the AI diving into pit lane issue is unavoidable. (AI limitations in rF2 - not their ability, but what you can do on a short track) Racegroove map balancing to avoid a pitch black groove line for saturated RRBINs.Known issues. Improved outer scenery (mostly to hide bigger holes)Ĭompletely new set of LOD Out values to reduce models popup while drivingĬompletely new set of Shadows Out to reduce shadows popup while drivingįixed terrain holes (tuned LOD out) in the distance (for both back and front)įixed terrain edge textures to avoid lateral “”running”” white glitchesįixed buildings element detaching/smoothingįixed buildings/houses with broken AO mappingįixed Vehicles albedo, saturation and reflectionįixed Blue sponsor flickering on buildingįixed overhang composition to limit flickeringįixed Loading Screen to show correct max vehicles and new logoįixed stickers on marshal huts flickering Various 3D models fix to limit flickering and glitches Various MIP texture fix to avoid flickering and glitches It seems that due to some hard drive failures this track was hard to bring up to date as they had lost some of the original content used to build this track, but they have now released version 2.0 and much like Monaco it uses a lot of the new rFactor 2 technology. TO DOWNLOAD THIS TRACK PLEASE – CLICK HERE Replaced loading screen with new HD version Optimized and cleaned up night lighting glitchesĭefined more realistic movable object reactionsĬleaned up, replaced and improved trackside cameras Removed pitlane props to reduce the load in the busiest areaįixed dozens –if not hundreds– of object and shadow popups Slightly enhanced billboard crowd textures Optimized LOD and shadow distances on all objects for better performance Optimized building objects for better and smoother performanceĬleaned up and improved building textures Removed messy cubemap reflection property from building materials Optimized billboard vegetation for better and smoother performanceĪpplied subtle random vertex colours to vegetation Optimized armco and other barrier objects for smoother performance Vertex painted terrain for new terrain shader Replaced textured stripes with physical ones Improved trackedge and sidewalk specularity and wet mask Optimized road and terrain objects for smoother performance They have brought this old track bang up to date technology wise with a massive update as listed below, ISI have just released two newly updated historic tracks from 1966 for rFactor 2.
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