Riverside International Raceway

Riverside International Raceway 1.1

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Minor bug fix update to 1.1
  • Fixed strange Turn 9 wall behavior where it can seem to be slightly sticky.
  • Fixed hole in mesh in Turn 8
  • Fixed hole where if you somehow went left of turn 9 you would fall off the map.
  • Added reverb zones to multiple areas around the track
  • Added AI hints to all layouts to help the AI run a bit faster in some areas.
I decided to skip 0.9 and go straight to 1.0.

Change Log:
  • Added many many details. Too many to list on here.
  • Added 3D grass
  • All new AI for all layouts.
  • Fixed line shadow issues
  • Fixed flickering signs
  • Black lines are now physical. Should feel a small bump in the wheel as you go over them
  • Added wall marks at T9 and T6. Should get darker as race goes on.
Change log:
  • New layout! For the first time in any sim and since 1988 you can drive the "Spike" layout. Great layout for slower cars!
  • New AI for all layouts. There is some experimentation going on and am curious to hear what people think. Lap 1 through the esses should be a little less chaotic. Also if they are inside at the kink they shouldn't slam on the brakes.
  • Added Goodyear blimp that moves slowly from west to east with minor changes in position trajectory each time loaded. Blimp model by @Tberg
  • Minor elevation changes to spike and turn 8 entrance from long layout
  • Made curbs just a tad wider and added proper end caps
  • Added sector to long layout to prevent the ability to cut and still have lap count
  • Added "rubber bits" texture that appears as track rubbers in
  • Added "sand tracks" off key corners
  • Added "sand island" in the turn 7B area
  • Added many details such as corner workers, flags, tow trucks, trailers, etc. Many textures are still placeholders and will be getting more detail.
  • Added Time Attack mode but I doubt anybody actually uses it.
  • Some optimization has been done to help performance with AI. Still more to come.
Known issues:
  • Shadow issue on lines still there but will be fixed in final optimization process.
  • Some signs are still flickering on some replay cams when zoomed in
Change log:
  • Slight elevation changes to both turns 7 and 8
  • Added normal maps along with other details to terrain textures
  • Added RVs and cars around track
  • Fixed flickering hills behind turn 9
  • Added pit lane details. Pit box objects along with haulers are tied to grid size
  • Tweaked shader settings as it was much too bright overall before.
  • Minor tweaks to some bumps
  • Lowered number of people in grandstand to try and limit flickering of people
  • More TV cams
Known issues:
  • Not fully optimized yet but it should still run very well on lower end machines.
  • Some signs are flickering on some replay cams when zoomed in.
  • Still no time attack but it should be done for next update.
Change Log:
  • Various new textures
  • Added road crack sealer detail
  • Fixed groove texture
  • Tweaked skid mark textures
  • Added crowd
  • Added turn 6 Tower and small Winston towers
  • Added some surrounding scenery
  • Fixed lines
  • Added signs
  • Added power polls/lines
  • Raised esses turn 4 hill/wall
  • Added dynamic road sand
  • Minor tweaks to some bumps on back straight and T1
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