you are the author of the Rolex adds work aren't you so no problemOh respect, the author only shoulld allowed sharing my files
you are the author of the Rolex adds work aren't you so no problemOh respect, the author only shoulld allowed sharing my files
Thanks a lot, it works.There is a problem with the roadcourses surface.ini, probably just a mistake
[SURFACE_2]
KEY=GRASS
FRICTION=0.8
DAMPING=0
WAV=grass.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=1
IS_VALID_TRACK=10
BLACK_FLAG_TIME=0
SIN_HEIGHT=0.03
SIN_LENGTH=0.5
IS_PITLANE=0
VIBRATION_GAIN=0.2
VIBRATION_LENGTH=0.6
[SURFACE_2]
KEY=GRASS
FRICTION=0.8
DAMPING=0
WAV=grass.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=1
IS_VALID_TRACK=0 <-correct way
BLACK_FLAG_TIME=0
SIN_HEIGHT=0.03
SIN_LENGTH=0.5
IS_PITLANE=0
VIBRATION_GAIN=0.2
VIBRATION_LENGTH=0.6
I'm doing a update with the new stands....Still a WIP, missing polelights and stuff... But, if i get permission from terra21 i can share it in public when finished.
View attachment 233793
As this version replicates the 2017 track you could remove the grandstand on the backstraight, it was demolished during 2015. Should gain some performance.
View attachment 222378
On the pit exit there are missing some kerbs, walls and grass:View attachment 222379
Do I see a Ford GT??I'm doing a update with the new stands....Still a WIP, missing polelights and stuff... But, if i get permission from terra21 i can share it in public when finished.
View attachment 233793
I already removed and added the billboards.Please remove the old grandstand at the backstraight and add the longer pit ext wall.
I already did that too...Please update the old NASCAR adverts (Sprint) to the actual ones (Monster Energy Cup).
which You should be familiar with because I just checked it to make sure i got the spelling write nad there is a common developer between the too -- now im less optimistic about my ideaI have an idea for a workaround to the walls on the banking That i got after playing the "le grand circuit" track- it has dirt berms that would launch you high into the air but still worked with collation at high speeds, have you tried angling the mesh so that it's not 90s to the road - maybe it could work better than the sinkhole it is now?
Good to see sombody has picked up the battern on this one. I got to my wits end with this track and the collision issue on the banks. Let me know if you need help with anything. As i also did a lot of work on this track along with terra and may be able to help with info on issues we have delt with. May save you time etc etc.. ps would love to see what your doing. So maybe send over were your at so we can take a look. (Tera i may be speaking out of place for you. So just shout if your not up for this)
which You should be familiar with because I just checked it to make sure i got the spelling write nad there is a common developer between the too -- now im less optimistic about my idea
Sorry if this comes across rude its really not meant too
but these last two posts were quite hard to decipher, what is your idea for fixing the barriers?. its something i have tried many ways to fix including what you sort of suggest here i think???. i have tried running the road surface well under the wall. and also adding a invisible barrier at 90 degrees to the road surface. neither option fixed the issue properly. i also noticed that kunos cars seem to be more consistent with this issue. its very strange its almost like the the ac game engine has issues with collision physics at certain angles
please be my guest and do some playing around with different collision angles on the banks, see if you can glean any more of a insight