High Speed Ring

High Speed Ring 1.0

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After a long time, here is version 1.0. This was probably the most difficult update for me due to numerous software and hardware problems. There were many problems on the way to this update, the worst of which was almost losing the project. Fortunately, I managed to avoid it. I hope you will like this update, because despite the long absence and a short break I have been working all the time on improving and releasing the most polished version so far. I hope that you will enjoy it. Thanks darqL



CHANGES IN UPDATE 1.0



Endurance Layout ( New Light,Baloons & Drs Zones)
Screenshot_vrc_pt_project8_highspeedring2_8-1-122-22-32-30.jpg
Screenshot_vrc_pt_auriel8_highspeedring2_9-1-122-1-24-6.jpg



New water shader and texture
Screenshot_vrc_pt_auriel8_highspeedring2.jpg



Loading Screens
Untitled-2_Easy-Resize.com.jpg



Grass FX
Screenshot_bmw_z4_gt3_highspeedring2_19-8-121-15-31-45_Easy-Resize.com (1).jpg

Screenshot_bmw_z4_gt3_highspeedring2_19-8-121-15-32-33.jpg



Fireworks FX
Screenshot_vrc_pt_auriel8_highspeedring2_9-1-122-1-24-53.jpg
Screenshot_vrc_pt_auriel8_highspeedring2_8-1-122-22-27-0.jpg


Pit Stop Limiter activates later


"Origin Icon"

Working Reverse Layouts
Redone ai and spawners


2 new camera sets
1 for forward one for reverse layout



BUGFIXES
Fixed all problems from previous version
Hopefully eliminates crash at loading.

Noticed Issues

grass FX is too bright when it rains
a.i is sometimes too agressive on kerbs on reverse layouts
(but it depends on vehicles etc.)
No reverb glitch



There are probably many more new things that you can notice , but due to the long dev time I lost track a bit :)
The update is complete and waiting to be uploaded. However, it is probably cursed, because first I almost lost everything associated with it and now for several hours trying to upload it. In addition, I have lost the patch notes and have to write them from scratch. I will try again today.
In the meantime you can watch the working reverse layout on youtube.
Thanks darqL

"Oops! We ran into some problems.
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Hi ,the new update after a short break from modding is almost finished but I will not be able to publish it this year as I promised. My computer has to be replaced so I cannot finish the work for now. However, the update is 90% complete so it should be ready for the beginning of next year. All the bugs from the previous version will be fixed and I added some details etc.

As a bonus I can say that you can expect another project which is waiting for one of the authors approval. It is on a much larger scale.:whistling:

Thank you for your understanding.
I made a mistake while making rar file - there was no "highspeedring2" track folder that caused some confusion where to put files sorry for that.

Im aware of problems with spawning and counting laps in reversed layout.
I will fix that in the next update.

Changes in update 0.9

There are many changes but since this update still have some problems i can't call it 1.0

Another update of changing/balancing textures and shaders for 90% of objects.

Screenshot_drag_factory_toyota_supra_highspeedring2_19-8-121-2-45-34.jpg
Screenshot_drag_factory_toyota_supra_highspeedring2_19-8-121-2-45-52.jpg


New Reverse Layout
Screenshot_bmw_m4_gt3_sim_dream_highspeedring2_19-8-121-3-24-38~1.jpg


Working Start Lights
Screenshot_bmw_m4_gt3_sim_dream_highspeedring2_19-8-121-3-26-31-2.jpg


New Horizon
Screenshot_drag_factory_toyota_supra_highspeedring2_19-8-121-2-45-23~1.jpg
Screenshot_drag_factory_toyota_supra_highspeedring2_19-8-121-3-9-43~1.jpg


Changes In Pits
Screenshot_drag_factory_toyota_supra_highspeedring2_19-8-121-2-44-29~1.jpg


New promised pit extension
(experimental feature with flickering and dissapearing problems but i couldn't make this optional - sorry :/

Screenshot_drag_factory_toyota_supra_highspeedring2_19-8-121-2-46-37.jpg

Screenshot_drag_factory_toyota_supra_highspeedring2_19-8-121-2-47-13.jpg




Other than that :

Optimized loading times
Physics for cones (Little buggy)

Trees have now proper shader and are reacting to wind
More challenging A.I

More reverb in new places


Bug fixes

Fixed the bug where lap would not count.

Most of the objects are now rendering on both sides.
(still not finished + there are still problems with trees)


Fixed some problems with Rain FX

Known problems
I will try to fix them in the next update

If you drive to close to the garage doors you may fall under the map (i can't fix this for now ).

One bilboard is completely black.


Grass is a little bit too dark with rain

Water still needs better textures/shader


Pits extension have many graphical problems - glitches and no collisions. If u know how to make proper pit extension,make it optional or fix this or something else, let me know.

There are things that i probably forgot about on that update list but i tried my best :)


Attachments

  • Screenshot_drag_factory_toyota_supra_highspeedring2_19-8-121-2-45-38.jpg
    Screenshot_drag_factory_toyota_supra_highspeedring2_19-8-121-2-45-38.jpg
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Changes in update 0.8

new (and hopefully final) textures of the road

Screenshot_vrc_formula_na_2012_road_highspeedring2_15-3-121-20-25-21.jpg


new shaders for most objects

track cameras

light extension
Screenshot_vrc_formula_na_2012_road_highspeedring2_15-3-121-19-24-14.jpg
Screenshot_vrc_formula_na_2012_road_highspeedring2_15-3-121-19-27-59.jpg

rain extension
Screenshot_vrc_formula_na_2012_road_highspeedring2_15-3-121-19-27-32.jpg
Screenshot_ks_ferrari_812_superfast_highspeedring2_6-3-121-13-39-19.jpg
Screenshot_bmw_m4cs_aj_varis_carbon_highspeedring2_5-3-121-2-34-56.jpg


new trees around the track

reverb in more places

removed bilboard before the bridge



Attachments

  • Screenshot_vrc_formula_na_2012_road_highspeedring2_15-3-121-19-24-24.jpg
    Screenshot_vrc_formula_na_2012_road_highspeedring2_15-3-121-19-24-24.jpg
    617.7 KB · Views: 104
Changes in update 0.6


New Shaders For Road And Some Objects.
Screenshot_rss_gt_tornado_v12_highspeedring2_1-3-121-15-25-12.jpg



Working a.i
With help from Ofitus21 & LiquidSkyMan.
Screenshot_mclaren_720_gt3_acc_highspeedring2_1-3-121-19-9-8.jpg

29 car pits and grid slots.
Now every garage is open.
Screenshot_rss_gt_ferruccio_55_highspeedring2_1-3-121-21-15-57.jpg
Screenshot_lexus_rcf_gt3_acc_sprint_highspeedring2_1-3-121-18-48-49.jpg


And for now - temporary water texture.

Known Issues

a.i is working but can be better and smoother.

Road looks like after rain and have "black things" on surface.

But thats better than hurting your eyes like in alpha.:D
Screenshot_rss_gt_tornado_v12_highspeedring2_1-3-121-17-28-29.jpg
Screenshot_lexus_rcf_gt3_acc_sprint_highspeedring2_1-3-121-18-53-18.jpg

And there is small a problem with texture /shaders in exit from the pits.

I dont know why because i used same method for every road texture.

Screenshot_rss_gt_tornado_v12_highspeedring2_1-3-121-19-24-52.jpg

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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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