Nurburgring 1967

Nurburgring 1967 1.1

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Before running this version please DELETE EXTENSION FOLDER LOCATED IN content/tracks/nurburgring1967 FROM PREVIOUS VERSIONS. This will allow config files to be downloaded from github via CM when updates are released without creating conflicts with previous config file versions.

It has been a while since the last update expecting bugs to arise, and just a few things have come into consideration. Nothing really big.

Water trail and wet tracks grip came into my mind the second i released the last version :whistling:. It's already fixed.

I have to thank Mascot for those beautiful vintage balloons :thumbsup:, already included into this version.

Sun was rising from the west :alien: . Fixed.

There's an issue with VR showing purple windows in stationary cars. I believe it has to do with shaders settings, but i don't have VR so i can't really test a solution. For now, that's going to stay.

Grass FX is better, but it is not looking the way it SHOULD. It should show procedural little flowers and little plants. Instead it just generates regular grass. I don't know yet what's the reason, the config file looks to be right.. i think it's a bug with Grass FX and i already discussed it with some people in CSP discord, but we don't have yet an explanation or solution. If someone that understands Grass FX better than me finds a solution, please contact me.

That's it! if anything else, please discuss in the thread.

Cheers!



2020-03-21, V1.1:

  • Now the car creates a water trail when running on wet tracks.
  • Grip adjusted in wet tracks.
  • Grass FX update (DELETE EXTENSION FOLDER LOCATED IN content/tracks/nurburgring1967 FROM PREVIOUS VERSIONS)
  • Sun heading fixed
  • Balloons replaced by new released vintage balloons thanks to Mascot
V1.0:

  • Wet versions for all layouts (Thanks to Alberto Fracasso for the textures)
  • Tire groove and skids around the track in all layouts.
  • Set of balloons included in every dry layout.
  • Background images for CSP's New Loading Screen. (This extension must be enabled and "Use extension/backgrounds images" box ticked).
  • Stationary vehicle models added into the scenario, including ambulance, fire truck, caravans and other vehicles.
  • CSP config seasons fix. (This is already available to download from github via CM). Now the file is located inside nurburgring1967/extension folder. Delete previous nurburgring1967.ini files located in extension/config/tracks and extension/config/tracks/loaded to avoid any inconveniences.
  • Trees and scenario modifications for counter-clockwise roaming (Some places used to look horrible when going counter-clockwise. Not anymore)
  • Crews and marshall textures and models enhanced
  • Mullenbach bridge collision fix
  • Minor 3D model fixes
V1.0.1:

  • Small fix regarding folder structure
2020-01-24, V1.0:

  • Wet versions for all layouts (Thanks to Alberto Fracasso for the textures)
  • Tire groove and skids around the track in all layouts.
  • Set of balloons included in every dry layout.
  • Background images for CSP's New Loading Screen. (This extension must be enabled and "Use extension/backgrounds images" box ticked).
  • Stationary vehicle models added into the scenario, including ambulance, fire truck, caravans and other vehicles.
  • CSP config seasons fix. (This is already available to download from github via CM). Now the file is located inside nurburgring1967/extension folder. Delete previous nurburgring1967.ini files located in extension/config/tracks and extension/config/tracks/loaded to avoid any inconveniences.
  • Trees and scenario modifications for counter-clockwise roaming (Some places used to look horrible when going counter-clockwise. Not anymore)
  • Crews and marshall textures and models enhanced
  • Mullenbach bridge collision fix
  • Minor 3D model fixes
V0.9:
-------------------
-Replay cameras
-Touristenfahrten has no replay cameras, because replay cameras require an AI line. In order to have this layout to be as freely as it should, it needs to have no AI line at all.
-AI line for the main and back straights around the pit straight and pit box positions have been modified in order to bypass a problem that arises with replay cameras when going through the pits.
-Alternative replay set for betonschleife made by FFF789

-Full CSP configuration file
-Includes full night mode
-Winter and autumn seasons

-Big 3d model improvements regarding some building windows and texture

-Big 3d model improvements regarding terrain around Döttinger Höhe and Hohenrain

-Few specific terrain and visual road fixes

-Tree LOD fix
V0.8:

-Steilstrecke Loop and Touristenfahrten layouts included

-The Steilstrecke loop was the same loop used in Scuderia Hanseat's drivers training back in 65' and 66' for the purpose of karousell training, but this time reversed.

-Touristenfahrten layout has all roads open. It's just a free roam layout, not race. You can spawn in Ex-Muhle if you choose "Hotlap Start"

-Final vegetation.

-Small tree shaders adjustments.

-Small AI fix (going into the sudschleife from sudkehre)

-Small track texture contrast adjustment

-New concrete texture for bridges

-Small collision fixes

-Small terrain fixes


What's next?

-Full night configuration (I need to watch some tutorials before hehe)
-Replay cameras
-Groove
-Tire Marks
-Other minor stuff

I will also study the posibility of releasing wet versions.

Enjoy!
V0.5:

First of all, DO A CLEAN INSTALL, as the files structure has changed.

-Sudschleife and Gesamtstrecke layouts included:

You will notice the Sudschleife has new shrubs and plants. The nordschleife lacks these at the moment, but these are the same kind of vegetation that will be added into the nordschleife for the next update.

-New physical road mesh: new bumpier feeling

Complete new physical mesh, feels a lot bumpier, but not in a violent way for the wheel, so it's a big improvement.

-Elevation fix in the south loop:

The sudschleife "template" from the original track had to be thoroughly modified regarding hills and track elevation and general layout. Probably close to a 100% of it suffered big modifications. In this process i noticed the south loop had an elevation problem, so now it sits a bit higher than before. You wont probably notice that though, looks very much like before.

-Includes 2 more pits. Now 32 pits total.

-Pits-zone denomination in the 3D model now included:

This should solve any car collision problems inside the pits, but at the same time it limits speed to 80kmh while in the pit section. This sadly can't be bypassed, but i tried to limit the "pit straight" very close to the pit boxes, so you wont have problems when passing through the straight at high speeds with one wheel over the pits concrete.

-Road texture improved:

Looks very different, but better.

-New pit concrete texture

-Various little corrections regarding 3D model, textures, and texture mapping

There's more updates coming in the future!

Enjoy!!
V0.2:

-New physical road mesh that solves a number of problems:
-"floating" wheels fixed
-Tiergarten violent road bump fixed
-Sudkehre violent bump fixed
-Track border issues fixed
(This track mesh is completely new, made with a whole new method, feels diferent, but with the same overall amount of bumpiness)

-3 first pit locations moved to avoid collision when spawn (I couldn't reproduce the problem stated in the support forum, so i hope this fixes it, if not, tell me)

-Sticky walls fixed

-Concrete curbs revised and added in Hohenrain

-Karoussell curbs revised

-Entrance to the old paddock available now (Besides Shell structure) (It's a bit empty now, in time i will add stuff in there)

-Hedge modification in Kallenhard and Galgenkopf

-More trees added between Ex-Mühle and Bergwerk

-Includes set of replay cameras for nordschleife layout (by Marg)

-Terrain mapping modification in sudkehre

About AI line: The new track mesh required a new AI line, so i made a new one. It's different, but don't consider it an upgrade as it is not meant to be one. It could have some things better and some things worse. A friend is working already on a good well made AI line for a future update.

Latest News

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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